Author Topic: AI War Beta 3.717 Released -- AI Carriers!  (Read 11926 times)

Offline x4000

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AI War Beta 3.717 Released -- AI Carriers!
« on: October 17, 2010, 01:26:08 am »
Today's second release is a substantial one.  The memory-usage improvements that Keith has put in place for the AI thread alone are really significant, as this lets the game skip for garbage collection vastly less often which means that the music/action doesn't skip even every 26 seconds or whatever we were up to before.  That's pretty sweet.

There are also five marks each of two new AI Guardians: Laser and Raider.  These are the last of the AI Guardians that will be in for the 4.0 release, and they both add new flavor to the Guardians and their ability to counterattack you.

Even better, there are now five marks each of new AI Carriers.  Normally when the AI has an excess of units it puts them into a barracks on their planet.  However, if they now have an excess of units and already have a barracks on that planet, they'll instead pop their ships into a carrier and send it toward your homeworlds!  The carrier is feisty on its own, but when it dies all the ships inside it come pouring out.  This is essentially the AI counterpart to the human transports, and -- like the human transports -- the carriers pass through force fields, cross minefields without harm, and are immune to tractor beams.  Tricky!  These naturally only show up in the late game, of course.

There are also new AI Eye units, which basically act as a de-blobbing agent.  If you gang up all your ships into one massive blob and go after a planet with an AI Eye on it (which are more frequent at higher AI difficulties), prepare to be cut down to size.  A lot of the recent changes to the game are really intending to make it more of a guerrilla-style raiding game in most cases, with the AI seeming a more formidable opponent throughout the whole affair.

These new ships represent the last ones that will make it into the 4.0 version (the Hunter/Killers that we'd wanted to get in place will have to wait until after 4.0, though they are partially implemented already -- there's just no time for balancing them properly).  Our official release of 4.0 is a week and a day away (the 25th), and we've got a lot of stuff to fix and balance in the meantime -- actually, before the 21st, where possible, as we have to get our files to the distributors by then.

At the moment, there are a number of fairly severe balance issues with even 3.717, but those are being whittled down and now that the feature-set has stabilized it will be a lot easier to blaze through them.  Admittedly we wish we had a little more time, but our financial situation means that we definitely have to make that cutoff, and so we're determined to do so with our usual commitment to quality.  And development on AI War never stops, so we'll be packing in more new stuff after AI War 4.0, too.  Speaking of, there might just be another expansion waiting in the wings to come out a couple of months from now... more on that later.

This new 3.717 release also includes some new balance changes in favor of the humans, with the guardians getting a bit of a nerf, and the human economy from the home command stations getting a 50% boost.  However, I just got out of a playtesting session and I can definitely say that this doesn't stop the game from being hard even right at the start.  Scouting stirs up AI ships so much that it's basically suicidal at the moment, which we obviously will fix, but more balance is also needed on the guardians and the player arsenal, etc.  A lot of that will be coming tomorrow and Monday, and I'm confident that we can hit something that is pleasantly challenging while not being insta-death.  Keep those bug reports and suggestions coming, folks!  That's been absolutely crucial for us so far.

This is a standard update that you can download through the in-game updater itself, if you already have 3.701 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time.  If you don't have 3.701 or later, you can download the windows installer for 3.711, or the OSX installer for 3.712. Once you do an in-game update, they'll both be on the latest version, despite starting at slightly different versions.
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Offline Lancefighter

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #1 on: October 17, 2010, 01:52:05 am »
-> home command stations provide 300m and 300c in the new release

-> Repair still not fixed.

Edit: Oh, you mentioned home econ buffs in the notes. Guess i missed it :\
« Last Edit: October 17, 2010, 02:11:22 am by Lancefighter »
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Offline Collic

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #2 on: October 17, 2010, 01:53:48 am »
hehe I've already sunk a few hours into this ;) (I don't sleep either, but I think I've gotten the better end of the deal). Seems to be performing very smoothly, the guardians feel about right, too :) Thanks so much for all the work you're putting in.

I don't know if it's just me being rusty, but the game is really handing it to me at present; taking over a mark 3 planet is taking me about 3 runs so far. Very much enjoying it.

Slightly off topic, but have you thought about what you're going to do with lightning missiles? . They seem a little out of step now wormholes don't have hundreds of ships and turrets covering them. I haven't attacked any of the really advanced planets yet though, so it could be I simply haven't run into a case where they feel needed. Cheers!

Offline Vinraith

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #3 on: October 17, 2010, 02:09:45 am »
Quote
Even better, there are now five marks each of new AI Carriers.  Normally when the AI has an excess of units it puts them into a barracks on their planet.  However, if they now have an excess of units and already have a barracks on that planet, they'll instead pop their ships into a carrier and send it toward your homeworlds!  The carrier is feisty on its own, but when it dies all the ships inside it come pouring out.  This is essentially the AI counterpart to the human transports, and -- like the human transports -- the carriers pass through force fields, cross minefields without harm, and are immune to tractor beams.  Tricky!  These naturally only show up in the late game, of course.

There are also new AI Eye units, which basically act as a de-blobbing agent.  If you gang up all your ships into one massive blob and go after a planet with an AI Eye on it (which are more frequent at higher AI difficulties), prepare to be cut down to size.  A lot of the recent changes to the game are really intending to make it more of a guerrilla-style raiding game in most cases, with the AI seeming a more formidable opponent throughout the whole affair.

Solid. Gold. You weren't kidding about the AI having more teeth, I'm really excited to see 4.0.

Offline ZarahNeander

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #4 on: October 17, 2010, 04:09:25 am »
Ahh yes, the hardcore crowd (no pun intended) raves && cheers && is excited about guardians and what not, the casual aiwars gamer like me is certainly not excited. I get my (sweet) a** handed on a platter everytime by mk2 starships runnning rampant in my HW at 3:30....bummer: that's on 'very easy'..

I hope arcen games knows the needs of a 'typical strategy gamer'. 90% of all Civ4 gamers *don't* play the game on diety. Yes, I know, things will get sorted out, nevertheless, I think the feedback from the forum might be a bit misleading, cause it comes from a small group of dedicated pros who always want 'more challence', but that leaves the average gamer in the cold.

Cmon, flame me, go play pacman ;D, seriously, the ever increasing challence was the reason I bailed out of aiwars for the first time && I know I'm not alone. Quite some friends ditched the game when things like CPA made an apperance.

Anyway, my .2€, have a nice sunday....pia

Offline Mánagarmr

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #5 on: October 17, 2010, 04:44:00 am »
Yeah, it's definately a _lot_ harder right now than it used to be. But then again, I always felt AI-War had a very elusive difficulty. either it was way too easy and you just steamrolled around the universe, or you died within the first hour. This should probably act to balancing out a bit.
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Offline Collic

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #6 on: October 17, 2010, 04:55:13 am »
Well, it may be harder at present (i'm not sure it is really, the guardians are different, but not exactly tougher to fight than craploads of turrets), a lot of this is down to balance. Getting hosed on one of the easiest difficulties that early isn't intended and may be a bug at work, or just symptomatic of the tweaking thats still on-going. As for flaming... well, not too much of that goes on here, unless things have changed drastically from when I lurked here more regularly :)

One thing I haven't got used to yet are the waves. They seem to be a little bit too small at the moment, I'm at 100 progress and getting waves of about 50 or ships - I'm not used to the new unit caps yet though. Raid starships seem a bit overpowered at the moment unless you have a few siege starships to hand (even then it seems to take a long time to batter down their hp ) - that may just be because I'm not sure of the correct counter, though.

I'd encourage you to stick with and help them balance the game rather than giving up. You couldn't really ask for a better company when it comes to responding to feedback and user requests.
« Last Edit: October 17, 2010, 04:56:46 am by Collic »

Offline MysteryOne

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #7 on: October 17, 2010, 06:29:22 am »
Just sharing some thoughts with ZarahNeander/Pia:
Hmm, i thought a typical strategy gamer needs the learning of new strategies challenges and that the average player gamer wouldn't take losses that depressingly seriously?

I wonder why they ditched the game for such a thing?
And why compare AI War to Civ4 while they're notably different?
I'd advice to nto see AI War in similiar way than Civ4 (which was actually nice too
(without combat-focused PvP)). It nice to see female gamers in this comminuty too.

Am myself an average gamer (or so i consider myself), soo why am i interested in this?  :)
Not so casual though, i like this game for something other than it's difficulty and increasing challenges.


Returning to the topic: Does this change the version of the game on steam library?
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Offline Collic

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #8 on: October 17, 2010, 08:00:47 am »
No, it's still a beta. As far as I know the version on steam is still the SlimDX version.

Offline MysteryOne

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #9 on: October 17, 2010, 08:26:39 am »
No, it's still a beta. As far as I know the version on steam is still the SlimDX version.

Ok, thanks.
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Offline orzelek

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #10 on: October 17, 2010, 08:42:39 am »
First game I started had clumps of 3 guardians on some wormholes - is this intended or bug report is in order?

Offline keith.lamothe

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #11 on: October 17, 2010, 09:33:42 am »
The memory-usage improvements that Keith has put in place for the AI thread alone are really significant, as this lets the game skip for garbage collection vastly less often which means that the music/action doesn't skip even every 26 seconds or whatever we were up to before.
I'm curious, I never actually measured it, what's the gc interval now?
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Offline Collic

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #12 on: October 17, 2010, 10:00:28 am »
First game I started had clumps of 3 guardians on some wormholes - is this intended or bug report is in order?

You think that's a lot of guardians ? Just you wait :) It's my understanding they're primarily a replacement for static defence, so that doesn't sound unusual imo. They hit hard, but they go down a lot easier now. Just a thought, but flak guardians are *brutal* to large blobs of ships - I like that, but perhaps they could stand to be a little slower, or maybe siege ships should target them first by default.

Offline keith.lamothe

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #13 on: October 17, 2010, 10:01:59 am »
First game I started had clumps of 3 guardians on some wormholes - is this intended or bug report is in order?
That's normal; 2 random ones for the wormhole-command-post (which is invisible) and 1 tachyon for the wormhole itself.
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Offline MysteryOne

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Re: AI War Beta 3.717 Released -- AI Carriers!
« Reply #14 on: October 17, 2010, 10:06:52 am »
Has there always been just a couple of AI slots available in lobby? How about enabling more?  ;D
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