Author Topic: AI War Beta 4.030 Released!  (Read 5915 times)

Offline Winter Born

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Re: AI War Beta 4.030 Released!
« Reply #15 on: November 09, 2010, 12:49:04 am »
there is a pretty major problem involving forcefields though
???

Offline DakaSha

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Re: AI War Beta 4.030 Released!
« Reply #16 on: November 09, 2010, 12:52:24 am »
« Last Edit: November 09, 2010, 12:54:01 am by DakaSha »

Offline Giegue

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Re: AI War Beta 4.030 Released!
« Reply #17 on: November 09, 2010, 02:20:48 am »
I have this bizzare thing going on with my colony ship...


Offline Lancefighter

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Re: AI War Beta 4.030 Released!
« Reply #18 on: November 09, 2010, 02:31:39 am »
And thus, I now have the ability to state: I told you so ;)

(read the changelog: colonyships can only build in a range of 2000)
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Offline Zeba

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Re: AI War Beta 4.030 Released!
« Reply #19 on: November 09, 2010, 03:13:41 am »
And thus, I now have the ability to state: I told you so ;)

(read the changelog: colonyships can only build in a range of 2000)
Seems an odd change. You only build a station from a colony ship in a safe system so what does it matter if you can drop your station anywhere vs now having to wait a few seconds for your colony ship to zip over to the general area you want to plop one down. Not that it matters to me as the extra few seconds to setup a new station with the new mechanic is meaningless but it just seems an odd change.

Offline DakaSha

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Re: AI War Beta 4.030 Released!
« Reply #20 on: November 09, 2010, 03:27:01 am »
you can build command stations in non safe systems.. I actually like the change and wondered why it wasn't like that from the beginning (i don't know why the decision was actually made though)

Offline Zeba

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Re: AI War Beta 4.030 Released!
« Reply #21 on: November 09, 2010, 03:34:06 am »
you can build command stations in non safe systems.. I actually like the change and wondered why it wasn't like that from the beginning (i don't know why the decision was actually made though)
Well by safe system I mean one that has had the enemy command station removed. I know that you can set one up deep in enemy territory after blowing up the ai station and risk border aggression or worse but again what does it matter if you can simply plop one down anywhere or have to wait a few seconds for it to get in position. But meh its not really an issue worth pursuing as it has no impact on how the game plays out. Besides, I'm far more interested in the ff bearer changes and it effect on my current game.  :-*

*runs off to install the latest beta*

Offline zebramatt

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Re: AI War Beta 4.030 Released!
« Reply #22 on: November 09, 2010, 03:37:16 am »
I'm a fan of the colony ship changes, though I think a visual build range indicator would be immensely useful.

Offline Ktoff

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Re: AI War Beta 4.030 Released!
« Reply #23 on: November 09, 2010, 04:00:54 am »
With the cheap colony ships able to build anywhere you could just park a colony ship in outer space and rebuild the planet as soon as your command station was blown up- this was more or less an exploit. With the range limitation (and the ship cap drop) this is no longer a viable strategy.

Offline superking

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Re: AI War Beta 4.030 Released!
« Reply #24 on: November 09, 2010, 08:23:57 am »
Player FF could do with a buff imo, they go down SO fast

also, why does the starting MK I FF cover so much more territory than a normal MK I FF?

wouldnt it make more sense to increase coverage of FF with increases in MK, then give the home station a higher MK FF?



TheMachineIsSentient

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Re: AI War Beta 4.030 Released!
« Reply #25 on: November 09, 2010, 08:55:10 am »
Played a multiplayer game on 4.030 last night. Everything went smoothly. The new timings on the survey ship are certainly interesting. What happened though is that all the players seem to be in a holding pattern waiting for the ship. The same thing happened with the research station. I tried building multiple survey ships to speed things up to no avail. I wonder if there could be a mechanic to speed this up a little bit if players want to go for the quest first. In some ways, it feels like you should, as there is a timer.

The initial reward (I don't want to spoil it) is right up my alley. As I always say, the more the merrier when it comes to that. Other than that, gameplay is smooth, everything looks good.

Offline Ixiohm

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Re: AI War Beta 4.030 Released!
« Reply #26 on: November 09, 2010, 09:00:49 am »
Sorry to make a brake into the current discussion with this unrelated topic ;) Okay, so wasn't high mark planets (III and IV) supposed to be banned from positions next to the home system ??? Should I report this in Mantis?

Offline orzelek

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Re: AI War Beta 4.030 Released!
« Reply #27 on: November 09, 2010, 09:24:05 am »
Sorry to make a brake into the current discussion with this unrelated topic ;) Okay, so wasn't high mark planets (III and IV) supposed to be banned from positions next to the home system ??? Should I report this in Mantis?
They are not banned from being next to HW. In very unlucky seeds you can have only 2 Mk IV worlds next to HW for example :D

Offline x4000

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Re: AI War Beta 4.030 Released!
« Reply #28 on: November 09, 2010, 09:58:10 am »
Player FF could do with a buff imo, they go down SO fast

Stack em or use higher-level ones, generally speaking.  They seem about right to me.

also, why does the starting MK I FF cover so much more territory than a normal MK I FF?

wouldnt it make more sense to increase coverage of FF with increases in MK, then give the home station a higher MK FF?

That one you start with is a special FF that you only get at the start and can't rebuild.  It's called a Player Home Force Field or something like that.  The forcefields that you are able to be build work as you describe.
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Offline Malibu Stacey

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Re: AI War Beta 4.030 Released!
« Reply #29 on: November 09, 2010, 11:14:50 am »
Sorry to make a brake into the current discussion with this unrelated topic ;) Okay, so wasn't high mark planets (III and IV) supposed to be banned from positions next to the home system ??? Should I report this in Mantis?
They are not banned from being next to HW. In very unlucky seeds you can have only 2 Mk IV worlds next to HW for example :D

Just to clarify, map seeds don't affect the composition & distribution of AI units or systems. A map seed generates the wormhole network connections between systems & number of resources in each system but things like the mark level of systems & what AI units are in each system are generated when you click start game. It can & will be different if you play the same map seed with the same game creation options repeatedly.

It's also already in mantis & marked as resolved -> http://www.arcengames.com/mantisbt/view.php?id=1194