Author Topic: AI War Beta 5.028/5.029, "Hacker Revolution," Released!  (Read 10838 times)

Offline x4000

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AI War Beta 5.028/5.029, "Hacker Revolution," Released!
« on: March 05, 2012, 08:08:28 pm »
Original: http://arcengames.blogspot.com/2012/03/ai-war-beta-5028-hacker-revolution.html

This one is an enormously, enormously cool release.  First off, lots more balance tweaks, and that annoying group-move bug was fixed, among other things.  All thanks to Keith, of course.

Next, two existing mechanics have been united under the generalized new banner of "hacking the AI:" knowledge raiding and superterminals.  As such their mechanics have been shifted around a bit with the help of player feedback, and the result is a lot more interesting and exciting than what was there before.  But it gets better...

A brand-new activity is now in place as the third kind of hacking, and this is one that players have wanted since 2009: the ability to get some choices out of an Advanced Research Station, rather than just being handed a completely random ship type.  We never could figure out how to do this in a balanced and interesting way before, and so we never did it.

Well, now you can create a little hacker ship, send him on a mission, and if you're successful then you've just bought yourself the ability to choose between three random ship types from an ARS, rather than just getting one handed to you.

Here's the thing: all of these kinds of hacking get noticed by the AI.  Not in an AI-progress-increasing sort of way, but in the sense that every time you hack the AI, they respond to the hack with increasing vigor.  So if you're hacking to reduce AIP via the Superterminal, or you're hacking for extra knowledge (what was formerly called knowledge raiding), or you're hacking to get more flexibility in your ship types with ARSes... each time you do so, it gets harder.

Having all three of these mechanics interrelated gives you a lot of interesting new choices, and personally I think it's a brilliant solution to a problem I've been unable to solve for a couple of years now.  I had no hand in this one.  Hats off to Keith, and also the player community, who made this leap forward possible.

UPDATE: 5.029 pushed to fix a critical data loss bug in 5.028.

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.
« Last Edit: March 05, 2012, 08:59:43 pm by x4000 »
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Offline HellishFiend

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #1 on: March 05, 2012, 08:09:25 pm »
Woot! Been waiting for this one before starting my next game.  :)  Gonna take my first shot at the hybrids.

inb4 sinister cackling from Keith.....
Time to roll out another ball of death.

Offline keith.lamothe

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #2 on: March 05, 2012, 08:16:42 pm »
inb4 sinister cackling from Keith.....
Oh, I typically reserve that for after I'm reasonably sure I'm not about to get reports of terrible crash bugs or whatever :)  This one did get a fair bit of testing, though.
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Offline Wanderer

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #3 on: March 05, 2012, 08:20:35 pm »
Initial comments: G'yeads that overlay is BRIGHT.  Almost distracting.  Can the brightness be muted?  I like it there, don't get me wrong, I've wanted it for a while, but yeargh!!!!

7/7 80 world simple game started, let you know how the rest works out.  I wanna test the new toys.
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Offline CodeMichael

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #4 on: March 05, 2012, 08:23:20 pm »
So having just loaded up our multiplayer game we have none of our researched ships available.  This is... problematic.

Any suggestions?

Save attached.

Offline HellishFiend

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #5 on: March 05, 2012, 08:25:13 pm »
So having just loaded up our multiplayer game we have none of our researched ships available.  This is... problematic.

Any suggestions?

Save attached.

Uh oh. Good thing Keith withheld the sinister laughter....  :-X
Time to roll out another ball of death.

Offline Wanderer

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #6 on: March 05, 2012, 08:27:30 pm »
So having just loaded up our multiplayer game we have none of our researched ships available.  This is... problematic.

Any suggestions?

Save attached.

Uh oh. Good thing Keith withheld the sinister laughter....  :-X

Confirmed this does not occur in single player.  My 9.8 game still has Armor Ships and Blade Spawners buildable.
... and then we'll have cake.

Offline keith.lamothe

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #7 on: March 05, 2012, 08:28:40 pm »
So having just loaded up our multiplayer game we have none of our researched ships available.  This is... problematic.

Any suggestions?

Save attached.
I... really don't know why it would do that :)  I didn't think I'd touched anything that impacted already-done unlocks.

Anyway, thanks for the save, looking into it :)

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Offline CodeMichael

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #8 on: March 05, 2012, 08:36:07 pm »
more detail:
Mac host (if that matters)
4 player game
started with sentinel frigates, blade spawners, snipers, and parasites
all fleet ships above mkI are missing from all players
mixed response on starships, mine are all missing, but other players still have theirs
fallen spire is turned on
anything else you need, let me know.

Offline keith.lamothe

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #9 on: March 05, 2012, 08:39:27 pm »
So having just loaded up our multiplayer game we have none of our researched ships available.  This is... problematic.

Any suggestions?

Save attached.
I... really don't know why it would do that :)  I didn't think I'd touched anything that impacted already-done unlocks.

Anyway, thanks for the save, looking into it :)
Ok, just loaded it up and as player "Teq" the space dock shows me (in addition to the scout+triangle) : Raider, Deflector Drone, Anti-Armor Ship, Nanoswarm, Blade Spawner.  The science lab shows me the same thing, for unlocking the higher marks.

Switched UI to player "Deathwish" and saw the same except Sniper instead of Blade Spawner, which I imagine is just the difference between your starting homeworld picks.

Of course, this is loading the game in singleplayer, not MP, but I'd be kinda surprised if that made the difference.  Can you try loading it in SP and see if the problem is still there?  If it's not, I'll try debug in MP, that just requires a different machine than the one I'm currently using.

Ah, just saw the newer post: so you didn't lose access to the ship types themselves, just your higher-mark unlocks?
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Offline Nodor

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #10 on: March 05, 2012, 08:43:45 pm »
Yeah the ARS stuff + mark 2+ fleet unlocks.

Offline Wanderer

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #11 on: March 05, 2012, 08:45:49 pm »
Confirmed, I just had a problem with Blade Spawners on the new game.  I'd upped them to II (I even have one built), saved, popped out to a diff game, came back in, and I can only build Is.  The Bomber II upgrade worked fine though.  I haven't taken an ARS, that's a planet choice ship.
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Offline CodeMichael

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #12 on: March 05, 2012, 08:47:11 pm »
more info:
single player did not change anything but I was inaccurate on some info above.

Starships are fine.

it appears the things that scout/fight/bomber/frigate are fine on all players.  The bonus ships above mkI are missing.

Offline Wanderer

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #13 on: March 05, 2012, 08:47:39 pm »
Addendum: Just did the math, K is perm-lost, non-refunded.  On single player.
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Offline keith.lamothe

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Re: AI War Beta 5.028, "Hacker Revolution," Released!
« Reply #14 on: March 05, 2012, 08:48:24 pm »
Found it.  When I changed the ResearchTech method to detect the "this is a ship-design-hack" case I wasn't aware that it was also used to "simulate" the research during game-load when reading in the player data.  Results = messy.  Testing fix now.
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