New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Great_Refactor#Beta_3.702_Bugfixes_And_Mod_Conversion This one is mostly bugfixes, but also converts the Civilian Industries mod to work in the new framework. There's a four and a half hour video where you can watch me doing that, if you're inclined. This also specifically disables all of the other code mods that are known to not work. They are still distributed to you, but if you go in the file system and get them to be enabled again, all you'll get is errors. So... uh... maybe wait for the mod authors to get those updated first. Non-code mods largely were not affected at all, but now there's no longer a case of you having to wonder "should this mod work, or should it error?" If a mod that you see in the distributed list from us is broken now, we want to hear about it. On that subject NR SirLimbo is working like crazy to get his selection of popular mods ported over, but it's going to be a TON of work. He's been building his own modder framework on top of our codebase (that's what "AMU" is for), and so naturally that's a lot more difficult to port over than a "traditional native code mod" like Civilian Industries. You can keep up with his progress and send him encouragement on the modding section of our discord server, but he's estimating it may take him a couple of months of very intensive work to get it all going again (after all, unlike me, this isn't his fulltime job, and that's still with him really working like crazy on his projects). This build fixes most of the really major bugs that I am aware of, although I am aware of several that I didn't have time to fix today. I'll get those tomorrow, along with continuing on with whatever else is new. Thank you to everyone doing the testing on this new code framework! Once the errors start quieting down, then some of the other exciting things I have planned are going to get some attention, like loadouts for fallen spire ships, better fallen spire fleet organization/setup, and... well, there's a whole list of things prior to DLC3, and then there's DLC3 stuff as well. Expert mode will be getting some more attention soon, too, but it's all mostly based around how long I am responding to bugfixes. I'm definitely pleased with where things are, overall, at the moment. The game is going through those first bumpy bits after a major transition, but it's not quite as bad as I had feared it might be (so far -- it's early yet). Enjoy!
[ 2021-09-28 22:38:43 CET ] [ Original post ]
- AI War 2 Linux [1.72 G]
- AI War 2: The Spire Rises
- AI War 2: Zenith Onslaught
- AI War 2: The Neinzul Abyss
You must steal as much technology as you can, and take enough territory to fortify your bases and launch your attacks. But every conquest you make turns the attention of the AI ever more in your direction... so choose your targets with care.
It's "a sequel to [Arcen's] enormo-space RTS AI War, which we called'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)
What's New?
We still have a lot of work to do on the game, and we're undergoing some major work with our beta testers before heading to Early Access, but a lot is already awesome:- The game is crazy moddable.
- It's multithreaded to take full use of modern computers.
- The new 3D graphics are working out great.
- The UI has already been dramatically improved by the introduction of a tabbed sidebar in the main view, and streamlining of several other mechanics that felt very difficult in the past. More to come, there.
- We’ve got art for over 130 distinct units (not counting different mark levels), and there's more to come.
- We’ve got over 1500 lines of spoken dialogue from more than 25 actors, focusing primarily on the human side at the moment; we have a few hundred lines of AI-side taunts and chatter, some of which is recorded but just not processed yet.
- There are hundreds of high quality sound effects for a varied battlefield soundscape (with distance attenuation if you’re far away, and positional 3D audio if you’re down in the thick of it), all routed through a tuned mixer setup for optimal listening to all the various parts.
- We have a set of music from Classic that is over four and a half hours long, and the new music from Pablo is partly in, but mostly set to be mastered and integrated within the next week or two.
- There’s also a ton of map types, many of them new, and with a lot of sub-options to make them even more varied.
- And a whole lot more.
Wishlist the game to be notified when it becomes available!
- OS: Ubuntu 12.04+. SteamOS+
- Processor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GTX 510+. Radeon HD5900+. or Intel HD4000+
- Storage: 4 GB available space
- Processor: Any Quad Core or 3.0+ GHz Dual Core CPUMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
- Storage: 4 GB available space
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