AI War: Fleet Command v4.000 (2010/ENG/Win/MacOSX)
AI War: Fleet Command v4.000 (2010/ENG/Win/MacOSX)
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AI War: Fleet Command v4.000 (2010/ENG/Win/MacOSX)
English | Win/MacOSX | Developer: Arcen Games, LLC | Publisher: Arcen Games | 305 Mb
Genre: Sci-Fi Real-Time Strategy
AI War: Fleet Command is a distance-based RTS with incredible AI and the largest number of units (30,000+ in greatest part games) of any game we know of. Up to eight players team up against two deadly AI civilizations in lengthy, multi-session campaigns spanning some 80-120 planet galaxy map. Over 120 hours of content shift there is always something new to discover. Whether you’re a newbie or a genre old soldier when it comes to RTS, you’ll discover something startlingly strange and fun when you and your friends start executing coordinated attacks with thousands of ships!
Screenshot:



Features:
• Cooperative RTS game (1-8 players) by numerous unique ship types.
• Challenging AI in 26 styles, many with unique superweapons.
• Insanely high unit counts: 30,000+ ships in ut~ games.
• Lengthy campaigns featuring 80+ simultaneous planetary battlefields.
• Different Every Time: 16 billion procedural maps, eddish. with specific units.
• A focus on deep strategy that you put on’t get in most RTS games.
What Makes AI War Unique?
AI War is a 2D while RTS game, built using a 3D engine. You will often dearth to use this to zoom out and get a birds-look on view of the battlefield. Especially because the smaller ships move rapid. This isn’t your grandfather’s molasses-filled space sim. The touch of gameplay is unlike any other RTS game out there; in etc. to all the expected RTS activities, you also need to answer a lot more advance planning and exploration. Also, our AI uses unmatched new methods to achieve some pretty impressive results.
Campaigns
Cooperative Campaigns: There are ~t any traditional skirmish or scripted-campaign modes. Instead, 1-8 human players cooperate in person of the 16 billion procedurally-generated campaigns against two deadly AI forces that be under the necessity 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 for the re~on that a group: no one is ever “out” early, with nothing to confer.
Multiple realtime battlefields: Each campaign is split into many battlefields — the attraction of gravitation wells of 80-120 planets. The galaxy map is always accessible ~ the agency of simply hitting the tab key, and is managed in realtime exactly like all your battlefields. Each individual battlefield is immense: if you put on’t zoom out, to scroll from one side of a one only battlefield to the other would take over 9 minutes.
Lengthy Games: Games are meant to have ~ing played with friends over an extended period of time, often 10-12 hours without ceasing even the smallest (80 planet) maps. Throughout the game technology levels are continually changing, new ship types become available, certain locations evolve as guide battlefields, and you must work to protect your flanks even being of the cl~s who you press further out into the galaxy.
Game Scale / Ships & Technologies
Over pair dozen military ship classes, with nearly two hundred ships in total, divided into four technology tiers and several specialized groups (such as defensive structures and turrets). In-game hover-tips make this not straitened to learn, but hard to master.
Every Game Has A Different Unit Mix: Each scheme starts you out with only five military ship types (one that you have to choose, plus four basic types that are always available), and you’ll unbolt up to five more ship types through capturing Advanced Research Stations from the opponent. Even with eight players, you won’t see anywhere close to total of the ship types in any single game!
There are too several dozen other non-military ship types, starships, and turrets that are advantageous in every game. Many of these also have to be unlocked, in the same state there are a lot of different ways you can grow your refinement.
Vast Numbers Of Ships: On an average dual core computer (during the host — single cores are all that are needed for other players), the sport can easily support several tens of thousands of units (including sundry thousand in battle at once) without a stutter. Most campaigns digress with more than 20,000 units on the map. Broadband connection required for Internet play.
Energy, Metal, Crystal, and Knowledge are the four money you must manage. An unusual twist is that Knowledge is terminable and can only be increased by taking more territory — so “turtles” mould be prepared to break out of their shells in order to get more access to higher level ships!
Per-Ship-Type Population Caps: Each individual technology series of each ship type has its own population cap. So to hold out expanding your army, you need to both increase your technology levels by reason of each ship type, and you need to find and unlock unaccustomed ship types. This takes some planning — you can’t just “spam” some single unit, and also you can’t disregard your older, weaker, ships. Deciding at which place to put your best ships and where to use your older, weaker, rejects is constituent of the challenge (and something real military commanders would have to strive with, by the way).
Capture Enemy Technology: To keep expanding, you’ll strait to capture Advanced Research Stations, which unlock new ship types, from the AIs. You’ll likewise want to capture Advanced Factories, since those are the only wont to build your highest-tier (Mark IV) ships. There are a bounded number of Advanced Factories, so if they all get destroyed, you’ll be limited to Mark III ships and below — guard them carefully!
Innovative AI
Ten AI dead-set levels and Twenty-Six AI types. There is also an underlying set fast scale based on how many human players are in the unflinching — a level seven AI presents approximately the same challenge no substance how many players are present. Some of the AI types comprehend specialized ships or even superweapons that change the entire feel of the scheme.
Multithreaded host: The AI routines are run on the game entertainer only, in a separate thread, to allow keen AI intelligence (based, unusually, adhering modern data mining techniques) without ever slowing the game down. This is a enormous improvement over the way AI is handled in many RTS games (AI is typically a lock opener factor in slowing down large games because of how closely it is tied to the ~ duct 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 square of human ones when the need arises. These AI players conduce to try to emulate what a human would do as closely considered in the state of possible. AI War is built around an entirely different concept — in greater numbers closely resembling actual battlefield opponents. Rather than mimicking a single central knowledge, 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 indeed emergent behavior (as happens with large groups of people working respecting a common goal). The unique structure of this system makes as being AI opponents that are inherently more varied and effective than the completely rules-based AI in most other games.
Game Flow and Objectives
Planet Defense and Beachheads: Offensive and Defensive initiatives are the two extremely important to your success in this game, and each has a distinctly separate feel. In defending your planets from the waves of enemy ships that are warped in from on the surface the galaxy, you will augment your mobile forces with turrets of great number varieties, tractor beams, tachyon beam emitters, force fields, and so up~. Success in the late game depends on properly diverting the oncoming waves to the time when they can be destroyed. By contrast, offense revolves around advance scouting, smart targeting of key enemy command posts, and effective tactical positioning.
Secondary Objectives: Your main objective is to find the two AI homeworlds and destroy them. If you can do this without completing any secondary objectives, go right ahead — if it were not that on all but the easiest difficulty levels, this probably isn’t potential. In order to secure your victory, you’ll need to unnerve the enemy by taking out their data centers, and strengthen yourself ~ means of capturing their factories and research stations. You might even find captive human settlements that will help you if you save them.
Other
Multiplayer Savegames: Unlike crowd other recent RTS games, AI War supports multiplayer savegames. Completely uncommon to this game is that it also supports hot-rejoining instead of players who are dropped due to connection issues, power loss, computer crashes, etc.
Powerful Interface: The minimalist interface ~ the sake of the game nevertheless provides a number of extremely helpful buttons forthwith in your HUD. It’s easy to find specific ships, to manage construct edifices queues (and even to set them in a repeating loop), and to accompany a myriad of statistics detailing the performance of yourself and your teammates (normally this notice would be restricted to after win/loss in other games of this genre).
Configurable Game Start Options: Hate mines, or ships by cloaking? Tired of EtherJets swooping into your planets, grabbing your ships by tractor beams, and carrying them off for destruction? It’s incomplex to turn them off — the AI players adjust their strategies automatically. Tired of facing well-regulated waves of ships? Try the “Schizophrenic” AI modifier. Alternatively, double or join by a scarf the number of incoming enemy waves with other AI modifiers. You can also adjust the combat style so that it is faster-paced (in the place of advanced players) or regular speed (for new players, or those who like to micromanage ships in battle).
Changes - replete list
System requirements:
• Windows XP/Vista
• DirectX 9c
• 1.6 GHz
• 512 MB RAM
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AI War: Fleet Command v4.000 (2010/ENG/Win/MacOSX)
Latest update: Tuesday, 29, May, 2012
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Download AI War: Fleet Command v4.000 (2010/ENG/Win/MacOSX).
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