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

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 power production. So if you have Planet A which naturally produces 1000 power, and Planet B which naturally produces 1500 power, spending 1000 science on turret techs increases Planet A’s power output by 100 and Planet B’s by 150. This allows you to invest in “thicker” defense rather than only in more diverse defense.

More changes are needed in both areas, of course. Please let us know what you think.

On the non-player-facing side, there’s the huge addition of letting modders attach custom data to the xml records that form the meat of the game definitions. So you can add custom external constants, or custom fields to map types or AI types or ship types or whatever. These use a namespace system similar to the External Data you can attach to in-game objects, so that different mods don’t stomp on each other.

Enjoy!
Keith

AI War 2 v0.450 Released: Sound effects at last! Plus video of it all.

New version!  Release notes here.  They are long, and in parts technical if you’re interested in the innards of our new sound mixing system.

If you’d like a quicker look at the results of the sound mixing system, as well as a brief video-based overview of it, then here you go:

I had, naturally, hoped to get ALL of the shot graphics into the game today, and have their sounds linked up to them, and get the existing voice work integrated into the game… and of course that didn’t happen.  I was super tempted to delay the release because I didn’t have every last thing in it, but already there’s so much goodness in here that there was no point in waiting.

One of my favorite things was actually coded by community-member and top-bughunter BadgerBadger: the ability to name your savegames.  We hadn’t had time to get to it yet, so he said “heck, I’ll do it myself.” 🙂  That was a side benefit to open sourcing those parts of our code that I hadn’t really anticipated!

As always, more to come soon.  Enjoy!

Chris