Author Topic: AI War Beta 3.704 and 3.705 Released.  (Read 7980 times)

Offline Inglonias

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #30 on: October 10, 2010, 02:25:04 pm »
Thanks!


Offline Winter Born

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #31 on: October 10, 2010, 03:40:09 pm »
I see this on the 707 patch in progress

Quote

An entirely new method of doing ship repairs is now in place. The old method was uneven, and would often result in too-high costs for some ships and too-low costs for others. Now the cost of repairing ships is simply 1/4th the metal and crystal it costs to build them, over a span of a half as long as it took to build them in the first place.



Is the 1/4 cost from 0% health and prorated for less damage?
Also is repair time prorated for % health?

Ty

Offline x4000

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #32 on: October 10, 2010, 04:39:12 pm »
I see this on the 707 patch in progress

Quote

An entirely new method of doing ship repairs is now in place. The old method was uneven, and would often result in too-high costs for some ships and too-low costs for others. Now the cost of repairing ships is simply 1/4th the metal and crystal it costs to build them, over a span of a half as long as it took to build them in the first place.



Is the 1/4 cost from 0% health and prorated for less damage?
Also is repair time prorated for % health?

Ty

Yeah, I should have been more clear.  I added the following note to the release notes, because I know you're not going to be the only one wondering that:

Note that this is prorated by how much the ship is actually damaged. Assuming that a ship was damaged down to basically zero hitpoints (not possible without it exploding), the above costs would be true.  Assuming that a ship is less than fully damaged, it will cost only the percent time/damage to repair equivalent to that.  So, a ship that is half-dead would take only 1/8th the metal and crystal that it would have taken to build it, and one quarter the time it would have taken to build it.
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Offline superking

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #33 on: October 10, 2010, 06:35:46 pm »
my machine performs worse with 3.705 than the old version (which I ran at max everything with no lag), although this might be quirk of my laptop having a fast dual core CPU & 1gb ram but an onboard graphics card that draws less power than the average watch  :(

Offline Winter Born

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #34 on: October 10, 2010, 06:37:51 pm »
WOW,

Major changes in 707 with the ship cap selector (low/normal/high) and turret (1/5, 5x)changes. I tended to use single turrets to protect resource nodes and multiples of 5 elsewhere. Will be interesting to see how the rebuilders and engies do with the larger though fewer structures to repair.


Quote


There is now a Unit Cap Scale lobby option that allows players to choose between the following options (Normal is now the default, and is applied to all existing saveganes; players may recognize that High was the previous default):

Most large-cap ships have half the standard cap (Fighter MkI = 50), and are roughly twice as expensive, twice as strong, etc.
This puts the lowest possible load on the your CPU when you have the biggest-possible battles.

Normal caps (Fighter MkI = 99), costs, and strengths.
This puts a moderate load on your CPU when you have really large-scale battles.

Most large-cap ships have double the standard cap (Fighter MkI = 198) and are roughly half as expensive, half as strong, etc.


This will be interesting.  "High" is the "pre707" we have been playing, the new "Normal" will reduce high cap ship counts by 1/2 but affected ship types will be 2x stronger, harder hitting, and more expensive than the "pre707" we are used to. And finaly  "Low" will be 1/4 of our "pre707" high cap ship count, but affected ship types will hit, cost, etc, 4x more than "pre707".
 
I hope minefield damage/max build count will also scale with ship cap selection, otherwise on "Low" the minefields may prove to be very inefectual. I maybe borrowing trouble here. Looking forward to 707
« Last Edit: October 10, 2010, 07:11:02 pm by Winter Born »

Offline Giegue

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #35 on: October 10, 2010, 06:49:33 pm »
I just hope the major lag is fixed. It's hard for me to play the way things are now.

Offline x4000

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #36 on: October 10, 2010, 07:12:29 pm »
my machine performs worse with 3.705 than the old version (which I ran at max everything with no lag), although this might be quirk of my laptop having a fast dual core CPU & 1gb ram but an onboard graphics card that draws less power than the average watch  :(

Well, 3.705 had the simulation speed fixed at 3/4 that which was normal in 3.189. That may be what you were seeing, rather than actual lag. When people say "it lags" that holds no meaning to me, as that could be taken several different ways, as I mentioned in a prior post. At any rate, the new performance profiles default back to the old 3.189 levels, and have the option to go up or down. There was just no way to please all hardware all the time, and so the new options make it so that players can tune it to what works best for them.

And yeah, winter born, this new version is basically what I've been thinking of as "the sledgehammer." It really rips into the game in a lot of fundamental ways and does some major remodeling. I'm reay pleased with how it's turning out so far, I think it will be much better.
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Offline Lancefighter

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #37 on: October 10, 2010, 08:23:45 pm »
Well, 3.705 had the simulation speed fixed at 3/4 that which was normal in 3.189.
no wonder it felt so slow? :x
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Offline x4000

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #38 on: October 10, 2010, 08:26:54 pm »
Probably so...
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Offline Giegue

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #39 on: October 10, 2010, 08:46:12 pm »
um... no. that isn't the reason for the lag. there has to be another reason, because I used to be able to view a large ammount of ships without any problems whatsoever. but here comes 4.0, and for whatever reason, it doesn't run smoothly when a large ammount of ships are in view. it doesn't matter whether they are firing or not, so that can't be the problem. and my graphics card and cpu are okay enough to run it, so that couldn't be the problem. It has to be something in the way that the game loads/runs things. I can't really say anymore because I can't really tell what the info in the debug window means. I know that it DOES change during the lag, though.

Offline x4000

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #40 on: October 10, 2010, 08:50:58 pm »
um... no. that isn't the reason for the lag. there has to be another reason, because I used to be able to view a large ammount of ships without any problems whatsoever. but here comes 4.0, and for whatever reason, it doesn't run smoothly when a large ammount of ships are in view. it doesn't matter whether they are firing or not, so that can't be the problem. and my graphics card and cpu are okay enough to run it, so that couldn't be the problem. It has to be something in the way that the game loads/runs things. I can't really say anymore because I can't really tell what the info in the debug window means. I know that it DOES change during the lag, though.

Well, I can't help you without more information, unfortunately.  It runs better for most folks.  What I need is a screenshot with the debug info, or else there's just nothing I'll be able to do for your situation.
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Offline Fiskbit

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Re: AI War Beta 3.704 and 3.705 Released.
« Reply #41 on: October 10, 2010, 10:31:38 pm »
Well, 3.705 had the simulation speed fixed at 3/4 that which was normal in 3.189.
no wonder it felt so slow? :x

Yeah, when I tried running the game earlier today, the ships moved incredibly choppily despite the rest of the game (zooming and such) being pretty smooth. Definitely the lower simulation speed, and I'm glad it's getting bumped up in future versions. :)
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Offline x4000

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