This is both the demo and the full version of the latest official version of the game. Players who wish to unlock the full version from the demo can purchase...
"AI War breaks most of the genre’s rules. Which is precisely why it’s incredible... This out-of-the-blue one-man passion project is one of this year’s finest strategy games." - PC Gamer UK Review, November 2009
AI War is an entirely unique large-scale RTS with aspects of TBS, tower defense, and grand strategy. It features single or cooperative play with as many as 8 humans against a pair of powerful, intelligent AIs. These AIs are driven by an AI Progress stat that players contribute to through aggressive actions such as taking control of planets and destroying key units, forcing tough decisions regarding which targets are worth capturing or destroying. Human fleets are usually several thousand ships in size or larger, with games often featuring 30,000 units at any given time across galaxies of anywhere from 10 to 120 planets. Some games have reached as many as 90,000 units!
Despite this, players retain powerful control over their fleets in a macro-sense, ignoring painful micromanagement present in other games in favor of actual tactics like flanking. Meanwhile, ships themselves attempt to target enemies as intelligently as possible so the player can focus on the tasks that really matter. Scouting also plays a major role in the game, supplying an intel 'snapshot' about important capturable units, enemy fleet sizes, and planet ownership. Designed by RTS veterans and backed by strong, responsive support on the official forums and elsewhere, AI War is an exciting and refreshing experience.
This one is mostly a maintenance release, but there's some important iteration on Salvage and other features.
The salvage-reprisal waves were working pretty well but feedback showed they ultimately needed to be separated from normal waves into their own thing. Now they probably won't happen nearly as often (unless your fleet is an accident-waiting-to-happen permanently on the offensive... though I guess that's actually pretty accurate in some cases) and won't displace the normal wave mechanic. They'll also be much less of a threat in the early minutes of the game, to avoid the need for building serious defenses before you even start to attack.
The Neinzul Enclave Starship is hilariously powerful. In fact, hilariously over-powerful. And the hilarity is great particularly given the unit's past where relatively few players really wanted to use them. So we're not nerf-hammering it into the ground (indeed, the first two marks are getting a bit better), but ultimately it's not good for a single line of units to allow you to take heavily-defended systems without significant casualties. Further balance feedback (up or down) is quite welcome.
Hacking costs have seen another pass, with the ARS-redirection and design-corruption actions getting cheaper and the fab-hacking and sabotage actions getting more expensive.
And there's some important bugfixes, including one for the issue where the first two Showdown CPAs would imitate the third (and launch everything).
This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.
Originally posted by Keith LaMothe on the Arcen Games news blog.
Highest Rated (4 agree) 10/10
This game is really awesome in my opinion. Very few games would have this complexity where the focus of the game isn't outpowering your opponents, it is rather to utilize strategics and the game mechanics to your advantage to win. Rather then encourage you to the direct route of amassing a large fleet and blasting everything away (believe me, that wont work) it encourages you to gather information, plan things out, and do things with more thought than a person would normally do. This is a great…
Feb 23 2012 by Tony29