Author Topic: AI War Beta 4.036 Released!  (Read 5975 times)

Offline x4000

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AI War Beta 4.036 Released!
« on: November 17, 2010, 10:11:34 am »
Original: http://arcengames.blogspot.com/2010/11/ai-war-beta-4036-released.html

This release is a maintenance patch for a few issues with the last patch that we wanted to resolve before our next full release tonight.

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 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 4.000 or later, you can download that here.
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Offline HitmanN

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Re: AI War Beta 4.036 Released!
« Reply #1 on: November 17, 2010, 10:15:36 am »
Quote
The game is no longer able to use multiple copies of the same starfield background to draw the starfield effect

Small thing, but still very glad to see it fixed. ;) The visual nitpicker in me rejoices. ;D

Offline superking

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Re: AI War Beta 4.036 Released!
« Reply #2 on: November 17, 2010, 11:36:32 am »
Quote
  * Warbird Starship health 300,000 => 3,000,000.
   * Beam Starship health 900,000 => 4,500,000.

ohh yearhh  ;D Mr Lolz loves you again

« Last Edit: November 17, 2010, 01:07:24 pm by superking »

Offline Winter Born

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Re: AI War Beta 4.036 Released!
« Reply #3 on: November 17, 2010, 12:57:35 pm »
Can somebody help new user Kron out on some network/patching stuff
I am out of my depth. :-[

http://www.arcengames.com/forums/index.php/topic,7657.0.html


ty

Offline orzelek

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Re: AI War Beta 4.036 Released!
« Reply #4 on: November 17, 2010, 01:05:47 pm »
Is it by design that losing Spire Refugee Outpost stops your advancement in spire quest line and you can't build new spire cities?

I have two cities already but since I lost refugee outpost I can't build next colony ship from shard.

Offline zebramatt

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Re: AI War Beta 4.036 Released!
« Reply #5 on: November 17, 2010, 01:16:23 pm »
I need to remember to add an issue on Mantis (to complement/replace the two I already posted) on the subject of those now-entirely-broken NRCs, for next week's round of bugfixes.

Offline keith.lamothe

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Re: AI War Beta 4.036 Released!
« Reply #6 on: November 17, 2010, 01:57:53 pm »
Orzelek; correct, building a colony ship from a shard requires the refugee outpost (and a home command station, for that matter).  I'm guessing you just ran afoul of that particular requirement ;)

In general the progression is not tolerant of failure, currently because it would take significantly more time to put in failure and recovery branches for everything but also because thematically it doesn't fit for most of the step.

That said, it shouldn't absolutely require the outpost once you have a city, so I can look at changing that, thanks for bringing it up.


On another note, I realized one reason you're catching it a bit harder than most of the testers: it wasn't scaling the chase-spawn-intervals by combat style.  I'm talking about the ships spawned to chase a shard or the refugee ship during a recovery mission.  Since you were playing on Epic you were catching 2x as many of those spawns even if you immediately gave the shard a move-to-homeworld order.  In my working copy I'm having it use 2x the interval for Epic and 1/2x for Blitz.

At some point will also look at applying a more moderate scaling for the time between the city-hub-provoked event-attacks; that wouldn't be 2x, but maybe 1.2x for Epic since it does make it take longer to take planets, defeat attacks, etc.
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Offline Lancefighter

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Re: AI War Beta 4.036 Released!
« Reply #7 on: November 17, 2010, 02:05:30 pm »
spire cloaked battleships are *ultraheavy*.




 ::)
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Offline keith.lamothe

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Re: AI War Beta 4.036 Released!
« Reply #8 on: November 17, 2010, 02:07:28 pm »
Those are Chris's, don't blame me ;)

Currently even being ultra-heavy doesn't keep them from dominating, if the reports are to be believed.

Real Battleships coming with episode 8 ;D
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Offline Lancefighter

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Re: AI War Beta 4.036 Released!
« Reply #9 on: November 17, 2010, 02:10:28 pm »
Currently even being ultra-heavy doesn't keep them from dominating, if the reports are to be believed.

that i wont particularly argue with, if my minor bit of playtesting is an indication.

I do imagine later in the game they suffer from mass bomber syndrome, however.
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Offline superking

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Re: AI War Beta 4.036 Released!
« Reply #10 on: November 17, 2010, 02:42:10 pm »
Currently even being ultra-heavy doesn't keep them from dominating, if the reports are to be believed.

that i wont particularly argue with, if my minor bit of playtesting is an indication.

I do imagine later in the game they suffer from mass bomber syndrome, however.

Quote from: Mr_Lolz
BTW: to Qualify their OP I built a full shipcap of them MK I, MK II & MK III (high shipcap, 14 ships total), then gave them a group moveorder to a system 22 hops away on difficulty 7.6 (22 minutes into the game, after building them and fending off one wave on my homeworld).

They made it 16(!) hops away, making over 4500 indiscriminate kills of every MK before expiring- this including numerous gaurdians, gaurdposts & starships. the DPS of these ships is off the hook!

as is I think they mostly suffer from being incredibly awesome

Offline keith.lamothe

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Re: AI War Beta 4.036 Released!
« Reply #11 on: November 17, 2010, 02:42:57 pm »
as is I think they mostly suffer from being incredibly awesome
A tragic malady ;)
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Offline x4000

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Re: AI War Beta 4.036 Released!
« Reply #12 on: November 17, 2010, 03:30:46 pm »
Yeah, the battleships I made ultraheavy because their health is in that appropriate vicinity, heh.  They do need to be toned down some, but I think they'll work out well as ultraheavy with even some nerfs.  And if not, we can always drop them to heavy later, but I thought it would be neat to have an ultraheavy battleship fleet ship (which, even so, are the little brother to what Keith is working on, heh).
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Offline Ozymandiaz

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Re: AI War Beta 4.036 Released!
« Reply #13 on: November 17, 2010, 03:33:42 pm »
Yeah, the battleships I made ultraheavy because their health is in that appropriate vicinity, heh.  They do need to be toned down some, but I think they'll work out well as ultraheavy with even some nerfs.  And if not, we can always drop them to heavy later, but I thought it would be neat to have an ultraheavy battleship fleet ship (which, even so, are the little brother to what Keith is working on, heh).

I got big hopes for that, seen some vague references to a something big in the files :)
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Offline x4000

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Re: AI War Beta 4.036 Released!
« Reply #14 on: November 17, 2010, 03:35:33 pm »
You have to survive to the end of the fallen spire story to see the really big guns, I believe, but the graphics are in there now if you want to peek.  Dreadnought and SuperDreadnought are even bigger than Keith's Battleships. :)
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