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A quick update from the official forum, Delphi posted some replies to a thread about superweapons and another on the possibility of a demo:

Hehe, that's the idea. There's no reason to have semi-evil (Dr. Evil voice) superweapons.

Super weapons should be SUPER and powerful! It's your job as a strategist to make sure that your enemy never gets to build his. - LINK

Sadly, the team is swamped with polishing and fine-tuning the game. As much as we'd like to make one, resources at the moment just don't permit. - LINK

The "strength" of the superweapons really depend on their range of effect so even though they may sound way to powerful now we really won't know until the game is released. As for a demo I wasn't really expecting one to begin with, and I would rather have the game finished then have to wait another week or so while they finish the demo.

Update: Looks like Chris is posting more as i write this, so here is the rest :)

Below are the minimum system requirments.

PII 400, 64MB RAM, 500 MB HD Space, 16 MB 3D Video Card, 8X CD-ROM - LINK

All houses [get Harvester/Carryall for each Refinery]! Not sure if they elaborated on harvester ramps. Players can have up to 3 harvasters unloading spice at the same time per refinery. - LINK

Everyone will be happy to know that the FOW is an option in the game... LINK

The AI is very relentless. I have had a couple games, where I could not win, it was just brutal. Of course it's still being tweaked.

Players will be able to set the AI in modes.

   Attacker - The AI is always on the offensive

   Defensive - No need to explain. =)

   Competant - Excels in both offensive and defensive tactics.

Oh, and FOW will be an option that players can set before each game. - LINK

It should be out in stores this summer! June/July! LINK

Carryalls are available to all houses. - LINK

I guess he is making up for the lack of posts over the past week or so... :)

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