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Private Alpha Discussion / Norton antivirus complaining about opening port to unity3d.com
« Last post by Cyborg on September 15, 2018, 09:30:11 PM »
Is this a known issue? I'm not particularly worried, but I think it's a little odd.
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AI War II / Re: AI War 2 v0.771 Released! "Cleanup Aisle 1"
« Last post by BadgerBadger on September 15, 2018, 05:39:56 PM »
The steam build is 100% broken, see https://bugtracker.arcengames.com/view.php?id=20297. So people who want to play should use the beta branch Chris mentioned above. The Dev build is fine, it looks like something went wrong when compiling to send it to steam.
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AI War II / AI War 2 v0.771 Released! "Cleanup Aisle 1"
« Last post by x4000 on September 15, 2018, 04:57:03 PM »
Release notes here.

That release last night sure was huge, eh?  Changed a ton for the better, but as with any release that is SO darn huge, it's full of bugs.  In Early Access or after, we'd have to do a separate beta branch and get people to test there.  As it stands, this is a good example of why we haven't started Early Access just yet.  This new build doesn't fix but maybe a third of the identified issues, but it's a definite step in the right direction -- and it fixes some older issues, which is a nice plus.

If there are any absolutely-blocking issues, we have a beta branch on steam (right click and choose properties on the game in your steam list, then choose the betas tab) called alpha_0768_pretargetingrewrite. That lets you get back to the last build prior to last one if need be.  But we're going to be crushing through more bugs on this current one tomorrow and into next week, and ideally by Monday or Tuesday we'll have all the serious stuff out.

Lots more to come next week!

Reminder: RocketAssistedPuffin has stepped into a volunteer balancer role, and he is not only looking for feedback, but he's actively integrating lots of things that other people are suggesting on our forums and Discord, as well as things that he's finding and coming up with himself.  The more feedback the better, for sure.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris
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AI War II - Lore, Vfx, Sfx, Code, & Meta / Re: AI Turrets and the like in AI War 2
« Last post by Ovalcircle1 on September 14, 2018, 10:36:06 PM »
I looked in the AIWC patch notes to find out why they were taken out, since the comments in this topic interested me and this is what I found:

From https://wiki.arcengames.com/index.php?title=AI_War:4.000_Release (using CRTL+F and searching for "turret")

    AI's no longer use any form of turrets, and any turrets that the AIs did have are now removed from old savegames (including turret remains). This includes sniper turrets, spider turrets, tractor beams, the works.

    Larger-form AI-only replacements for some of the more notably types of turrets will see a resurgence, but they will be easier to see (and thus to strategize against). This will also have a positive performance impact, with fewer AI units doing the job of a larger number of older turrets.

    The emphasis is instead on letting the AIs make use of their ship caps with mobile ships that actually pose a natural form of counterattack risk to players (and which are more interesting, anyway, in the hands of the AI).

    Part of the reason for the shift away from just huge numbers of fleet ships is our new emphasis on larger centerpieces. The AIs have massive new command stations and guard posts, as well as mobile Guardians that not only defend but launch often-brutal counterattacks. Going along with these are the exciting new AI Eye that emphasizes de-blobbing, the new AI Barracks that lets the AIs store up overflow reinforcements for later use, and the AI Carriers which are the late-game AI equivalent of transports. All of these new things take the place of turrets, which the AI no longer uses at all, and in general they lead to a vastly different feel of game. It's a lot quicker to resolve battles (without making you rushed—just no longer a grind), and in general it makes planets feel more unique and fun before you even get into the various special weapons that have always been a cornerstone of AI War.


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AI War II - Lore, Vfx, Sfx, Code, & Meta / Re: AI Turrets and the like in AI War 2
« Last post by x4000 on September 14, 2018, 08:22:12 PM »
I can't remember when we took those out, or why.  Maybe in 4.x?  Basically that was when "guard posts that can attack and are differentiated" were introduced, and maybe those replaced turrets.
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AI War II / Re: AI War 2 v0.769-0.770 Released! "Thinking Long-Term"
« Last post by x4000 on September 14, 2018, 08:21:12 PM »
I've just pushed another copy of this build out, since there seemed to be some differences between our internal dev build and the build that went live on steam.  Not sure what that is about, but hopefully that fixed it.

If there are still issues, then you can either work around those until we get those resolved in the next couple of days, or we have a new beta branch on steam (right click and choose properties on the game in your steam list, then choose the betas tab), which is called alpha_0768_pretargetingrewrite.   That lets you get back to the last build prior to this one if this one is a roadblock on anyone's PC.

Thanks for your patience and support!  This is an unusually big overhaul of a release, code-wise.
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AI War II / Re: AI War 2 v0.769-0.770 Released! "Thinking Long-Term"
« Last post by x4000 on September 14, 2018, 08:21:08 PM »
Glad you like those not clumping, I hadn't heard much about it and you were the main one asking for it (well, other users through you as well).  I really like it, too.
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AI War II / Re: AI War 2 v0.769-0.770 Released! "Thinking Long-Term"
« Last post by BadgerBadger on September 14, 2018, 06:19:35 PM »
I think the ships-no-longer-clumping feels really good.

I would love some feedback on Wormhole Invasions.
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AI War II / AI War 2 v0.769-0.770 Released! "Thinking Long-Term"
« Last post by x4000 on September 14, 2018, 05:34:26 PM »
Release notes here.

Holy cow, it's been a week!  Well... just check out those release notes to see why!  This is absolutely a huge overhaul of... a lot.  And a heaping ton of bugfixes.  Some highlights:

  • The targeting logic for ships has been completely rewritten from scratch, and is far superior to what it was before in terms of performance as well as accuracy.

  • "Wormhole Invasions" are a new thing that the AIs can do against you.  These are very nasty backdoor attacks that help to make the AI more lively as time goes on.

  • A lot of multithreading work has been done, partly to enable the targeting logic upgrades.

  • But actually the "don't stand on me please" logic for ships has been redone as well, making it so that as they stand around or move around the ships stay much further off of one another, thus truly showing just how many of them there are in any given situation (which looks cool and is useful tactically).

  • A new stingray fleetship has been added, etherjets as well, 6 new guardians are added, 3 types of minefields are added, orbital mass drivers are added... good grief!... 10 dire guard posts have been added, and 8 dire guardians, and design template servers, and fortresses...

  • A bajillion balance-tuning bits are in there as well, far too many to mention all of them.

  • That said, AI Guard Posts themselves are worth a mention since they've been basically overhauled in the balance department.

  • Oh, and guardians actually spawn all over the galaxy from the start now, too, which makes the game flow a lot different.

  • And space tanks have been basically reinvented.

  • And performance improvements have been made all over the freaking place, making a lot of example poor-performing savegames that we had been provided now perform at full speed with room to spare.  (There's still one existing savegame that performs horribly that we got right before releasing this that we need to check on, though).

  • And... yeah.  The targeting alone almost makes it like a new game, because your ships are actually competent at a tactical level now... as are the AI's...

  • It is worth noting that since the targeting is now running just in the background now, in really large battles the decision-making of units at a tactical level gets more sluggish rather than the game slowing down.  So you will start to see that happening.  We're thinking about some ways to reduce the load of that, though.

  • Oh, science hacking is also a thing again!


I mentioned this last three times, but heck, I will again: RocketAssistedPuffin has stepped into a volunteer balancer role, and he is not only looking for feedback, but he's actively integrating lots of things that other people are suggesting on our forums and Discord, as well as things that he's finding and coming up with himself.  The more feedback the better, for sure.

The schedule that I outlined two times back is kind of in shambles, though, because of the massive detour here that performance took.  However, thanks largely to all the additions from Badger and Puffin, we're now considering ourselves a lot closer to the press-build-readiness in general.  I had basically a 5ish day hiatus from our planned schedule, but the following things are being bumped back:

  • Improve shot visual variety and efficiency. (0.5 day) is an easy one to push back, because visually it has enough variety to make do for now, and the performance on shot visuals is excellent (I was hitting 30k shots at a time on screen and having 100+ fps during testing).

  • New capturables to add (3-4 days) was a harder one to push back, but I'd rather focus on polish right now.  There's enough going on now that it's really not needed.  Badger does plan on AI Eyes prior to the press build, and I need to get ARSes redone, but the rest of that can be skipped.

  • New ship mechanics to add (3-4 days) is another one that I hate seeing pushed back, but needs to be.  It's not going away, just moving into EA.  Thanks in large part to Puffin, the variety of what ships are actually using is feeling pretty solid for an EA release right now (I think -- let me know if you disagree).


So... by virtue of sacking all of those planned work items, we remain on schedule.  I still have more performance work to do (apparently, given the savegame that still runs at 10% speed), but nothing should be so dire as what happened this week.  And in the meantime, this will also let us get a lot of stuff really polished up and showing well, and we can start hitting the content additions hard right at the start of EA.

I'm sure we'll also have a raft of new bugs resulting from all these changes in this release, too...  Anyway, thanks for reading.

Lots more to come next week!

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris
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AI War II / Re: AI War 2 v0.768 Released! "Golem Rebirth"
« Last post by RocketAssistedPuffin on September 14, 2018, 05:12:50 PM »
Will need to see with this update - with the new tools for Bubble Forcefield destruction, and Riot Starships not being quite as durable should speed up the really boring parts, while Dires should provide actual challenges in places.

Though from the poll with only two votes, and anyone who mentioned it...the game ends up being alright in speed. So huh. If there is a bump it'll probably be very minor - 25% was apparently too much?
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