New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Great_Refactor#Beta_3.769_Neinzul_Custodians_And_Total_Conversions Let's start with a question: aside from multiplayer, if you're in the beta branch, are you seeing anything that would prevent us from merging back with the main branch? Because I've finished all the todo items off my list for single-player. I have another day or day and a half of multiplayer work and fixes to do, plus whatever bug reports people make in that timeframe, but other than that we're head back for the stable branch for the first time since mid-July, good grief! But seriously, if I'm missing something please let me know! This version has a lot of bugfixes, and yet more total conversion support. The first total conversion mod for AI War 2, called "Classic Fusion," seems to be nearing a releasable state. It's essentially recreating most of the original AI War (AI War Classic) in the AI War 2 engine, with the AI War 2 factions, and with other specific tweaks to kind of merge the two games and meet in the middle. I got my first taste of booting it up today, and just going into the build menu -- which looks like AI War 2, of course -- made me immediately have this intense wave of nostalgia as I saw all the AIWC ships and structures, reborn in a new fashion. This is something Puffin has been working on for years now, and it's quite a feat. Tom has also added more refinements for fuel in expert mode, which seems quite welcome! That mechanic has seen a lot of discussion on discord, and I'm glad that it's getting balance and attention. In the short run I've been focusing my efforts on getting us out of beta, but even after that there's a long list of other items I plan to work on for expert mode, DLC3, DLC1 late additions, and some other general base game additions. Speaking of DLC3, StarKelp has been working hard on the Neinzul Custodians, which is basically the Roaming Enclaves. The Neinzul Wild Hives, another DLC3 faction, also got some updates and some new planet-wide ship mechanics to go with them. This game went from being "oh, poor Neinzul, they get no representation and it's all spire and zenith" to "wow, we have five substantial Neinzul factions in the third DLC." I am pleased with this development, and the further expansion of the lore and civilization of this race. Out of the three main alien species in the AI War universe, they've always been the least-explored. Nice to be reversing that! More to come soon. Enjoy!
[ 2021-12-20 03:34:54 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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