February 10th AI War 2 Dev Diary Update! AI War II full version

February 10th AI War 2 Dev Diary Update!AI War II

Lots of new stuff! Optimizations galore are shown off, and the visual and functional evolution as well. More details on the kickstarter update paired with this video: https://www.kickstarter.com/projects/arcengames/ai-war-ii-0/posts/1804536
Video Rating: / 5

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8 thoughts on “February 10th AI War 2 Dev Diary Update! AI War II full version

  • Wrzesień 19, 2017 at 8:46 pm

    plz giv gamee fur free

  • Wrzesień 19, 2017 at 9:14 pm

    These graphics actually look really awesome. I like how it is now, with the minimalist art style, conveying a lot with a little. EDIT: I wish the little ships had faint team coloured outlines to mark them out in the depths of space, I would like to be able to make the little guys out when I'm zoomed in, see what their profile looks like in regular gameplay.

  • Wrzesień 19, 2017 at 9:40 pm

    Will it be possible to add ships to "Fleets" that will try to automatically protect each other and generally act like, well, a fleet would? That way I could queue factories to fleets and then give broad fleet orders. Even better if I can set minimum ship thresholds on different fleets, which nearest factories will try to autofill the fleet back up to capacity. EDIT: also, AI stance options like : Try to stay inside fleet shield generators.

  • Wrzesień 19, 2017 at 10:27 pm

    Is it possible to get Unit voices in the game, at least for core unit types? It shouldn't be too hard to gather them from fans and just let us review and upvote them, then you just review the top ones. Thus, less work, but voiced units. At the very least, can you add the functionality so we can add unit voices ourselves like the Voice Pack mods from XCOM 2?

    PS: If you do at least add the functionality for us to mod it ourselves, can you please also give the categories (calm/battle/worried [unit half health]?). That way the units lines could change depending if they were in combat or not, and whether they were badly damaged.

    PS2: You could also add an Arma style pseudo-scripted dialogue, with separate lines for numbers slotted in. If the players unit is attacked and the player is not looking at that gravity well, the unit will say the number of the planet. [Starship at below half health on planet 59 under attack]. (worried tone+more radio distortion than usual) "Starship is engaged! Planet, five! Nine!". You could also make this interact with fleet groups, so units in that group getting attack would instead refer to fleet group. ("This is fleet [3], we're taking casualties here, at planet 5 9.").

  • Wrzesień 19, 2017 at 11:09 pm

    the color palette (especially unit icons) looks oversaturated to me, I would even say toxic IMHO.

  • Wrzesień 19, 2017 at 11:35 pm

    will there be some kind of grouping of ship symbols when you are zooming out? like when there are 5 fighter squads and two bomber squads (with a total of 7 symbols zoomed in) that turn into a single 5-fighter-squad-symbol and a single 2-bomber-squad-symbol (to a total of 2 symbols) when zoomed out? that would go a long way t o declutter stuff…
    also: will there be a close zoom level where the icons disappear so you just see your ships?

  • Wrzesień 20, 2017 at 12:31 am

    Hi Chris, I said it in the last dev diary and I know I'm not giving you enough time to respond, but I'll say it again in this newest one: love the diaries, but you really don't have to explain how much of the game is in a pre-alpha state and the models are "tempy". We totally understand and you're being way too critical of yourself. I don't think anyone interested in AI War 2 is going to see this and not understand that the buttons are fugly because it's in pre-alpha and they haven't been worked on yet. It's fine to make a note of that at the beginning of the video, but it's distracting all throughout. Otherwise, love it and keep up the good work!

  • Wrzesień 20, 2017 at 1:28 am

    Love those planet names

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