Author Topic: AI War Beta 4.046, "Megaton," Released!  (Read 10323 times)

Offline keith.lamothe

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #45 on: December 08, 2010, 04:47:08 pm »
There is a crash bug with the engineers-take-4x-damage-on-enemy-planets code that happens when the ship causing the damage has already been destroyed or whatever when the shot hits (tends to happen with autobombs).  That's already fixed for the next version.  I can't tell if that's the problem you're hitting without your actual UnhandledErrors.txt.
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Offline keith.lamothe

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #46 on: December 08, 2010, 04:48:52 pm »
I'm certainly open to suggestions on any of those changes. 


Since you asked... My 2cents

Can you standardize the fire rate of the Bombards? Currently its something like

Mark I: 30 Seconds
Mark II: 30 Seconds
Mark III: 20 Seconds
Mark IV: 14 Seconds


Oh, wow, totally missed that as I was unifying the stats.  Anyway, yea, all the marks have the same reload time (30) :)
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Offline mavorspam

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #47 on: December 08, 2010, 04:50:18 pm »
Any idea when the next version will be out? Got some time tonight but it's not much....

Offline x4000

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #48 on: December 08, 2010, 04:56:45 pm »
Possibly in the next hour, we'll see.
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Offline Suzera

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #49 on: December 08, 2010, 04:57:30 pm »
There is a crash bug with the engineers-take-4x-damage-on-enemy-planets code that happens when the ship causing the damage has already been destroyed or whatever when the shot hits (tends to happen with autobombs).  That's already fixed for the next version.  I can't tell if that's the problem you're hitting without your actual UnhandledErrors.txt.

I have had a box pop up at the top right that says "Unhandled error" a bunch then it goes away after a few minutes. No crash though. Only happened once. Nothing seemed amiss.

Offline x4000

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #50 on: December 08, 2010, 05:00:36 pm »
There is a crash bug with the engineers-take-4x-damage-on-enemy-planets code that happens when the ship causing the damage has already been destroyed or whatever when the shot hits (tends to happen with autobombs).  That's already fixed for the next version.  I can't tell if that's the problem you're hitting without your actual UnhandledErrors.txt.

I have had a box pop up at the top right that says "Unhandled error" a bunch then it goes away after a few minutes. No crash though. Only happened once. Nothing seemed amiss.

That would definitely cause issues in the simulation, though perhaps not ultra severe ones in your case.
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Offline keith.lamothe

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #51 on: December 08, 2010, 05:02:03 pm »
I have had a box pop up at the top right that says "Unhandled error" a bunch then it goes away after a few minutes. No crash though. Only happened once. Nothing seemed amiss.
Yea, in general the game tries to go on (we had a few showstopper bugs during the 4.0 that we were pulling our hair out on until we realized we could just ignore the engine error message and all was well).  A bit perilous in this case, though, as it probably means that the application of that damage to that engineer was only partially processed.  Simulations don't work so well when functions are stopped at arbitrary middle points ;)
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Offline Elukka

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #52 on: December 08, 2010, 05:22:09 pm »
Here's my (rather sizable, apparently) UnhandledErrors.txt.

Offline keith.lamothe

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #53 on: December 08, 2010, 05:24:40 pm »
Oh, wow, that's not the same error.  Looks like another one of those "object:stelemref" errors though, never have found a clear answer on what those mean (index out of bounds in some platform code, aside).  Will check out the nearest function we actually wrote, though, just in case.
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Offline x4000

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #54 on: December 08, 2010, 05:50:11 pm »
mavorspam -- actually, not until later tonight, as it turns out.  I'm doing some major performance-related surgery, and that's leading to some instability I need to get fixed up before I release this.  More internal development/testing needed, for now.
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Offline keith.lamothe

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #55 on: December 08, 2010, 05:50:46 pm »
@Elukka: Turns out we had some weirdness in our code, though I really don't see how it could possibly have been an index-out-of-bounds problem after the very start of the game.  But if you had a bug that corrupted your save by switching around unit types and you somehow wound up with a lot of exo-galactic wormholes on a planet, yea, I guess so.  Anyway, what we can fix on that is fixed for 4.047 :)
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Offline superking

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #56 on: December 08, 2010, 05:50:56 pm »
I was just thinking that with the 20% minimal damage, armour is actually quite flexible as a balancing tool.
the spacetank could realistically be given eg. 4000 armour with the 3.0 value of 18k HP; it would function as nearly 100k HP against opponents unable to penetrate, while eg. anti-armour ships and heavy guns would still kill them,  in a few shots- effectively recreating the performance of the much loved spacetanks of old (well, maybe with the addition of radar dampening to within about 10cm)  8)

I also think zenith mirrors could be given huge amounts of armour, as this way the inflation to their HP in order to survive multiple reflections would not have to be so large (also, these need love desperately)

also, fighters are incredibly good atm- high speed, damage and HP. I was thinking, do they really merit armour? it dosnt make so much sense thematically- fighters rely on speed, firepower and numbers- and it would make weak rapidfire attacks like the MRLS & tractor beam starships more effective against them without use of artifical damage multipliers. it could also be a way to make bulletproofs stand out- 150 armour makes a BIG difference VS a salvo of 40 shots of 200 damage

armour in general should be given out much more conservatively imo. the armour ship would probably be better as just a HP sink with no armour so somthing other than fighters & starships can wear them down, for example, while all the little swarmy types should really have no armour at all
« Last Edit: December 08, 2010, 05:54:50 pm by superking »

Offline keith.lamothe

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #57 on: December 08, 2010, 05:59:09 pm »
armour in general should be given out much more conservatively imo.
That's one of the trends I'm going for, but when I nerfed the bomber armor I sensed a disturbance in the force ;)
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Offline arthurp

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #58 on: December 08, 2010, 06:04:36 pm »
I was just playing a game with some friends (my first multi-player and it's going really well). And I noticed something that is partially explained here and partially not.

1. We captured an ARS and got Deflectors up to Mk II. (this is the new default I see)
2. We captured an ARS and got MicroFighters up to Mk III (3). Is this intentional?

Thanks.

Offline Spikey00

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Re: AI War Beta 4.046, "Megaton," Released!
« Reply #59 on: December 08, 2010, 06:08:03 pm »
In the mean time, I've taken the liberty of mashing something together with my amazing paint and gimp skills..

They uh.. Work.. And look slightly better than light frigates ;)

Basically just a scaled down version of their full size selves, with a hand-pixel-art'd border. I'm sure Chris will come up with something better, and for the rest of them (only frigate through cruiser here, sorry), but it was fun to do :)

edit
duh..

They go in aiwar/runtimedata/expansions/3/galaxyview or something.. The names in the zip should correspond with names in the galaxyview folder. Yes to overwrite etc

Eeew, light-blue highlights.
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