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Under Construction?Edit

I think it is time to remove the under construction header on this article. Any objections? Trurl7 (talk) 19:54, 18 January 2010 (UTC)

Yeah. Sorry my PC went kaput. Was without an internet access for a while. I think I'll need to resubmit the AI War Image. (talk) 09:31, 8 February 2010 (UTC)

Negative Review Reference DisputeEdit

This line

Some reviews have criticized AI War for being too complex with too steep a learning curve

in the reception section requires a reference. Chris's forum post about why he thinks the game was not selected for IGF finals doesn't constitute a review. We just need an actual review that says that. Frags81 (talk) 04:35, 15 January 2010 (UTC)

The "too complex" and "too steep a learning curve" stuff comes from the IGF judges' comments that Chris quoted in the forum post I referenced. In particular:

"your game seems interested in complexity simply for the sake of complexity"


"Here's the biggest problem with AI War - the learning curve. It's steep. Ridiculously steep."

Trurl7 (talk) 16:18, 15 January 2010 (UTC)

Major Game development MilestonesEdit

Some thoughts on a timeline approach to the evolution of the game from 1.001 to 4.0. I have included some links to help with the citations, etc. You guys have done a great job with this project (Winter Born)

AI War 1.001 First official release Thursday, May 14, 2009

AI War 2.0 Released Wednesday, October 21, 2009

  • Achievements Added, a lot of New art by Philippe Chabot, First digital distribution (Steam and Direct-to-Drive)
  • How Much Really Changed?
    • As much as this page discusses regarding the various changes that were made to the game, it really only skims the surface and touches on the very high points. It really takes the [release notes] to convey the magnitude of all the improvements. That document, compiled in one convenient text file, contains 46,573 words of release notes. Thats 175 pages if you paste it into Microsoft Word, or the equivalent of 186 of a printed novel. It's a shortish novel, a novella perhaps, but for a post-release change log, it probably takes the cake.

AI War 3.0 Released Wednesday, January 13, 2010

  • The full release notes for version 3.0 (not including expansion notes) are over 10,000 words long. This is by the largest single release AI War has ever seen, and no small wonder – it was three months in the making!

The First Expansion AI War: Zenith Remnant Released

AI War 4.0 Released Wednesday, October 27, 2010

  • Major Changes:Game Engine shift from SlimDX to Unity allowing the game to be played on Mac (OSX) and Linux (under WINE) for the first time.

Second Expansion AI War: Children of Neinzul Released! —Preceding unsigned comment added by (talk) 01:19, 15 November 2010 (UTC)


I tagged this article as being {{advert}} due to such claims as "AI War blends the 4X, tower defense, and traditional RTS genre to create something new and unique", " lauded by reviewers for being a fresh take on the RTS genre and bringing something new to the table." (unsourced), "Some other key factors that make the AI War "Emergent AI" unique are:" aso. The tag was removed w/o any rationale. Please don't remove the tag until all these issues are properly addressed. Asav (talk) 06:02, 17 March 2011 (UTC)

Fair enough -- looks like a lot of those have been cleaned up previously in terms of having references added or language changed, and I took care of adding some more to those, as well. Further objections?

Reason why I removed the Randomization sectionEdit

I removed this section because it didn't any useful information. It only said there were random stuff everywhere in the game but it doesn't help anyone understand the game. The Emergent AI section is better and has interesting references. I'm not sure if it deserve to be there either but the references makes it interesting information. I moved the Emergent AI section under "Gameplay" because I don't think it should be in its own section. The AI is part of the gameplay after all. BoomWav (talk) 20:37, 20 December 2012 (UTC)

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