AI War Fleet Command v1.301 (by Arcen Games) | 86.3 Mb
AI War: Fleet Command is a space-based RTS with incredible AI and the
largest number of units (30,000+ in most games) of any game we know of.
Up to eight players team up against two deadly AI civilizations in
lengthy, multi-session campaigns spanning an 80-120 planet galaxy map.
Over 120 hours of content means there is always something new to
discover. Whether you're a newbie or a genre veteran when it comes to
RTS, you'll discover something startlingly new and fun when you and
your friends start executing coordinated attacks with thousands of
• Cooperative RTS game (1-8 players) with numerous unique ship types.
• Challenging AI in 26 styles, many with unique superweapons.
• Insanely high unit counts: 30,000+ ships in most games.
• Lengthy campaigns featuring 80+ simultaneous planetary battlefields.
• Different Every Time: 16 billion procedural maps, each with specific units.
• A focus on deep strategy that you don't get in most RTS games.
What Makes AI War Unique?
War is a 2D space RTS game, built using a 3D engine. You will often
want to use this to zoom out and get a birds-eye view of the
battlefield. Especially because the smaller ships move fast. This isn't
your grandfather's molasses-filled space sim. The feel of gameplay is
unlike any other RTS game out there; in addition to all the expected
RTS activities, you also need to do a lot more advance planning and
exploration. Also, our AI uses unique new methods to achieve some
pretty impressive results.
Campaigns: There are no traditional skirmish or scripted-campaign
modes. Instead, 1-8 human players cooperate in one of the 16 billion
procedurally-generated campaigns against two deadly AI forces that have
taken over the galaxy. Your collective mission is to locate and destroy
the enemy homeworlds before they destroy all of your team's homeworlds.
Your team succeeds or fails as a group: no one is ever "out" early,
with nothing to do.
Multiple realtime battlefields: Each campaign is
split into many battlefields -- the gravity wells of 80-120 planets.
The galaxy map is always accessible by simply hitting the tab key, and
is managed in realtime just like all your battlefields. Each individual
battlefield is immense: if you don't zoom out, to scroll from one side
of a single battlefield to the other would take over 9 minutes.
Games: Games are meant to be played with friends over an extended
period of time, often 10-12 hours on even the smallest (80 planet)
maps. Throughout the game technology levels are always changing, new
ship types become available, certain locations evolve as key
battlefields, and you must work to protect your flanks even as you
press further out into the galaxy.
Game Scale / Ships & Technologies
two dozen military ship classes, with nearly two hundred ships in all,
divided into four technology tiers and several specialized groups (such
as defensive structures and turrets). In-game hover-tips make this easy
to learn, but hard to master.
Every Game Has A Different Unit Mix:
Each game starts you out with only five military ship types (one that
you get to choose, plus four basic types that are always available),
and you'll unlock up to five more ship types through capturing Advanced
Research Stations from the enemy. Even with eight players, you won't
see anywhere close to all of the ship types in any single game!
are also several dozen other non-military ship types, starships, and
turrets that are available in every game. Many of these also have to be
unlocked, so there are a lot of different ways you can grow your
Vast Numbers Of Ships: On an average dual core
computer (for the host -- single cores are all that are needed for
other players), the game can easily support several tens of thousands
of units (including several thousand in battle at once) without a
stutter. Most campaigns start with more than 20,000 units on the map.
Broadband connection required for Internet play.
Crystal, and Knowledge are the four resources you must manage. An
unusual twist is that Knowledge is finite and can only be increased by
taking more territory -- so "turtles" must be prepared to break out of
their shells in order to gain access to higher level ships!
Population Caps: Each individual technology tier of each ship type has
its own population cap. So to continue expanding your army, you need to
both increase your technology levels for each ship type, and you need
to find and unlock new ship types. This takes some planning -- you
can't just "spam" any single unit, and also you can't disregard your
older, weaker, ships. Deciding where to put your best ships and where
to use your older, weaker, rejects is part of the challenge (and
something real military commanders would have to contend with, by the
Capture Enemy Technology: To keep expanding, you'll need to
capture Advanced Research Stations, which unlock new ship types, from
the AIs. You'll also want to capture Advanced Factories, since those
are the only way to build your highest-tier (Mark IV) ships. There are
a finite number of Advanced Factories, so if they all get destroyed,
you'll be limited to Mark III ships and below -- guard them carefully!
AI difficulty levels and Twenty-Six AI types. There is also an
underlying difficulty scale based on how many human players are in the
game -- a level seven AI presents approximately the same challenge no
matter how many players are present. Some of the AI types include
specialized ships or even superweapons that change the entire feel of
Multithreaded host: The AI routines are run on the game
host only, in a separate thread, to allow keen AI intelligence (based,
unusually, on modern data mining techniques) without ever slowing the
game down. This is a huge improvement over the way AI is handled in
many RTS games (AI is typically a key factor in slowing down large
games because of how closely it is tied to the main game processing --
not so, here).
Distributed AI Intelligence: Most RTS games basically
feature player v. player modes, with the ability to have AI players
take the place of human ones when the need arises. These AI players
tend to try to emulate what a human would do as closely as possible. AI
War is built around an entirely different concept -- more closely
resembling actual battlefield opponents. Rather than mimicking a single
central intelligence, the AI simulates the effect of intelligence in
each individual ship, guided into battle by several sub-commanders of
varying skill. Overarching strategies used by the AI are actually
emergent behavior (as happens with large groups of people working
toward a common goal). The unique structure of this system makes for AI
opponents that are inherently more varied and effective than the purely
rules-based AI in most other games.
Game Flow and Objectives
Defense and Beachheads: Offensive and Defensive initiatives are both
extremely important to your success in this game, and each has a
distinctly different feel. In defending your planets from the waves of
enemy ships that are warped in from outside the galaxy, you will
augment your mobile forces with turrets of many varieties, tractor
beams, tachyon beam emitters, force fields, and so on. Success in the
late game depends on properly diverting the oncoming waves until they
can be destroyed. By contrast, offense revolves around advance
scouting, smart targeting of key enemy command posts, and effective
Secondary Objectives: Your primary objective
is to find the two AI homeworlds and destroy them. If you can do this
without completing any secondary objectives, go right ahead -- but on
all but the easiest difficulty levels, this probably isn't possible. In
order to secure your victory, you'll need to weaken the enemy by taking
out their data centers, and strengthen yourself by capturing their
factories and research stations. You might even find captive human
settlements that will help you if you save them.
Savegames: Unlike many other recent RTS games, AI War supports
multiplayer savegames. Completely unique to this game is that it also
supports hot-rejoining for players who are dropped due to connection
issues, power loss, computer crashes, etc.
Powerful Interface: The
minimalist interface for the game nevertheless provides a number of
extremely helpful buttons directly in your HUD. It's easy to find
specific ships, to manage build queues (and even to set them in a
repeating loop), and to see a myriad of statistics detailing the
performance of yourself and your teammates (normally this information
would be restricted to after win/loss in other games of this genre).
Game Start Options: Hate mines, or ships with cloaking? Tired of
EtherJets swooping into your planets, grabbing your ships with tractor
beams, and carrying them off for destruction? It's simple to turn them
off -- the AI players adjust their strategies automatically. Tired of
facing orderly waves of ships? Try the "Schizophrenic" AI modifier.
Alternatively, double or halve the number of incoming enemy waves with
other AI modifiers. You can also adjust the combat style so that it is
faster-paced (for advanced players) or regular speed (for new players,
or those who like to micromanage ships in battle).
• Windows XP/Vista
• DirectX 9c
• .NET v3.5 SP1
• 1.6 GHz
• 512 MB RAM
Resolution: Custom Fullscreen/Desktop/Windowed