AI War 2 v0.612 Released! “AI Hunters and the Turrets that Stop Them”

Release notes here!

It’s been a while since the last release, largely because there’s a lot in this one.

The AI has undergone a bit of an overhaul. On the broad scale there’s the implementation of the Hunter Fleet (in AIWC we called it the Threatfleet) and refinement of the Warden Fleet (called the Special Forces in AIWC and AIW2 until now). On the small scale there’s a bunch of changes to how the AI handles being locally outmatched. Overall, your opponent is much more threatening now.

On the other side, you now have a lot more capacity to build defensive depth. I’ve gone back and forth on a bunch of models of how to make turrets make sense with the per-planet power resource and the per-planet caps AND the need to unlock the turret techs. In the end I’ve decided to just try not having them cost power. Other stuff still costs power, so you have to decide on what mix of shields, tractors, tachyon, gravity, etc to put on each planet, but in general the main limitation on how many turrets you put down is how much metal you have on hand to build them and how much science you want to spend unlocking more turrets (and thus increasing your cap).

Speaking of things getting smarter, the Devourer saw some AI improvements. Your turrets won’t help you with that.

There’s several improvements to the user interface that are small but important (escape closing settings window, save menu not passing keyboard input through to the game, etc), the new-game experience no longer has the possibility of dropping hapless new players straight into combat. Finally, I hope you like the new set of faction colors to choose from.

Enjoy!
Keith

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2 Responses to “AI War 2 v0.612 Released! “AI Hunters and the Turrets that Stop Them””

  1. jack says:

    So, just read this now, and I feel the need to ask. When you say the only limits to building turrets will be knowledge (to unlock them) and metal (to build them) does that mean they will no longer have a ‘cap’ per planet, or will that still be maintained while throwing out the energy cost?

    • Chris Park says:

      I don’t believe that they have a per-planet cap, but I have not checked the very latest build. In a grand sense, across all turret lines, the cap is how much power you have at that planet. You’re balancing that with your desire for tachyon, tractor, and other defensive structures.

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