Author Topic: AI War Beta 3.712 Released -- Multiplayer Lobby!  (Read 13185 times)

TheMachineIsSentient

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Offline Giegue

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #31 on: October 14, 2010, 08:02:26 pm »
okay, I almost have 1 GB of ram. 0.98 to be exact.

Offline keith.lamothe

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #32 on: October 14, 2010, 08:03:56 pm »
Ah, ok, then it's quite possible your computer is running low while running AI War.  You could check task-manager (or get process explorer and check that) while the game is running to see how much AI War is holding and how much other stuff is holding.
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Offline x4000

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #33 on: October 14, 2010, 08:07:35 pm »
You're probably hitting swap on occasion, then, which is the problem.  1gb is plenty to run AI War, but not battles of quite that size.  That is a bit different from the older versions of AI War, but the garbage collector in Mono isn't as good as the one in .NET, unfortunately.

You can get around this by using smaller ship caps, a lower performance profile, and/or by making sure that as little else is running on your machine at the time as possible.  Alternatively, even just 512mb extra ram would likely make it run butter-smooth all the time... but even so, that's not needed.  Simply scaling down the size of the battles in play will let you get around it with no extra expense or anything.

Sorry for the inconvenience there, I know that's got to be annoying, but we're sort of at the mercy of the mono gc.
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Offline Giegue

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #34 on: October 15, 2010, 12:06:59 am »
ah. that makes sense... how do I lower ship caps/performance profiles again?

Offline unclean

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #35 on: October 15, 2010, 12:11:59 am »
Okay, I saw this on the upcoming patch notes:

Quote
A new "Hull" field is now shown by the Armor field.

The Hull type is one of the following: Scout, Light, Medium, Heavy, Artillery, Neutron, Swarmer, Ulra-Light, Close-Combat, Command-Grade, Refractive, Composite, Turret, Ultra-Heavy, Structural, or Polycrystal.

Does that mean that you're breaking down the unique damage bonuses for every ship in the game into armor classes?

If so I love you guys in the least creepy way possible, what a good change :)

Offline lanstro

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #36 on: October 15, 2010, 12:16:13 am »
Yeah getting pretty excited at these draft patch notes.  Breaking down into hull types always made sense.  Hopefully the number of hull classes decreases over time too.

I'll be putting in a good 5 hour session of ai war with friends tomorrow.  Looking forward to it, and fingers crossed no showstoppers pop up!

Offline x4000

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #37 on: October 15, 2010, 12:20:47 am »
ah. that makes sense... how do I lower ship caps/performance profiles again?

You can decrease the ship caps when you start a new game in the lobby -- can't be done to an existing game, unfortuantely.  In the case of performance profiles, you can adjust those in the lobby, or in the Players tab of the Stats window in-game.  You can switch between profiles as needed if performance shifts on you when you have a ton of ships together, for instance.

Okay, I saw this on the upcoming patch notes:

Quote
A new "Hull" field is now shown by the Armor field.

The Hull type is one of the following: Scout, Light, Medium, Heavy, Artillery, Neutron, Swarmer, Ulra-Light, Close-Combat, Command-Grade, Refractive, Composite, Turret, Ultra-Heavy, Structural, or Polycrystal.

Does that mean that you're breaking down the unique damage bonuses for every ship in the game into armor classes?

If so I love you guys in the least creepy way possible, what a good change :)

Yep, it means that the damage bonuses are now by-hull rather than by-ship-type.  It's much simpler; it was time. ;)

Yeah getting pretty excited at these draft patch notes.  Breaking down into hull types always made sense.  Hopefully the number of hull classes decreases over time too.

I'll be putting in a good 5 hour session of ai war with friends tomorrow.  Looking forward to it, and fingers crossed no showstoppers pop up!

Yeah, it's like a whole new game all over again, heh.  The number of types of hulls will definitely never decrease, if anything one or two might be added as time goes on -- there's just far too many ships to divide up in any meaningfully smaller way -- we're approaching 500+ ships, I'm pretty sure, so 16 categories is actually really impressively small! :)
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Offline Giegue

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #38 on: October 15, 2010, 12:33:58 am »
wow. Neutron hull... that is an awesome name! can't wait!!

Offline x4000

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #39 on: October 15, 2010, 12:34:30 am »
Thanks!  It's coming in the next couple of hours, I just have a few last things to get done in there. :)
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Offline Lancefighter

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #40 on: October 15, 2010, 12:49:45 am »
As i recall, neinzul ships all have high health and 'everyone gets 100x bonus to this'.

Is it time to remove that with the per-second attrition? (as I understand the reason for the 100x bonus to this was because you cant self-atrit the numbers you wanted before with constant attrition?)
edit
and earlier, we were discussing player color ffs - what if each color had a ff icon set that was rendered/created whatnot once when a ff was used the first time, and saved to disk like the current one? Meaning that if i choose red, when the game starts it makes a set of red ff icons once, and saves them so they are loaded next time
« Last Edit: October 15, 2010, 12:57:02 am by Lancefighter »
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Offline x4000

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #41 on: October 15, 2010, 01:01:05 am »
As i recall, neinzul ships all have high health and 'everyone gets 100x bonus to this'.

Is it time to remove that with the per-second attrition? (as I understand the reason for the 100x bonus to this was because you cant self-atrit the numbers you wanted before with constant attrition?)

They've been rebalanced substantially in the next one.  Only the weasels had the big bonus (5x, actually) against themselves, but that's now gone from them.  Should be much better!

and earlier, we were discussing player color ffs - what if each color had a ff icon set that was rendered/created whatnot once when a ff was used the first time, and saved to disk like the current one? Meaning that if i choose red, when the game starts it makes a set of red ff icons once, and saves them so they are loaded next time

There's not a colorization algorithm that we have that would even do that the way that you want.  And, that would take massive extra vram, and a lot of programming time.  It's not going to happen, there's no incentive for me to spend hours on that.
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Offline Lancefighter

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #42 on: October 15, 2010, 01:10:29 am »

They've been rebalanced substantially in the next one.  Only the weasels had the big bonus (5x, actually) against themselves, but that's now gone from them.  Should be much better!
 
not.. against themselves...
its that neinzul ships (in particular the tiger, because tahts the one I picked to give info on)
it has 500k health,
but all attackers do 50x vs the tiger
Now that you have moved attrition down to once per second, the inflated health is no longer required? (back in the slimdx version, the tiger took 416 hp of attrition a tick, 20 times a second)
I'm asking if neinzul ships still need such high health numbers so attrition is always an integer per tick.

There's not a colorization algorithm that we have that would even do that the way that you want.  And, that would take massive extra vram, and a lot of programming time.  It's not going to happen, there's no incentive for me to spend hours on that.
I note then that your main issue is merely the creation of the colors on demand - i suppose I've no clue how this is done anyway >.< What about then, the calling of a specific sprite based on player color? I mean to say, if instead you provided the forcefield graphic for each color, could they be easily used in the correct place?
(assumption here being that creation of each color's forcefield is trivial on a manual level, if not, then i shall dismiss this on that ground)
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Offline x4000

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #43 on: October 15, 2010, 01:20:33 am »

They've been rebalanced substantially in the next one.  Only the weasels had the big bonus (5x, actually) against themselves, but that's now gone from them.  Should be much better!
 
not.. against themselves...
its that neinzul ships (in particular the tiger, because tahts the one I picked to give info on)
it has 500k health,
but all attackers do 50x vs the tiger
Now that you have moved attrition down to once per second, the inflated health is no longer required? (back in the slimdx version, the tiger took 416 hp of attrition a tick, 20 times a second)
I'm asking if neinzul ships still need such high health numbers so attrition is always an integer per tick.

Now I see!  Yes, excellent point, I'd missed that and that is no longer needed.  I've pulled that out, thanks. :)
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Offline RCIX

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Re: AI War Beta 3.712 Released -- Multiplayer Lobby!
« Reply #44 on: October 15, 2010, 01:58:04 am »
Okay, I saw this on the upcoming patch notes:

Quote
A new "Hull" field is now shown by the Armor field.

The Hull type is one of the following: Scout, Light, Medium, Heavy, Artillery, Neutron, Swarmer, Ulra-Light, Close-Combat, Command-Grade, Refractive, Composite, Turret, Ultra-Heavy, Structural, or Polycrystal.

Does that mean that you're breaking down the unique damage bonuses for every ship in the game into armor classes?

If so I love you guys in the least creepy way possible, what a good change :)

Yep, it means that the damage bonuses are now by-hull rather than by-ship-type.  It's much simpler; it was time. ;)

... just, Wow! I can remember when you argued via multi-page posts (not really, but ;)) against that :)
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