Author Topic: AI War Beta 4.053 Released!  (Read 6025 times)

Offline Red Spot

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Re: AI War Beta 4.053 Released!
« Reply #15 on: December 22, 2010, 12:20:59 pm »
I'm not even 2 weeks here and already an other update, please be less supportive towards us ....  ::)

Thanks :)

Did you have advanced logging on?

Does this have an impact on gameperformance, well a noticable one, if not I'll just turn it on .. if it doesnt hurt and may potentially be helpfull ....  :)

Offline keith.lamothe

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Re: AI War Beta 4.053 Released!
« Reply #16 on: December 22, 2010, 12:34:04 pm »
Did you have advanced logging on?

Does this have an impact on gameperformance, well a noticable one, if not I'll just turn it on .. if it doesnt hurt and may potentially be helpfull ....  :)
When the game computes a wave (or event-attack, if you have something on that has those) there can be a brief "skip" framerate wise as it writes all that stuff out to disk (for some reason this seems to get longer as the total accumulated size of the log file gets bigger, dunno).  Aside from that there's no impact.  But since there is one it defaults to off :)
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Offline orzelek

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Re: AI War Beta 4.053 Released!
« Reply #17 on: December 22, 2010, 12:58:59 pm »
Yay updated turrets :D

Now to go looking for that armor on them ;)

Offline HellishFiend

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Re: AI War Beta 4.053 Released!
« Reply #18 on: December 22, 2010, 01:04:34 pm »
I just started a game with this version and was overrun by spirecraft in the first 20 minutes.  >:(
Time to roll out another ball of death.

Offline keith.lamothe

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Re: AI War Beta 4.053 Released!
« Reply #19 on: December 22, 2010, 01:06:11 pm »
I just started a game with this version and was overrun by spirecraft in the first 20 minutes.  >:(
As in the asteroid-built stuff?  Or the bonus ship types?  And was it a wave (advanced logs?) or just stuff wandering through with no warning?
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Offline Red Spot

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Re: AI War Beta 4.053 Released!
« Reply #20 on: December 22, 2010, 03:44:43 pm »
Was cost increase in engineers intentional (or was it already so in previous versions?), just noticed that the mk2 is the cheapest of them where the mk1 costs what you would expect the mk2 to do. (in other words: it seems as if the cost for the mk1 and mk2 engineers have been swapped)

I'll try to register at mantis over the weekend and post a bit more .. ehm.. mostly idea's :)

Offline Lancefighter

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Re: AI War Beta 4.053 Released!
« Reply #21 on: December 22, 2010, 04:11:02 pm »
back in the day, mk3 were the cheapest, progressing from mk1.. then, x4000 removed their teleportation, and so people (including myself) whined very loudly. x4000 eventually caved in, and gave mk3 engineers teleport. He then marginally increased their cost to compensate.. as if engineer costs matter that much anyway.
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Offline Red Spot

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Re: AI War Beta 4.053 Released!
« Reply #22 on: December 22, 2010, 04:42:41 pm »
In other words: Everything upgrades liniear, except engineers  ;D

Offline x4000

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Re: AI War Beta 4.053 Released!
« Reply #23 on: December 22, 2010, 05:19:19 pm »
Plenty of things don't upgrade linearly, just the oddball stuff in general.  Mark II transports, etc.  Just all the fleet ships and starships are more linear.
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Offline TechSY730

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Re: AI War Beta 4.053 Released!
« Reply #24 on: December 22, 2010, 05:29:42 pm »
It used to be that engineers cost more as Mk. lvl went up, including energy costs, which engineers used to have. Because of this, people saw little reason to get them, as 2 Mk. I engineers can do more than 1 Mk. II engineer for the same cost. So, they made the costs of engineers inversely-proportional to Mk. lvl to encourage their use. Then, later, they removed energy costs, and as noted, all engineers lost their teleportation. People wined, so they gave Mk. III and Mk. V engineers their teleportation back, but increasing their costs to offset it.

Now that the energy costs are gone and repair and construction rates can now be tweaked separately, maybe its time to make costs of engineers scale linearly again. (And now you know more about the history of engineers than you ever wanted to know.  :P)

Edit: Note, linearly does not necessarily mean Mk. II costs twice as much as Mk. I. For a linear relation between x and y to hold, there must be an a and b such that y = ax + b holds. If y is cost, x is mark level, a < 1, and some some suitable choice of b, then there can still be a linear relation but cost(Mk. II) < 2 * cost(Mk. I)
« Last Edit: December 22, 2010, 05:43:36 pm by techsy730 »

Offline Suzera

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Re: AI War Beta 4.053 Released!
« Reply #25 on: December 22, 2010, 10:32:31 pm »
Was it ever determined whether AP no showing to be scaled by ship cap in game a display error or a mechanical bug?

Offline x4000

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Re: AI War Beta 4.053 Released!
« Reply #26 on: December 22, 2010, 10:37:05 pm »
Was it ever determined whether AP no showing to be scaled by ship cap in game a display error or a mechanical bug?

It was intentional.  Keith had his reasons, which I can't remember verbatim well enough to tell you convincingly, but I imagine he can.  I think it was basically double-dipping or something along those lines, with the shifts in number of shots.  I don't recall well, I told you. ;)
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Offline keith.lamothe

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Re: AI War Beta 4.053 Released!
« Reply #27 on: December 22, 2010, 10:40:32 pm »
Well, the game is actually scaling AP (I had thought it wasn't), at least the code is there that's supposed to do that, but apparently the tooltips are displaying the un-scaled value.  Which doesn't make much sense :)
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Offline x4000

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Re: AI War Beta 4.053 Released!
« Reply #28 on: December 22, 2010, 10:47:30 pm »
Shows how good my memory is on that one. ;)
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Offline x4000

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Re: AI War Beta 4.053 Released!
« Reply #29 on: December 22, 2010, 11:36:44 pm »
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