New build! https://wiki.arcengames.com/index.php?title=AI_War_2:The_Great_Refactor#Beta_3.787_Yet_More_Performance I had hoped to be out of beta a week or so ago, but we're not quite there yet. On the plus side, we're continuing to make some astronomical strides in general stability, performance, and so forth. This applies to singleplayer and multiplayer. We have a couple of dramatically-overpopulated huge savegames that would have ground to a halt in the past, and they now actually run at about half sim speed and 30fps; by simply adjusting the game speed up to 2x, you can run those in realtime, in other words. I prefer that the game run at 60+ fps, of course, and at full sim speed; but in this particular situation, we're talking about 9.5 hours into a game with 13 intensity-10 factions, 3 difficulty 9 AIs, and three other factions in addition. In total, under the hood, 49 factions in place, and about 550k ships in 40k groups. That is... really really extreme, and the fact that it's quite playable now is something I'm really pleased by. Even better, the game now uses far more of your processor cores as of this version for these extreme sort of scenarios. It won't use excessive CPU in a normal situation, but it does scale up as-need, even on 16+ cores. There are some safety mechanisms in here that are new for various NPC factions, which allow them to force stacking when they start getting too many units spawned. This is useful even for modders, so that if they wind up with runaway unit counts on high intensities of their factions, they can have the game automatically adapt and get better performance out of it. In the event that the automated logic doesn't get the job done, it now shows what is going over budget in a warning fashion, which should encourage people to submit savegame bug reports where more direct tuning can be done by the faction author. Overall I like giving people the tools to succeed and not shoot themselves in the foot, so this is a big step forward in that regard. These mechanisms only apply to NPC factions, not to player ones, incidentally. Lots of bugfixes in this build, many of which are related to the recent "don't reference a wrong unit" code that was put in. But also, this fixes a couple of notable multiplayer bugs, and so hopefully the multiplayer experience is smoother than ever, as well. I still expect some remaining small issues for a bit, but so far I'm really heartened by just how well it's running on my test setup. Civilian industries got some updates as well, and runs again (it was busted at the last moment in the prior build). More to come soon. Enjoy!
[ 2022-01-28 02:43:42 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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