Author Topic: AI War Beta 4.073 Released -- Release Candidate 4!  (Read 7300 times)

Offline x4000

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #15 on: January 22, 2011, 02:00:27 am »
With most of our digital distribution partners, there are actually NDAs in place that prevent us from revealing upcoming sales.  We do try to do periodic sales, however -- and I expect that we'll run a sale on the stuff on our site before long, regardless of what any of our partners do (no NDAs there).
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Offline Echo35

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #16 on: January 22, 2011, 04:43:07 pm »
With most of our digital distribution partners, there are actually NDAs in place that prevent us from revealing upcoming sales.  We do try to do periodic sales, however -- and I expect that we'll run a sale on the stuff on our site before long, regardless of what any of our partners do (no NDAs there).

Your site is just as good as any. Thank you universal CD Keys :P

Offline keith.lamothe

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #17 on: January 22, 2011, 04:47:18 pm »
Your site is just as good as any. Thank you universal CD Keys :P
Well, remember that if someone has keygen'd (i.e. pirated) the particular key you get, and they register it in steam before you do, steam won't take yours anymore.  The only way to 100% guarantee your key will work in steam is to buy it from them.  All that said, it has been a fairly rare case thus far.
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Offline UberJumper

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #18 on: January 23, 2011, 02:05:56 pm »
Is it possible to remove the sound effect for the wormhole guard posts? They do ~20 damage. Their sole purpose seems to play a sound effect that gets really really irritating.

Offline orzelek

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #19 on: January 23, 2011, 03:47:57 pm »
Other sole purpose of wormhole guard posts is to make sure that your unit can't be repaired.

Offline Invelios

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #20 on: January 23, 2011, 05:44:48 pm »
I glad we are getting close to 5.0. I'm a big fan of the music in this game and can't wait to hear the LotS music.

One question though. A few versions ago you changed the color of Wormholes that wave units would come through, if you had AWD. I noticed that they are only the new yellow color close-up, their far zoom icons are still red. Is this intended? If not, I can go file a mantis report about it.

Offline UberJumper

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #21 on: January 23, 2011, 07:44:02 pm »
Other sole purpose of wormhole guard posts is to make sure that your unit can't be repaired.

A single unit not getting repaired, is not a problem when you have a whole fleet sitting by the wormhole.

Also attempting to load my save game from earlier today results in Unhandled errors.

Quote
1/23/2011 7:39:48 PM (4.073)
-----------------------------------
UnhandledErrors-----------------------------------
1/23/2011 7:39:48 PM (4.073)
-----------------------------------Error-----------------------------------Log String: OnGUI: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[TextLine].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at BuyTypeDetailWindow.SubclassCustomRender (.UnityRenderer R, Int32 WindowLeftX, Int32 WindowTopY) [0x00000] in <filename unknown>:0
  at AbstractArcenWindow.WindowFunctionCall (Int32 WindowLeftX, Int32 WindowTopY) [0x00000] in <filename unknown>:0
  at ArcenGUIManager.DrawGUI () [0x00000] in <filename unknown>:0
  at MainCameraLogic.OnGUI () [0x00000] in <filename unknown>:0
Stack Trace:   at System.Collections.Generic.List`1[TextLine].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at BuyTypeDetailWindow.SubclassCustomRender (.UnityRenderer R, Int32 WindowLeftX, Int32 WindowTopY) [0x00000] in <filename unknown>:0
  at AbstractArcenWindow.WindowFunctionCall (Int32 WindowLeftX, Int32 WindowTopY) [0x00000] in <filename unknown>:0
  at ArcenGUIManager.DrawGUI () [0x00000] in <filename unknown>:0
  at MainCameraLogic.OnGUI () [0x00000] in <filename unknown>:0


1/23/2011 7:39:48 PM (4.073)
-----------------------------------
UnhandledErrors-----------------------------------
1/23/2011 7:39:48 PM (4.073)
-----------------------------------Error-----------------------------------Log String: OnGUI: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[TextLine].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at BuyTypeDetailWindow.SubclassCustomRender (.UnityRenderer R, Int32 WindowLeftX, Int32 WindowTopY) [0x00000] in <filename unknown>:0
  at AbstractArcenWindow.WindowFunctionCall (Int32 WindowLeftX, Int32 WindowTopY) [0x00000] in <filename unknown>:0
  at ArcenGUIManager.DrawGUI () [0x00000] in <filename unknown>:0
  at MainCameraLogic.OnGUI () [0x00000] in <filename unknown>:0
Stack Trace:   at System.Collections.Generic.List`1[TextLine].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at BuyTypeDetailWindow.SubclassCustomRender (.UnityRenderer R, Int32 WindowLeftX, Int32 WindowTopY) [0x00000] in <filename unknown>:0
  at AbstractArcenWindow.WindowFunctionCall (Int32 WindowLeftX, Int32 WindowTopY) [0x00000] in <filename unknown>:0
  at ArcenGUIManager.DrawGUI () [0x00000] in <filename unknown>:0
  at MainCameraLogic.OnGUI () [0x00000] in <filename unknown>:0

Offline Echo35

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #22 on: January 23, 2011, 10:01:40 pm »
Just played for 4 hours over LAN and am happy to report that there were no desyncs!

Offline KingIsaacLinksr

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #23 on: January 24, 2011, 01:09:58 pm »
Ok, Marauders definitely spawn way too often in this version.  I think I've only had 2 planets not have marauders out of 6 planets.  That is an extremely high amount.  Highly annoying to kill since all my secondary ship is a Zenith Viral Shredder.  grrrrrrr.  

Otherwise the game seems good.

Also, Marauders should not be allowed to kill Special Forces Guard posts, since that negatively hurts us in our choice to kill or not kill. 

King
« Last Edit: January 24, 2011, 01:22:08 pm by kingisaaclinksr »
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Offline keith.lamothe

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #24 on: January 24, 2011, 01:23:05 pm »
Ok, Marauders definitely spawn way too often in this version.  I think I've only had 2 planets not have marauders out of 6 planets.  That is an extremely high amount.  Highly annoying to kill since all my secondary ship is a Zenith Viral Shredder.  grrrrrrr. 

Otherwise the game seems good.

King
Well, I haven't changed marauder frequency for quite a while now, and am still waiting on numbers on how many minutes between spawns ;)  But when I'm in there next I'll make a couple changes to make them less frequent.  Less annoying, dunno, we'll see.
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Offline KingIsaacLinksr

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #25 on: January 24, 2011, 02:14:38 pm »
Ok, Marauders definitely spawn way too often in this version.  I think I've only had 2 planets not have marauders out of 6 planets.  That is an extremely high amount.  Highly annoying to kill since all my secondary ship is a Zenith Viral Shredder.  grrrrrrr. 

Otherwise the game seems good.

King
Well, I haven't changed marauder frequency for quite a while now, and am still waiting on numbers on how many minutes between spawns ;)  But when I'm in there next I'll make a couple changes to make them less frequent.  Less annoying, dunno, we'll see.

Considering I only played an hour long game and took 3 planets within that time (all of them spawned marauders), that's pretty frequent. 

King
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Offline keith.lamothe

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #26 on: January 24, 2011, 02:31:26 pm »
Considering I only played an hour long game and took 3 planets within that time (all of them spawned marauders), that's pretty frequent.
Definitely, thanks for the info.

20 minutes between spawns seems like something is buggy with the timing.

Anyway, for 4.074:

* Marauders:
** Spawns now only happen when the marauder counter is "fully charged" (40 for diffs < 9, 80 otherwise) instead of having a random chance of triggering early.
** The counter is now capped at the "fully charged" level instead of 2x that, to avoid "stockpiling" resulting in multiple spawns over a short interval.
** The "number of marauders to spawn" was computed by roughly "number of human military ships here" minus "number of AI military ships here" (and capped at the value of the marauder counter).  It now takes simply either "number of human military ships here" or "number of AI military ships here", whichever is larger (though capped at 4x the smaller value) and divides it by 8.  This number is then doubled on normal unit caps, and quadrupled on low caps.  Anyway, the upshot should be less chance of small marauder spawns that cause the marauder counter to stay "stockpiled".
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Offline keith.lamothe

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #27 on: January 24, 2011, 02:55:44 pm »
Also attempting to load my save game from earlier today results in Unhandled errors.
Thank you for letting us know and attaching the save.  Regrettably (or not, depending on perspective) when I load the attached save no errors occur.  Based on the message it looks like it could have been intermittent GUI confusion.

Does it recur for you when you load the save?
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Offline snrub_guy

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #28 on: January 24, 2011, 03:37:32 pm »
Agreed on the Marauders change. They were spawning too much, I just forgot to chime in. Thanks for fixing!

Offline UberJumper

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Re: AI War Beta 4.073 Released -- Release Candidate 4!
« Reply #29 on: January 26, 2011, 12:27:27 am »
Also attempting to load my save game from earlier today results in Unhandled errors.
Thank you for letting us know and attaching the save.  Regrettably (or not, depending on perspective) when I load the attached save no errors occur.  Based on the message it looks like it could have been intermittent GUI confusion.

Does it recur for you when you load the save?

Sorry i somewhat forgot i posted this. The error actually goes away after i close/reopen the game. However it seems to be happening fairly frequently (generally the odds of it happening seem are 1 in 3 when i reload an autosave). If i ignore the error would bad things happen?