Author Topic: AI War Beta 4.038 Released!  (Read 14523 times)

Offline x4000

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AI War Beta 4.038 Released!
« on: November 20, 2010, 08:17:00 pm »
Original: http://arcengames.blogspot.com/2010/11/ai-war-beta-4038-released.html

This release is a ridiculously massive one; two days' worth of stuff is a ton in Arcen land.  The big new stuff here is twofold: the last of the episodes for the Fallen Spire minor faction scripted story campaign (say that five times fast), and the first of the new Spirecraft ships.

For the Fallen Spire scripted story campaign thing, we can now comfortably reveal a particularly salient thing about it: it's an alternate way to win.  Normally games of AI War are won by destroying the AI home command stations, right?  Well, with the Fallen Spire campaign you have the option of pursuing all 10 episodes and winning via a... different mechanism.  That's all we'll say for now, to avoid spoilers.

Of course, even if you want to try for a traditional kind of victory, you can still use the Fallen Spire minor faction.  You can pursue just a few episodes and get some benefit from that, or all the way up to episode 8 and get a much larger boost on your way to a traditional victory.  The in-game story makes all of this clear as you pass through each "firebreak," as we call them.

This is really cool and really different for the game, almost like building a whole new game into the larger game of AI War.  We hadn't wanted to say too much about the alternate-way-to-win thing unless we couldn't pull it off, but as of this release that's all in place.  And now, again to avoid any spoilers, that's all I'll say about that.

The other big thing, I already mentioned is the first of the Spirecraft.  All those asteroids that we seeded into the game last week were useless until now, but now you can build Spire Mining Ships (from the CONST tab), and in turn those can build mining enclosures that produce one or more spirecraft.  The first three classes of spirecraft are Shield Bearer, Ram, and Martyr -- but we hope to get 9 more classes in place by the end of Tuesday, if all goes well.  There are five marks of each kind of spirecraft, so that's 15 ships so far, and another 45 coming.

The spirecraft already in place are cool ones, but I will say this: don't use up all your high-level asteroids if you're in a long-term campaign that you'll still be playing on Monday and Tuesday and after.  Some of the coolest spirecraft are still coming, not that the ones already in aren't cool too (the shield bearer one is particularly exciting, I think -- well, so is the Martyr actually).

And, of course, this release also has various bugfixes and balance tweaks.  Enjoy!

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 Winter Born

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Re: AI War Beta 4.038 Released!
« Reply #1 on: November 20, 2010, 08:23:49 pm »
Oh Yea  ;)

Offline Vinraith

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Re: AI War Beta 4.038 Released!
« Reply #2 on: November 20, 2010, 08:29:15 pm »
I'm glad to see the Fallen Spire finished, I'd been holding off trying it until it was complete. Next game I'll have to give it a go, it sounds absolutely fascinating. Spirecraft look fun too, but I still don't have a clue how you're going to balance them without turning the game back into a cakewalk.   :-\

Then again, the more powerful spirecraft are going to be late game anyway, if you survive long enough to get to them odds are you're going to win anyway I suppose, short of setting off the kind of cascading backwash or core/mk iv ships that I suspect even a powerful spirecraft wouldn't save you from.
« Last Edit: November 20, 2010, 09:10:20 pm by Vinraith »

Offline Lancefighter

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Re: AI War Beta 4.038 Released!
« Reply #3 on: November 20, 2010, 08:34:59 pm »
the insane difficulty makes a tad bit more sense now  ;)
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Offline Ozymandiaz

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Re: AI War Beta 4.038 Released!
« Reply #4 on: November 20, 2010, 08:37:34 pm »
Awesome!!

Now to build me some spire craft :D
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Offline orzelek

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Re: AI War Beta 4.038 Released!
« Reply #5 on: November 20, 2010, 09:44:13 pm »
My spire test game is officially ended now. Last attack wave info attached to post.
I could try to defend probably - but I lost the will to do and chances are very slim.

Previous attack data:
Populating EventAttackArmada, 451100 total points; Game Time: 27:15:01

There is about 45 minutes of spacing between the attacks - but in practice it's much less. I think that I had around 5-10 minutes after all was repaired from previous attack before this one happened. I didn't even manage to reconstruct all spire ships lost in previous wave.
« Last Edit: November 20, 2010, 09:51:10 pm by orzelek »

Offline Invelios

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Re: AI War Beta 4.038 Released!
« Reply #6 on: November 20, 2010, 09:48:30 pm »
Great update! Not only does it fix that crash I was experiencing, but you also added some cool new content! I just tried making a few of the lower-end Spirecraft, and they both look useful if used right. The only problem is they have the same icon. I built a Ram and Martyr, and both has far-zoom icons that look nothing like them. In fact I think their far-zoom icons are supposed to be the ones used for the shild-bearer Spirecraft.

Just one question: Do enemies attack asteroids on your planet? I'm wondering if I should just turn all the asteroids on the planets I own into ships. The only downside to that seems to be energy cost, but if enemies attack the asteroids it might be worth it. If not then I'll probably just build a couple of each type and save the rest till I think I'll need them.

Also, much nicer far-zoom asteroid icon. The last one was so... white compared to everything else, it was kinda distracting. This one still stands out, but not to the level that it's distracting.

Offline keith.lamothe

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Re: AI War Beta 4.038 Released!
« Reply #7 on: November 20, 2010, 10:11:58 pm »
My spire test game is officially ended now. Last attack wave info attached to post.
I could try to defend probably - but I lost the will to do and chances are very slim.

Previous attack data:
Populating EventAttackArmada, 451100 total points; Game Time: 27:15:01

There is about 45 minutes of spacing between the attacks - but in practice it's much less. I think that I had around 5-10 minutes after all was repaired from previous attack before this one happened. I didn't even manage to reconstruct all spire ships lost in previous wave.
Well, thanks for sticking with it so long.  I think your situation was gimped through the series of changes during the various versions, the lack of consideration for playing on Epic combat style, and the long period of time elapsed after construction of your first city hub.  That latter one is probably always going to be a problem, but if you play on diff 7 (as you were) it should be more forgiving of waiting around.

Rather than tweak down the rate of event point accumulation still further (though I can come back to that later), I think I'll focus on the multiplicative factor applied to the trigger-attack threshold after each attack.  Basically each attack is 25% larger than the last.  I think that's a good thing as if it was 0% the waves would get more and more frequent as you built more cities and wouldn't ever get any more individually dangerous.  But I think I could knock it down to about 15% for Diff 7, and ramp up to 25% at Diff 8 (and probably not go higher than 25%, the higher difficulties have plenty of other punishment).  This would actually lead to attacks being closer together, but would take far longer to reach that "critical mass" point you were encountering where you're just getting smashed to bits.  That point is supposed to be reached eventually and represents "you gambled, you lost", but diff 7 should be pretty forgiving there.

Another thing is to have the point-accumulation-rate be about 80% of normal when playing on the Epic Combat Style, in deference to the fact that getting things done just takes a bit longer in that mode (though not 100% longer or anything like that, due to the non-combat aspects of making progress, etc).

We may realize that we need to nerf the overall accumulation rate still more, dunno, I just don't want to send it too far down because, well, then it's too easy to win :)


Anyway, I think you're basically "shooting the lame horse" of your current game, and I'd suggest that.  Should you desire to try again at some point I'd suggest starting a fresh game on a version after I've had a chance to make the aforementioned balance changes (that will probably come out Monday).  If you're sick of it, well, I understand, thanks for your persistence :)
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Offline Winter Born

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Re: AI War Beta 4.038 Released!
« Reply #8 on: November 20, 2010, 10:17:17 pm »
Spire Civ Leaders are my friends.  ;D  They all reduced my AIP at 1 min  :o  and at 1 hr into game so far

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Re: AI War Beta 4.038 Released!
« Reply #9 on: November 20, 2010, 11:20:58 pm »
Keith, for clarification, do you mean to say that each wave is 25% larger than the last, even in the same scenario? In this case, you would want to complete the entire quest line as quickly as possible because you are going up against this multiplicative increase over time. Can you state the optimum scenario for time limit?

Offline orzelek

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Re: AI War Beta 4.038 Released!
« Reply #10 on: November 21, 2010, 07:38:30 am »
Keith if you reduce time between the waves  they will simply start to overlap. Main issue now is I think the %-age increase after each wave. This leads to this escalation effect. Can you use two different percentages? For example increase wave distance by 25% every wave (this gets shortened drastically the more cities are in play) and increase wave seriousness by 10-15%. As for diff 8 and upping it to 25% - I think this will kill them anyway. There are many other dangers there... I had no waves at all in my game due to AI types. I think that this was quite helpful in staying alive for so long.

Alternative would be to increase waves by %-age but up to a point. After that start using some kind of fixed increase to reduce the asymptotic growth factor.

Offline UberJumper

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Re: AI War Beta 4.038 Released!
« Reply #11 on: November 21, 2010, 08:58:32 am »
Sigh if you do a multiple start, and if you get a subspace signal one another one of your homeworlds you will not be able to scan it.
Heres another save where i have the same issue :'(

« Last Edit: November 21, 2010, 09:00:54 am by UberJumper »

Offline keith.lamothe

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Re: AI War Beta 4.038 Released!
« Reply #12 on: November 21, 2010, 10:18:53 am »
Yes, I know about the problem with the signal showing up at the wrong homeworld, will be fixing that soon.
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Offline keith.lamothe

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Re: AI War Beta 4.038 Released!
« Reply #13 on: November 21, 2010, 11:56:29 am »
Keith, for clarification, do you mean to say that each wave is 25% larger than the last, even in the same scenario?

I'm not sure what you mean by "even in the same scenario", do you mean during the same stage of the progression?  Anyway, yes.  To give details (which will make their way to the wiki at some point) :

* AccumulatedEventWaveCounter starts at 0.
* NextRawEventWaveSize starts at 10000.
* SpecialDifficultyMultiplier =
** if difficulty < 7 then difficulty * 0.15
** if 7 <= difficulty < 9 then 1 + (difficulty - 7) * 0.5
** if 9 <= difficulty then 2 + (difficulty - 9)
** SpecialDifficultyAndHomeworldCountMultiplier = NumberOfHumanHomeworlds * SpecialDifficultyMultiplier

* Every minute, each completed city hub adds 1300 to AccumulatedEventWaveCounter (this used to be roughly 5500 or 6000, it's been nerfed quite a lot).
* If you have a galactic capitol it adds 6500 (5*1300).
* If you've initiated the final sequence (I don't think anyone's gotten that far yet), AccumulatedEventWaveCounter is doubled every minute.  Yea, it goes nuts.

* When AccumulatedEventWaveCounter > NextRawEventWaveSize:
** 1) An EventAttackArmada with total budget = AccumulatedEventWaveCounter * SpecialDifficultyAndHomeworldCountMultiplier is deployed (one battle group against a human home command station, one battle group against the refugee outpost, and one battle group against each city hub).
** 2) AccumulatedEventWaveCounter = 0
** 3) NextRawEventWaveSize = NextRawEventWaveSize * 1.25 (we actually use fixed-int math, not floating point, but that's not significant here)

Quote
In this case, you would want to complete the entire quest line as quickly as possible because you are going up against this multiplicative increase over time.
There is certainly a motivation to not take longer than you need to; the journal text is intended to communicate that the AI is taking these cities very seriously and that this is unbelievably dangerous.  Looked at another way, this is a separate AIP counter for the emerging Spire forces, and the Spire just aren't good at avoiding attention ;)

But bear in mind that during a given stage (meaning a given number of cities), the "velocity" of AccumulatedEventWaveCounter does not increase, even though NextRawEventWaveSize is increasing.  This means that the time to hit the threshold is increasing by 25% each time too.

Briefly, the reasoning behind the 25% increase rather than just leaving the threshold as-is or having the threshold only increase with new story stages:
1) Thematically, if the AI's attack fails, is there a point in it sending exactly the same size attack again and again?  Would it not realize that it should send something bigger next time, even if it takes longer to get it ready? 
2) Fun-wise, do you really want to get hit by the same-size attack that you just defeated, again and again?  Is that fun?
3) Challenge-wise, if it hits some kind of "ceiling" at each stage, that means you can just build up defenses sufficient to handle that and take your sweet time building the weapon to destroy the AI, in its plain sight.

Quote
Can you state the optimum scenario for time limit?
On Diff 7 through 8 it should be quite doable if your campaign lasts the normal length of time, which for most folks seems to be 8 to 16 hours.  I'd imagine that the first city is going up at about the 4 hour mark, and another city every 1-2 hours thereafter (so fifth one between 8 and 12 hours in).  Once you've got that and have built the special structure available then and researched the advanced stuff then available, you should have a sufficient "bonus fleet" from the Spire stuff that you can take out the AI homeworlds yourself via direct attack.  Depending on how long you've been playing, difficulty, etc, you might not be able to pull it off.  You can then either use the advanced technology to build more cities, build more "bonus" ships, etc, until you can manage it.  Of course, the AI attacks will keep getting worse as you do that, but depending on your defensive setup (chokepoints, etc) you may get to a point where it doesn't really matter what it throws at you.

But if, for whatever reason, that avenue of victory is not possible, you can continue into the last part of the progression, which culminates in the "alternate" victory.  It's quite challenging in itself, and during the last phase the AI will be going absolutely coo-coo-for-cocoa-puffs with the event attacks, but if you succeed you've won the game.


Of course, it's quite possible that the way the numbers are balanced right now (whether it's the point-accumulation-rate, the threshold-increase-rate, the point-cost of golems and such, etc, or some combination thereof) that this is just unreasonably hard.  I'm still getting somewhat conflicting data on that.  I really don't want to just nerf the challenge into the ground and have people walk over it and then complain about how going fallen-spire is so OP, etc, etc... so we have to approach this in a somewhat stepwise fashion.

My next crack was going to be to reduce the threshold-percent-increase from 25% to 15%, so it would take _much_ longer to build up to the kinds of critical mass that has been roflstomping people.  Looking at the numbers, with one new city going up every 1.5 hours after the first until you have 5, and completing the galactic capitol an hour after the fifth city, the current setup would yield:

First 100,000+ point attack is the twelfth attack, at 4 hours after the first city hub is finished (three cities).
First 200,000+ point attack is the fifteenth attack, at 6 hours (about to finish fifth city)
First 400,000+ point attack is the eighteenth attack, at 8.3 hours (still just 5, but with capitol)
First 800,000+ point attack is the twenty-first attack, at 11 hours

With 15% increases:

First 100,000+ point attack is the eighteenth attack, at 4.9 hours (fourth city went up recently)
First 200,000+ point attack is the twenty-third attack, at 7.3 hours (capitol went up recently)
First 400,000+ point attack is the twenty-eighth attack, 9.4 hours
First 800,000+ point attack is the thirty-third attack, 13.8 hours


Actually, looking at that, it seems that it would be harder with 15% attacks because you would get hit far more often (which point I think orzelek was trying to get across).

So scratch that change, I think, unless someone else sees something else I don't.

Well, I'm a bit wary about it, but I could just drop the per-minute-per-hub increment from 1300 to 1000 (and the capitol's increment from 6500 to 5000).

My guess that this is a bit overkill, but I'm not the one getting hammered by multi-golem attacks ;)

Anyway, with the reduced increments:

100,000+ (12th) : 4.7 hours
200,000+ (15th) : 6.8 hours
400,000+ (18th) : 9.1 hours
800,000+ (21st) : 12.6 hours

I guess we'll see.

Anyway, I'll be starting a separate thread on this sometime in the next few days.  The goal balance-wise is to provide a total difficulty similar to the "normal" game, understanding that it shuffles around the timing and type of difficulty that you experience.
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Offline orzelek

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Re: AI War Beta 4.038 Released!
« Reply #14 on: November 21, 2010, 12:56:10 pm »
Keith all is nice and well except one single thing: game isn't and it was never prepared for forces that start showing up from around 400k+  points.

Only thing that can compete then are spire ships and turrets that have range exceeding range of attackers. And spires are dying due to sheer dps that forces like that can do.
Fleet ships when I was using them seemed to get eaten alive when near the enemy blob - Mk IV's had some time to live and some actually survived.

As I can see it - logistical stations are only thing that makes this remotely doable now. Their speed debuff for AI allows you to stall attacking fleets for many planets with properly placed command stations so that they aren't destroyed.

Seeing the whole idea with this plot it seems to be intended effect - to pit you in arena between two very powerful forces.

As I see it - I may try this plot once more but it's not fun addition - it leads to very grindy game with tons of micro management. New spire ship weapons while looking very nicely are pain in the ass to handle. Positioning your ships exactly in front of or after enemies so that they will actually hit is a royal pain - and you need to do this to have fighting chance against largest waves. Also keeping frigs out of range of enemies requires extensive micro. And when you need to do this in more than one place at a time it simply gets boring after few times and you either get through it or leave it and discard the thing completely.

Ofc it's possible I simply can't do this like I should...