Author Topic: AI War Beta 3.719, "And There Was Much Rejoicing," Released!  (Read 9732 times)

Offline x4000

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #45 on: October 20, 2010, 02:17:40 pm »
I'm not going to enter debates on the armor, the starting position being consolidated to one instead of three, or about whether or not wormhole guard posts are going to remain.  Suffice it to say for the wormhole guard posts in particular, the game is extremely balanced around their existence, and the only thing that's changed is their visibility.  The pew-pew gun on them lets us shortcut some math that helps the game run faster (long story).

Regarding the starting position, it is very messy, though, you're right, and I'm going to make it more orderly in the next release.  That's a very good idea.
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Offline Lancefighter

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #46 on: October 20, 2010, 02:18:36 pm »
armor is actually.. uhm.. a polarization of the energy matrix contained in the nanofilamenet hull coating. Thus, throw more energy at it, you magically get more armor. Thats what armor boosters do, transfer energy. Yep.
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Offline superking

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #47 on: October 20, 2010, 02:20:34 pm »
If you could post a save where I can replicate the low-power things "attacking" you, that would be great.  Preferably in mantis.

ah, they weren't attacking like they did before (moving up to friendly units and hugging them) so assumably they were activating at some point before (pretty sure they activated when fired upon), I meant that lots of units remained low powered and mobile while I had significant forces on the world.

...I get the sense my 'complaining' posts like these are being met with restrained hostility, I will pipe down hereon  :P

Offline keith.lamothe

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #48 on: October 20, 2010, 02:23:08 pm »
No, please keep letting us know of stuff, it's really important that things get fixed for the official.  Sometimes you do have a very matter-of-fact way of complaining which will draw very matter-of-fact responses from me, and you also have a tendency of dumping bug reports into release threads rather than the preferred targets (previously bug forum, now bug tracker), but that doesn't mean that your feedback isn't useful.  It is :)
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Offline Thumpy

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #49 on: October 20, 2010, 03:53:33 pm »
will there be an updated wiki to 4.0? i know it's a lot of work, but it's crucial for this game.

Offline x4000

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #50 on: October 20, 2010, 03:54:42 pm »
will there be an updated wiki to 4.0? i know it's a lot of work, but it's crucial for this game.


Yes, but it won't be overnight.  I'm always addressing it as I go, but I haven't been for the 4.0 stuff yet because it wasn't official and so much was changing, anyway.  But, it's definitely high on my list for coming up, to be sure.
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Offline Thumpy

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #51 on: October 20, 2010, 03:58:50 pm »
thanks for the info and no hurry! i really appreciate all your hard work. just don't forget to eat and sleep..

Offline Lancefighter

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #52 on: October 20, 2010, 03:58:56 pm »
Is it by design that special forces reinforce guardians?
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Offline Ozymandiaz

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #53 on: October 20, 2010, 04:02:01 pm »
AI war almost got the "2.0 feel" to it again now ;)

But overall its looking good now!
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Offline x4000

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #54 on: October 20, 2010, 04:06:19 pm »
thanks for the info and no hurry! i really appreciate all your hard work. just don't forget to eat and sleep..

Yeah, that's the trick.  :P  Thanks!

Is it by design that special forces reinforce guardians?

No, they should definitely not be doing that.   That makes the guardian go special forces.  Are you seeing this in 3.719?  I thought I fixed that.  Can you post a save to mantis if you have a way to duplicate?
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Offline Lancefighter

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #55 on: October 20, 2010, 04:15:41 pm »
yep, fairly reproducible*. posting save
*reinforcements not guaranteed, of course, I cant force them very well

#757
aww it doesnt crosslink between mantis  ;)
« Last Edit: October 20, 2010, 04:17:37 pm by Lancefighter »
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Offline x4000

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #56 on: October 20, 2010, 04:26:21 pm »
Thanks a ton!
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Offline Salamander

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #57 on: October 20, 2010, 05:44:55 pm »
One minor issue I have found is that unit selection doesn't always make the click sound. Sometimes it does, sometimes it doesn't, and I keep finding myself double-checking to make sure I picked a unit and didn't miss clicking on it.
Would you mind logging defects and suggestions in the bug tracker?  Thanks, and glad you're enjoying it! http://www.arcengames.com/mantisbt
Done. I had to wait to get home from work and login into the bug tracker system. It's a pretty minor bug luckily, but I am actually getting the sound far less often than not.

I've only barely played the newer versions of the game, but are the Neinzul Starships supposed have only 100k health per Mark?

Offline Lancefighter

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #58 on: October 20, 2010, 05:47:22 pm »
a few weird multipliers were in effect in random places, that got blanket slashed out - bugreport that, previously they were 500k/mk of enclave starship
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Offline RogueThunder

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #59 on: October 20, 2010, 06:01:07 pm »
If this wasn't a scout, then this is exactly the intended behavior.  They are very, very hostile except to scouts.  Poking your head into an AI planet that is high level with anything but a scout is a very dangerous thing to do, like poking your head into any enemy encampment in real life.  Fear the AI. ;)
I definitely had a system send a guardian at me that had never seen a single non-scout ship from me. This was... maybe 10 min after capturing and having set up my 2nd system, so the system was absolutely clean.
I had been using scouts alot. Already had MkII and MkIII unlocked and flying around.

Basic defense has gotten a bit overly complex with the new version... How is a new(or even fairly experienced) player supposed to have any clue what fairly numerous different forces to keep around to be able to survive taking any system more than 1 hop out? Much less and still have other forces. The required diversity of defensive ships has gotten a bit... Wide. Particularly when you are talking about needing enough of each of these forces to take down guardians... which are no joke...
Having to have certain starships to stand a chance? Ontop of all 3 triangle ships? E..... yeaaa... Seriously? I had Mk1-3 Teleport battle stations(which have a bonus vs swarmer armor) and the crazy something like 9000 armor on that laser guardian... well... lets just say they weren't all that much help... My Mk1 frigate cap barely taking down the ONE guardian... that was being slowed by a logistics center and notably being fired on by all my telestations too(which were mk1-3 maxed).
How are we supposed to be handling the 20-30 guardians most systems have? Seriously? Even more so with the extreme diversity in what it takes to take them down individually.
Just... Expressing some concerns here. I'll manage. But...
Edit: Basically I'm saying there needs to be a basic formula for a survivable defence... and that ATM it takes [CalculusJoke]implicit differentiation[/CalculusJoke] to make any sense of it :P /Edit

Also... Guardian responsiveness to raids... I suspect needs alot of ah... "fine tuning" :P But I imagine you already knew that. Haven't played around with the new version too much, so not sure what my opinion is of how much so...

Mmm and Are guardians REALLY supposed to be normal-ship speed? Seems a bit odd for something that is so super-powerful and the AI step-in for turrets. I know them being mobile is essential to their counter-attacking and being more effective defenders... but...


That all said. Loving the zooming.

In a more technical note, the game is having one issue Ill toss onto the bugtracker. When in windowed mode it is refusing to be 1920x1080 on my 1920x1080 screen unless I have another monitor on extend(in whcih case it goes to... 1920x1050 automatically I think...). Don't mind the height atm, though if my start bar was on another screen I would.
Yes, I know the window would go slightly ofscreen due to borders if it were actually 1920x1080... I put the borders just off the sides. Makes something CLOSE to the old days to some degree... Basically its disobeying the set resolution if it is equal to screen res, and going down one standard size in that dimension if so. Which is highly undesirable.
« Last Edit: October 20, 2010, 06:24:19 pm by RogueThunder »
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