Author Topic: AI War Beta 5.011, "Nuclear Science," Released!  (Read 8658 times)

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #30 on: July 10, 2011, 11:56:47 am »
For auto-kite, I strongly suspect that will get taken out at some point. It was meant as a minor convenience, but people want it to be a full AI that plays the tactics for them. So I'm not sure it has a use that people would be happy with.

For what it is worth, I still use auto-kiting. It can get in the way sometimes, but, in my opinion, the small amount of micro needed to stop it in these cases is more than worth the major micro saves from having to do everything auto-kiting can do manually.

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #31 on: July 12, 2011, 07:38:31 pm »
player etherjets should do the same thing the ai ones do, if you set up a redirection rally point in the system they are in and set up 'tractor ships auto rally when full' or something
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline Zeba

  • Full Member
  • ***
  • Posts: 144
  • Grumpy Olde Man
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #32 on: July 14, 2011, 02:04:36 pm »
player etherjets should do the same thing the ai ones do, if you set up a redirection rally point in the system they are in and set up 'tractor ships auto rally when full' or something
Hrmmm, this could have potential.

Have your etherjets drag them into a turret ball or even better a blob of parasites.  :D

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #33 on: July 14, 2011, 02:08:34 pm »
Have your etherjets drag them into a turret ball or even better a blob of parasites.  :D
Yep.

"Thief.  It's not just for the AI anymore."
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Zeba

  • Full Member
  • ***
  • Posts: 144
  • Grumpy Olde Man
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #34 on: July 19, 2011, 08:41:45 pm »
Have your etherjets drag them into a turret ball or even better a blob of parasites.  :D
Yep.

"Thief.  It's not just for the AI anymore."
\o/

Now I will have a use again for my merc etherjets and parasites as the game mechanic changes over the last few patches made them a bit problematic in efficiency.

Offline Buttons840

  • Hero Member
  • *****
  • Posts: 559
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #35 on: July 20, 2011, 02:19:47 pm »
Time to push out 5.012 yet?  I haven't seen many changes recently, and there are a lot of useful bug fixes for multiplayer.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #36 on: July 20, 2011, 02:21:48 pm »
Yeah, I'll try and do that later today -- thanks for the reminder. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Hearteater

  • Core Member
  • *****
  • Posts: 2,334
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #37 on: July 20, 2011, 08:19:54 pm »
Did you ever figure out what's up with Astro Trains?

Offline Zeba

  • Full Member
  • ***
  • Posts: 144
  • Grumpy Olde Man
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #38 on: July 21, 2011, 03:50:47 am »
Yeah, I'll try and do that later today -- thanks for the reminder. :)

Will this patch have the new etherjet behaviour? :D

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #39 on: July 21, 2011, 09:09:08 am »
I took a look at Astro Trains this morning, and found out that their guns had simply been... disabled.  Not sure what the story was with that, but I've turned them back on.

In terms of the etherjet behavior, no -- that's something that I guess Keith is planning, but it's up to him.

Will have the new version update out in a few; I also snuck one other last thing in there, a good idea Elok had.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #40 on: July 21, 2011, 09:11:02 am »
Yeah, I'll try and do that later today -- thanks for the reminder. :)

Will this patch have the new etherjet behaviour? :D
The "Mobile Tractors With Full Load Rally" toggle was already added in 5.003 :)


Did you ever figure out what's up with Astro Trains?
The only changes in 5.012 are listed under its heading on http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-5.000_Beta .  Haven't  had time to look at the astro trains yet.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #41 on: July 21, 2011, 09:12:35 am »
I took a look at Astro Trains this morning, and found out that their guns had simply been... disabled.  Not sure what the story was with that, but I've turned them back on.
Odd, I don't remember anything like that.  Maybe it was after that game where trains totally wrecked me. (j/k)

Quote
In terms of the etherjet behavior, no -- that's something that I guess Keith is planning, but it's up to him.
No, I had been referring to behavior that had already been added several versions ago, actually :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #42 on: July 21, 2011, 09:13:42 am »
It was really odd on the Astro Trains, but maybe it was... I don't know what it was.  Anyway, pushing the release now. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #43 on: July 21, 2011, 09:21:10 am »
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Zeba

  • Full Member
  • ***
  • Posts: 144
  • Grumpy Olde Man
Re: AI War Beta 5.011, "Nuclear Science," Released!
« Reply #44 on: July 22, 2011, 01:47:26 am »
Quote from: keith.lamothe
No, I had been referring to behavior that had already been added several versions ago, actually :)
Doh!

I'm a bad AI War player for not noticing the change. :(