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Indie game development studio since 2009. AI War, Calling The Rain, and more.
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    • AI War 2
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      • AI War: The Zenith Remnant (Expansion 1)
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      • The Last Federation: Betrayed Hope (Expansion 1)
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    • In Case of Emergency, Release Raptor
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      • Part 1: 2009-2010, AI War And Tidalis
      • Part 2: 2011-2012, A Valley Without Wind, etc
      • Part 3: 2013-2014, Shattered, Bionic, Skyward, Last Federation – Peak Arcen
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Monthly Archives: September 2017

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AI War 2 – Quick Look At Ship Designs (less than half).

AI War 2, Art Discussions, Chris TalksBy Chris McElligott ParkSeptember 27, 2017Leave a comment

Chris here. Since we’re now moving into starting the custom Ark backer rewards work, it was suggested that we show the existing ship designs to players. This videoonly shows the ones that are currently “wired up AND uploaded,” which doesn’t include remotely everything that is complete just yet, but it’s a good start. More info…

AI War 2 v0.521 Released! “Fuel/Power Rebalance and Custom XML Data”

AI War 2By Keith LaMotheSeptember 18, 20172 Comments

Release notes here! The main player-facing changes here are the rebalancing of fuel and power. Fuel costs have been halved so that your fleet size is not almost always capped by Fuel, but sometimes by Science. Power costs themselves are unchanged, but spending science on power-consuming units now gives you a galaxy-wide +% boost to…

AI War 2 v0.520 Released! “Formations”

AI War 2By Keith LaMotheSeptember 15, 2017Leave a comment

Release notes here! This one’s all about adding support for Formations. AIW Classic had limited support for this idea: you could set up your group of ships and use J+right-click to have them move to the target point while maintaining their position relative to one another. There was also a sticky-formation setting so that you…

AI War 2 v0.518 Released! “Active Selections and Capturing the Uncapturable”

AI War 2By Keith LaMotheSeptember 8, 2017Leave a comment

Release notes here! The main new feature here is that selecting a control group is now “sticky” or “active”: if more units of that control group are produced, or arrive from a different planet, they’re automatically added to your selection. This allows you to continue to give a fleet movement orders without having to periodically…

AI War 2 v0.517 Released! “External Data and Group Control”

AI War 2By Keith LaMotheSeptember 7, 2017Leave a comment

Release notes here! This one is mostly about the new architecture to support “External Data” that modders can store with various parts of the gamestate. This is obviously useful for data you want to persist across saving and loading the game, but even during normal operation it’s nice to be able to store data directly…

AI War 2 v0.516 Released! “UI Scaling and Rally Commands”

AI War 2By Keith LaMotheSeptember 5, 2017Leave a comment

Release notes here! This one contains a few quality-of-life improvements from prolific community-member BadgerBadger, and two features that range from the minor to the major depending on how you play: 1) UI Scaling New slider on the settings menu, defaults to 1 and you can bring it down from there if you’ve got a very…

AI War 2 v0.515 Released! “The Settings Menu Of Doom”

AI War 2By Keith LaMotheSeptember 2, 2017Leave a comment

Release notes here! I never expected something like “A Settings Menu” to take a whole week, but here we are. And in retrospect it makes a degree of sense: this is just a huge chunk of engine that we hadn’t written yet. The settings themselves were all there and working, but we had to: 1)…

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