This is a real time strategy game that takes place in space.
In general, the mechanics of AI War are pretty conventional within the RTS genre. You collect resources, build ships - both stationary "building-style" ships as well as mobile ones - and you prepare for and engage in battles. Genre standbys such as control groups, minimaps, and hotkeys are alive and well here.
· NET Framework 3.5
· DirectX 9.0c
· SlimDX March 2009
· Limited game play
What's New in This Release: [ read full changelog ]
· Major new Border Aggression behavior for the AI is the largest single new addition to the AI since Cross Planet Attacks were introduced.
· Four new Heavy Beam Cannons (Mark I-IV).
· Huge performance improvements for the largest battles, game loading, and more.
· Focus fire control node options added, along with other various new control nodes.
· Many various improvements to ship autofire targeting in general.
· Many significantly rebalanced units, including MLRS, Anti-Armor, Transports, Sentinel Frigates, Scout Starships, all melee ships, mines, all Golems. Many of these units are like all-new (and much more useful) ships.
· ClearType text is now used, resulting in vastly more attractive fonts.
· New AI modifiers for optional less-Tower-Defense-inspired gameplay for advanced players: No Wave Warnings, Cross Planet Waves
· New AI Plots feature for more exciting endgames: the first one, Avenger, is now available and more will come in the coming months.
· New lobby options for starting with a largely invisible galaxy which is only revealed as exploration is undertaken (normally you can see all the planets and their connections, just not any details whatsoever about the planets).
· Dozens upon dozens of other, smaller, balance tweaks, interface tweaks, and bugfixes.