Author Topic: AI War Beta 5.036 "The Wandering AI"  (Read 3078 times)

Offline keith.lamothe

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AI War Beta 5.036 "The Wandering AI"
« on: July 03, 2012, 06:49:00 pm »
This one marks the AI's attempt to get some of its own back.  We like to say that if someone beats it on 10/10 then that's a bug.  We might be laughing when we say that, but we're not joking ;)  In this case, you know who to throw the decaying vegetation at.

That said, that's not the only thing going on in this update, here's a summary:

* As implied, the game will now be harder on higher difficulties.  However, we've tried to achieve that in ways that make things genuinely more interesting, rather than just giving the AI "MOAR SHIPS" (though that is involved) :
** On Diff 8+, the wave size formula now increases somewhat exponentially with AIP instead of linearly.  The early points should be pretty similar to what they were, this just makes moderate-high AIP even more dangerous.
** On Diff 7+, the AI is now more deliberate about sending larger, less frequent waves when it has relatively few "entry points" into human territory.  This is just a "cleverness" buff, rather than actually increasing the AI's total strength.
** The rule where Diff 9.3+ AIs automatically started at Tech II, long source of a tremendous difficulty-cliff between 9 and 9.3, is now gone. In it's place:
*** Diff 9.3+ AIs will reach tech upgrades faster (at lower AIPs) than before.
*** More importantly, Diff 9+ AIs that are between tech upgrades will actually send waves that are partially their current tech level and partially the next tech level.  The percentage from the next tech level depends on how close to the next upgrade that AI is.
** On all difficulties, due to the intense difficulty impact of AI Homeworlds having AI Eyes, Core Raid Engines, and Core CPA Guard Posts, mapgen is now far more deliberate about how many of said structures seed on each AI Homeworld (taking into account the AI's difficulty setting).
** On all difficulties, AI Carriers are now substantially more dangerous, having gained a powerful attack proportional (in salvo size) to the number of ships inside.

* Multi-Homeworld games have also received significant balance attention, and many things that previously did not scale now do, including:
** CPA size (previously scaled by human player count, now human homeworld count).
** Reinforcements, Counterattack Guard Post spawns, Raid Engine spawns, Core Raid Engine spawns, and Core CPA Guard Post spawns.
** Also, number of waves already scaled, but now if there's more than 2 human homeworlds the AI won't go on scaling up the number of waves and instead starts scaling up the size of waves, which will probably have a better effect.

* So that players don't feel left out, the (human-player-only) Neinzul Enclave Starship now has a whole new build tab full of short lived "drones" that can add substantial firepower to a fleet action. 
** One interesting twist is that the drones are actually unlocked as a side-effect of existing turret research.
** These are balanced to be a lot less powerful than "normal" fleet ships but they're basically just gravy on top of the enclave and turrets, so it's a buff to the player either way.  Please let us know how these feel balance-wise :)

* There's also a bunch of various bugfixes and small changes.
** Notably, there's an experimental solution to the problem of not being able to tell whether the game has focus in windowed mode (we already have a solution in for fullscreen mode).  Part of the "experimental" label is that it only works on windows.  But if player testing shows that it really does work on windows, we may be able to find a similar solution for the mac version.

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: July 03, 2012, 07:11:59 pm by keith.lamothe »
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Offline doctorfrog

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #1 on: July 03, 2012, 07:26:42 pm »
This sounds awesome as hell and worth the wait. Thanks for saving some of the midnight oil for AI War, fellas!

Offline TechSY730

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #2 on: July 03, 2012, 07:32:02 pm »
So Chris finally gave you the "keys to the kingdom" and gave you the go ahead to push out an official beta. Cool! :)

Anyways, thanks for pushing this out. I'm going to have fun with the new stuff and the now stronger AI. ;)

Offline Wanderer

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #3 on: July 03, 2012, 08:56:28 pm »
*rubs hands together*

LET'S GET REAADDDDYYYYY YTO RUMMMMMMMBLLLLLLLLEEEEEEEE........

Thanks Keith.  :)
... and then we'll have cake.

Offline keith.lamothe

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #4 on: July 03, 2012, 09:07:30 pm »
LET'S GET REAADDDDYYYYY YTO RUMMMMMMMBLLLLLLLLEEEEEEEE........
Is that a Core Raid Engine I see in the gold trunks with the blood-red trim?  Weighing in at... whoa.

*Grabs popcorn* ;)
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Offline Wanderer

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #5 on: July 03, 2012, 09:54:41 pm »
LET'S GET REAADDDDYYYYY YTO RUMMMMMMMBLLLLLLLLEEEEEEEE........
Is that a Core Raid Engine I see in the gold trunks with the blood-red trim?  Weighing in at... whoa.

*Grabs popcorn* ;)

Hm, AI 10/10 Raid Engine/Scorched Earth?  *blinks innocently*

Edit:
Due to unforseen circumstances regarding children's socks, a mad crafter, and a tantrum spiral... this may be happening earlier than expected...  :D  Spent FAR too much time playing hide and seek for the Magma Sea.  Didn't realize that the SMR was UNDER the sea, not over it.  Kept trying to figure out where to poke a hole into it...

As usual, learned a lot from that game.  Next one will be bettah!
« Last Edit: July 03, 2012, 10:57:42 pm by Wanderer »
... and then we'll have cake.

Offline Orelius

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #6 on: July 03, 2012, 11:35:18 pm »
I guess it's about time that I start using enclaves.  Now they just seem far too attractive to refuse.

Offline Oralordos

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #7 on: July 03, 2012, 11:49:06 pm »
Yay you used my idea for the release name!

Looks like you need to convince Chris to put up the blog post for this release though.

Offline Mánagarmr

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #8 on: July 04, 2012, 05:16:53 am »
Due to unforseen circumstances regarding children's socks, a mad crafter, and a tantrum spiral... this may be happening earlier than expected...  :D  Spent FAR too much time playing hide and seek for the Magma Sea.  Didn't realize that the SMR was UNDER the sea, not over it.  Kept trying to figure out where to poke a hole into it...

As usual, learned a lot from that game.  Next one will be bettah!
You can't break the SMR, ever. You have to find a hole in it...somewhere. It's usually marked by the color of the sky...
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Offline Minotaar

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #9 on: July 04, 2012, 05:47:12 am »
The patch is sweet, but I don't see how Enclaves with Cloakers are remotely fair now. Fleet seems unnecessary. :) The drones do make battles look glorious, though.

Offline keith.lamothe

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #10 on: July 04, 2012, 08:59:12 am »
Yay you used my idea for the release name!
Indeed I did :)

Quote
Looks like you need to convince Chris to put up the blog post for this release though.
I think I actually do have the necessary secret handshakes to convince the website to let me do it, but I didn't actually think the blog post was strictly necessary ;)
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Offline Eternaly_Lost

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #11 on: July 04, 2012, 01:22:47 pm »
Are drones suppose to just sit there after they are built and you need to manually have them attack?

I personally think they should be always on FRD, as they are going to die shortly anyway, so they should always go after the nearest target and shot at it. I don't know if I should throw a bug report or not for that, so I figured I ask first.

Offline TechSY730

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #12 on: July 04, 2012, 01:35:37 pm »
Are drones suppose to just sit there after they are built and you need to manually have them attack?

I personally think they should be always on FRD, as they are going to die shortly anyway, so they should always go after the nearest target and shot at it. I don't know if I should throw a bug report or not for that, so I figured I ask first.

I wouldn't want them to have perma-FRD/zombie behaviour, as then they would be perfectly willing to spread out and free the entire planet.
However, it would be nice for then to have a nice target seek radius similar to what melee ships have.

Offline Minotaar

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #13 on: July 04, 2012, 02:09:13 pm »
Are drones suppose to just sit there after they are built and you need to manually have them attack?

I personally think they should be always on FRD, as they are going to die shortly anyway, so they should always go after the nearest target and shot at it. I don't know if I should throw a bug report or not for that, so I figured I ask first.

Just FRD the enclaves and the drones will FRD as well.

Offline Eternaly_Lost

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Re: AI War Beta 5.036 "The Wandering AI"
« Reply #14 on: July 04, 2012, 03:48:54 pm »
Are drones suppose to just sit there after they are built and you need to manually have them attack?

I personally think they should be always on FRD, as they are going to die shortly anyway, so they should always go after the nearest target and shot at it. I don't know if I should throw a bug report or not for that, so I figured I ask first.

I wouldn't want them to have perma-FRD/zombie behaviour, as then they would be perfectly willing to spread out and free the entire planet.
However, it would be nice for then to have a nice target seek radius similar to what melee ships have.

Maybe have it as option in the menu then? I rather not FRD my enclaves as I like them were they are, but I want the drones to go FRD when they are made. Or do the enclaves stay put when they are FRD and just make the ships they build FRD?