Author Topic: 3.113 (Minor faction timing changes, arachnid rebalance, other rebalance)  (Read 7171 times)

Offline x4000

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The latest beta is available via the Updates window in version 3.060 or greater of the game.  Just open the game and you can quickly download the prerelease through the updates tab.  If you don't yet have 3.060 or greater, you can download 3.060 here.  This prerelease version is compatible with any vendor's version of the game -- Steam, Impulse, whatever.

Note:  If you have bug reports related to this release, please log them in the bug reports subforum with one bug per topic.  It makes things infinitely easier for us.  Thanks!

Looking for a Patch That Can Be Manually-Installed?
Because of the time involved in creating multiple versions of each patch, we only create manually-installable patches for official versions of the game, not each beta prerelease.  But you can easily create your own manually-installable beta patch!  Please note that current betas can only be successfully applied to version 3.060 of the game or later (if you later wish to revert to the official version for any reason, you can download the full raw files from the above link to do so).

To create your own manual beta patch, simply download these two files:
1. Current Beta Director Xml File.
2. Current Beta Zip File.

If you try to open that zip file, it will say it's corrupt -- that's okay, it's not really a zip file.  Finally, create a new zip file on your computer, and put both the director and the fake-zip-file inside it.  Call your outer zip file something that starts with Beta and ends with an extension of .zip.  Beta.zip will work just fine, or you can name it after the specific version number if you want to hang onto it.  And that's it!  Now you have your very own manually-installable package of the AI War beta version of your choice, which you can install by simply selecting via your Updates window in the game.  Please note that "Beta" in the filename is case-sensitive.

What's new since 3.111:
(Cumulative release notes since 3.060 are attached at the bottom)

-------------------

-The frequency of the mining golems appearing has been reduced to around 8 hours instead of 5 hours, but there is more variance in exactly on what frequency they might appear.

-The frequency of the rebel colonies appearing has been reduced to around 10 hours instead of 5 hours, but there is more variance in exactly on what frequency they might appear.

-Anti Starship Arachnids now have about 3x as much health, almost doubled attack power, a bit more range, and now have middling bonuses against bombers and tanks in addition to their larger bonuses against starships.

-The AIs are now severely constrained in how many anti starship arachnids they are able to build on a planet -- about one arachnid per every guard post (including wormhole guard posts) on the planet, per AI player.  This plus the last change makes them more interesting as a capturable fabricator for human players, without making them ridiculously overpowered in the hands of the AI.  Older savegames that happen to have a huge ton of arachnids already in play for the AIs may seem a bit overpowered until those are killed off.

-Increments to total AI Progress now show in a small alert box listing the time, amount, and cause of the 6 most recent increments.  This box doesn't show if there is nothing to display, and once it is showing you can minimize it by right-cliking the box title bar, or clear it (and thus hide it until the next increment) by ctrl+alt+right-clicking it.  Alternatively you can just right-click the box title bar and it will "minimize" down to that bar.  You can drag it around by left-click-and-drag on the box title bar.

-Fixed a bug where ships would keep "chasing" targets that were already gone or overkilled.  This fix may introduce other behavior problems, so please let us know.

-Frigates now have a 3x bonus against teleport battle stations.

-Bombers now have a 12x instead of a 6x bonus against MLRS.

-MLRS now have an 80% penalty against all starships and turrets.

-Missile Turrets now have a 6x bonus against MLRS ships.

Updates in 3.113:

-All mines now have 35,000 health instead of 20,000, which means they also do the same amount more damage.

-The paralysis effect (but not damage) of EMP mines now effects ships in an area of effect radius.  The damage of them is still applied to the target that hit them only.

-Last version seriously broke move logic (wormhole orders, space dock gather points, etc); this should be fixed now, while maintaining the fix preventing excessive closing of range.
« Last Edit: April 27, 2010, 01:18:37 pm by x4000 »
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Offline ShadowOTE

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That was quick. A day after polling closes, and you've already implemented the changes. Sweet!  8)

Offline x4000

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We try!
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Offline eRe4s3r

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Only thing left are fixing the mines from totally useless to totally balanced better (thats not gonna be fun ,p) ;)  :D

Glad the rebels have been toned down ;) ;)

And so nobody says i would lay all the work on you guys, heres some gfx for it http://arcengames.com/forums/index.php/topic,850.0.html ;)
* eRe4s3r whistles innocently

Heh, looks like theres a off-chance at least some change is gonna come to mines, if you don't mine me saying, i am a huge space era minefields of doom fan and would love them being useful... ^^
« Last Edit: April 27, 2010, 12:44:31 am by eRe4s3r »
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Offline x4000

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Only thing left are fixing the mines from totally useless to totally balanced better (thats not gonna be fun ,p) ;)  :D

Glad the rebels have been toned down ;) ;)

And so nobody says i would lay all the work on you guys, heres some gfx for it http://arcengames.com/forums/index.php/topic,850.0.html ;)
* eRe4s3r whistles innocently

Heh, looks like theres a off-chance at least some change is gonna come to mines, if you don't mine me saying, i am a huge space era minefields of doom fan and would love them being useful... ^^

For tomorrow's release:

-All mines now have 35,000 health instead of 20,000, which means they also do the same amount more damage.

-The paralysis effect (but not damage) of EMP mines now effects ships in an area of effect radius.  The damage of them is still applied to the target that hit them only.
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Offline ShadowOTE

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I like how mines have been buffed. Now if only there was an easier way to lay them down... maybe give us the option to fill a draggable selection box with the maximum amount of mines, or something along similar lines? Anything's better than trying to find empty places to pack more mines in as small an area as possible.

Offline eRe4s3r

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Only thing left are fixing the mines from totally useless to totally balanced better (thats not gonna be fun ,p) ;)  :D

Glad the rebels have been toned down ;) ;)

And so nobody says i would lay all the work on you guys, heres some gfx for it http://arcengames.com/forums/index.php/topic,850.0.html ;)
* eRe4s3r whistles innocently

Heh, looks like theres a off-chance at least some change is gonna come to mines, if you don't mine me saying, i am a huge space era minefields of doom fan and would love them being useful... ^^

For tomorrow's release:

-All mines now have 35,000 health instead of 20,000, which means they also do the same amount more damage.

-The paralysis effect (but not damage) of EMP mines now effects ships in an area of effect radius.  The damage of them is still applied to the target that hit them only.

I know thats meant nice and all but i think that won't fix the core problem, even if AOE is larger, mines are single spot triggered, which would not be a problem if we had.. like 10000 of them. But as it is mines are going to be triggered by random chance, which means all mines you placed that aren't triggered will probably never be triggered, meaning.. they are wasted investment thats better put in turrets.

Still think the only real solution to this is changing mines from single spot to wide area random chance defense.  ;)
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Offline dumpsterKEEPER

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Here's a new issue I've run into with this pre-release: http://arcengames.com/forums/index.php/topic,5014.0.html

I have no idea if this is related to the target chasing bugfix or not.

Offline Trezamere

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Random question, this seems more appropriate then making a new topic, is there a timeline on the next stable release?

Offline Kjara

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Any chance of making the first rebel colony appear a bit sooner(or an option for this--Heck in the longer term I'd love to see two options for this, mining golems, etc: First possible appearance, and expected time between events).  In my most recent game, the first rebel colony appeared shortly before I killed the 2nd ai planet(and the mining golem appeared a little bit before that), which was somewhat disappointing.

Offline superking

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haha the patch turnaround speed is off the chain!

arachnid changes look good ^_^

...and AI progress alerts are through...

I think thats approximately 100% of my issues with AI war addressed, I need to donate on my next payday  8)

Wait.. did MRS selectable as military unit go through?

and reduced energy costs for sentinel/electric bomber?

the fun never ends!


now we have functional arachnids, what AI war really needs now is more varieties of starship!
and a way to counter them besides fighters!

Offline x4000

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Okay, there are a ton of questions and comments here, so I'll just address them all in one big list. Glad it's looking like such a hit overall! :)

To eRe4s3r's point about the mines being too small to hit easily, or too few in number to cluster easily: basically, with those that's why mines are almost always only useful when used in an appropriate V-shape around wormholes.  Using them in any other way loses the bottleneck effect, and thus their effectiveness.  The idea with the current setup is that they are to be used at wormholes in specific ways (or along other known paths of the AI), and that you'll use 1/4 to 1/2 of your limited stock of any type of mine per wormhole.  Having every wormhole mined is not the idea, and in the past mines have been exploitable to a great degree (in pre-beta versions), so it's something I am wary of.

dumpsterKEEPER, I think Keith responded in the other thread, but apparently it's related to the chase logic change.

Trezamere, the next official release is expected this week if we can get the last kinks worked out.  So we're doing limited new stuff now, just working on fixes and on a few balance tweaks, then doing the official and starting all over with larger stuff next week. :)

kjara, the questions on the rebel colonies, etc, are a complex one.  It is difficult for us to pile on more lobby options in the current design (that's one thing that should be a lot easier when we switch to a Unity 3D UI style, which will streamline the lobby in general, I think, and make adding tons more crazy options easier without that being overwhelming), but for now I think that's out of scope.  Hopefully in the July-August timeframe.  There is a very high degree of randomness on the first appearance (2-4 hours on either side of 10 hours, I think), so that's going to vary a lot between games, anyway, which I think is fitting in the main for now.

superking, glad you're liking the new stuff so well. :)  Please note with starships that the other counter is dreadnoughts.  And please see my note on the other thread about the MRS selectable thing, there is already a way to do that, but the general logic isn't something I plan to change.  I'm not too sure about reducing energy costs for sentinels or electric bombers, as they are wicked effective in small groups, and the energy cost seems like an acceptable unique differentiator.  But, I guess we'll see with time on that one. :)
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Offline Kjara

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kjara, the questions on the rebel colonies, etc, are a complex one.  It is difficult for us to pile on more lobby options in the current design (that's one thing that should be a lot easier when we switch to a Unity 3D UI style, which will streamline the lobby in general, I think, and make adding tons more crazy options easier without that being overwhelming), but for now I think that's out of scope.  Hopefully in the July-August timeframe.  There is a very high degree of randomness on the first appearance (2-4 hours on either side of 10 hours, I think), so that's going to vary a lot between games, anyway, which I think is fitting in the main for now.

Fair enough.  Its just a little disappointing that the earliest I'll see one is around the 6 hour mark, which the way I play the game is usually decided by then, but its clearly not game breaking by any means.  A possible "hack" to avoid lobby clutter would be a external config file for some of these "advanced" user settings (could combine it/formalize it with the current implementation of the disallowed ai types and that sort of thing if there was enough demand for it).  Perhaps I'll throw something up in a bit in the next poll to help gauge if there's much demand for it from anyone else.

Offline WinterBorn

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Thanks for the mine buff. Will try them out next game

Offline x4000

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Sorry, those won't be in until today's release (tonight), but hopefully that will be in time. :)
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