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AI War II / Re: Ingame Wiki/Encyclopedia Idea
« Last post by zeusalmighty on February 07, 2019, 07:16:17 PM »
I think this sort of feature would GREATLY address learning curve issues, as even experienced as I am I still find myself puzzled by how certain things function

One of the best implementations of this sort of system is in Pillars of Eternity 2--the "Bestiary." This was particularly cool as journal entries would automatically fill-in things as you encountered them (so a first encounter with a monster would be very vague; after many encounters you learn all of their stats)

While I don't think that would fit well here, Pillars 2 was great at letting you get more information about something with interactive keywords that could pop up in pretty much any menu. (I should try to add pics here--the mechanic would be great here I think, as it declutters things very well while also making everything very transparent)

Again, there is so much to this game that having a living enclyopedia one can interact with on the fly would go a long way to counter the learning curve
AI War II / Re: AI War 2 v0.812 Released! "Hunting Ninjas and Desyncs"
« Last post by RocketAssistedPuffin on February 07, 2019, 04:18:18 PM »

Perhaps the Shield Guard Post will do. It only requires being put back into the DrawBag, then a tightening up of the turret spread should hopefully make it work. They were already a fair bit weaker than proper forcefields, as well.

But still, caution. I'd be worried of the planet full of them (and possibly Mark 5, ow).

Something to think about. Was strangely excited to bring them back but reason has returned.

I forgot about all the seeding problems forcefields had. Wouldn't want to add fixing that onto a workload, ow.

AI War II / Re: AI War 2 v0.812 Released! "Hunting Ninjas and Desyncs"
« Last post by x4000 on February 07, 2019, 04:05:15 PM »
AI forcefields still need to be carefully used for a couple of reasons:

1. They can be annoying when too plentiful.
2. The logic for stuff being under them and staying there isn't really there, so that can be odd.
3. The logic for seeding a bunch of them can be really wonky indeed, and I think I took that part of the code out actually for now.

That said, they are fun to beat on, so I can see this making a return at some point.  And, indeed, this definitely is something that you could add in in a different fashion now (having them seed more like fortresses or similar do, or having the shield guard posts return, etc).

And yep, this should be a pretty large nest of bugs fixed.  I didn't even bother hunting them all up in mantis, I just wanted to get this out.  There were quite a few things to think about with this one, but I'm glad to have it done. :)
AI War II / Re: AI War 2 v0.812 Released! "Hunting Ninjas and Desyncs"
« Last post by RocketAssistedPuffin on February 07, 2019, 03:56:31 PM »

or ships getting stuck on forcefields.

Oooh! I think this means I can give the AI back forcefields! I even found out through tinkering that I can tighten up the turret spread so they stay in them instead of outside. Though I need to locate that again - shouldn't be hard.

And he also made the Fusion Bombers really really a lot more effective in their targeting and also more powerful in general.  They're now a lot better without you having to micro them.

Yeah, woops. They've...been an odd unit to deal with. V-Wings are still a trouble generator. Nothing really works on them.

This sounds like a pretty good step forward, even if I don't quite understand it all. If it fixes those bugs, I imagine this removes a lot of potential ones in the future.
AI War II / Ingame Wiki/Encyclopedia Idea
« Last post by RocketAssistedPuffin on February 07, 2019, 03:46:27 PM »
Something I had thought of a small while ago. Basically an in-game accessible menu, very similar to the Quick Starts, which gives a more convenient way to find out how something works, or refresh memory, etc. Potentially, units could also have a place and would draw their values and descriptions direct from the game files, instead of being exported to the wiki.

That also has the benefit of the unit pages updating themselves with each release.

There's a picture attached of a Quick Start category quickly rigged up, using some text from a wiki page I did recently, as an example.

Obviously it'd be better formatted and nicer looking than that.
AI War II / Re: AI War 2 v0.811 Released! "Transport Ships"
« Last post by x4000 on February 07, 2019, 03:43:10 PM »
Thanks, everybody!  Glad to be back. :)

The Hunters should be more present now thanks to a couple of changes in the next build that Badger put in.  So we'll see what they do now, in practice.

As far as anti-deepstrike capabilities go, I definitely am open to that.  Those sorts of things where the AI is situationally aware of you are things that I'm quite fond of implementing and seeing how they act.

The new build focuses more on some longstanding things that were causing my puzzler to really puzzle.  So basically trying to hit some other Big Nasties in terms of bugs that I haven't been able to figure out how to deal with in the past.
AI War II / AI War 2 v0.812 Released! "Hunting Ninjas and Desyncs"
« Last post by x4000 on February 07, 2019, 03:38:52 PM »
Release notes here.

The way that the AI sneaks around has some bugfixes and works better now, and the Hunter fleet should be a lot stronger because of the AI knowing better when to retreat.  AIs choosing to sneak past your forces and harass you should now be more effective, too.  And the nanocaust should do a lot better of a job of dispatching its units.  Thanks to Badger for all of these changes.

Puffin also made some tweaks to things that make transports slightly better, though there's more I need to do directly on that.  And he also made the Fusion Bombers really really a lot more effective in their targeting and also more powerful in general.  They're now a lot better without you having to micro them.

On my end, I put an end to fixed-int math, which fixes several immediate bugs such as ships circling other ships when they were supposed to linearly kite, or ships getting stuck on forcefields.  These were a couple of bugs that I just couldn't figure out a graceful solution to, no matter how long I stared at them over the last half year or so.  I also had been unable to figure out a graceful way around some obvious multiplayer desyncs that I knew were going to be persistently arising; that is part of why I haven't implemented multiplayer yet.

Yesterday I finally had an insight, which is partially detailed in the link above, about a way to simply auto-repair desyncs in this game and thus solve all of these problems at once.  Part of the reason this fixes anything in single player is that it lets us stop using fixed-int math and use floating point math instead.  Those bits are now in place.  The actual auto-repair of desyncs in multiplayer is something that I still have to code, but it should be under a week of work when the time comes for that, and it's certainly less than the months of chasing desyncs that was otherwise going to happen.

This is a pretty big deal, because it will allow for multiplayer sooner than later -- no I still don't have a timeline, though, just yet -- and it also lets us simply brush away some of the more inscrutable bugs that were due to threading issues, fixed-int precision problems, or the like.  Definitely a case of working smarter rather than harder, but it's only possible because of a long laundry list of other architectural choices and flexibilities that this game has thanks to the last couple of years of work.  So if we'd thought of this a year or two ago, in an abstract sense, it still wouldn't have seemed feasible because the architectural constraints of most games just make this infeasible.  But because of the multi-layered, pooled nature of the current game, suddenly I realized that this was possible.

For those who missed the recent news, I am fully back at work now - yay!  If you were wondering what was up, I recently put together a video explanation of what happened.  I don't go into a lot of detail, for privacy reasons, but there's enough there to get the important pieces across.  Anyway, I'm back now and very happy about that.  Actually pretty happy in general, these days, which is good.

Continual thanks to Badger, Puffin, and Quinn for having held down the fort while I was away.

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

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.


AI War II / Re: Transport Ships: How should these function?
« Last post by RocketAssistedPuffin on February 07, 2019, 03:09:31 PM »
Hull: 40,000
Shield: 10,000

Cap: 10
Metal: 40,000
Tech Cost (MK2 first): 750, 1250, 2500, 5500, 6500, 8000
Base Capacity: 30 mass_tx

First proposal: Shields 10,000 > 40,000. Cap 10 > 6.

I did notice I had the behaviour of sending multiple transports simply as chaft. If one with units died, simply pick them up with another and continue. A similar change to the proposal would perhaps reduce the annoying micro there for the same effect. It's not interesting, so it can safely go I think.

AI War II / Re: Transport Ships: How should these function?
« Last post by ptarth on February 06, 2019, 09:47:50 PM »
Here are some thoughts:
  • Give Tachyon weapons a secondary passive effect that damages any ship being carried by another ship.
  • Attrition variant - When a transport is on a non-allied planet, it takes X/sec damage based on the mass being carried. When transport reaches Y% health, it unloads all ships (and cannot be reloaded until it is above Y% health)
  • Replace transports with a limited wormhole creation/anchoring system (e.g., Sins of a Solar Empire's Phase Stabilizer from a Antorak Marauder)
AI War II / Re: Transport Ships: How should these function?
« Last post by RocketAssistedPuffin on February 06, 2019, 08:52:00 PM »
I don't have any real confidence left anymore to do changes myself to balance, so if there's a general idea that's agreed on, I'll throw it in.

I'm hesitant to introduce cloaking or weapons though, since if it's decided that was a bad move they're not cleanly removable.

Note introducing a weapon makes them into a combatant, which may pose problems in other areas such as how AI guards react.
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