Author Topic: AI War Beta 5.037  (Read 2086 times)

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
AI War Beta 5.037
« on: July 07, 2012, 10:40:10 am »
This one is basically just some bugfixes and rebalancing related to changes in the previous version (and some longer-standing stuff), but I wanted to get them out earlier in the day so if anyone ran into problems I could have time to get a fix out.

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.
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 TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AI War Beta 5.037
« Reply #1 on: July 07, 2012, 12:01:49 pm »
Thanks for fixing those long annoying regeneration teleportation bugs. Now I can turn on Astro Trains again. ;)

I also gotta say, Chris letting you help out with pushing out updates is turning pretty well. If he gets tied up in something, you can come along and help push stuff out. :)

Offline Wanderer

  • Master Member Mark II
  • *****
  • Posts: 1,579
  • If you're not drunk you're doing it wrong.
Re: AI War Beta 5.037
« Reply #2 on: July 07, 2012, 01:10:39 pm »
Ooooh, neat.  Let's see what happens, shall we?  :)
... and then we'll have cake.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AI War Beta 5.037
« Reply #3 on: July 07, 2012, 01:20:35 pm »
Cool stuff on the FF and fortress remains.

Though if you are going to be giving FF remains, it seems vitally important the issue where Things dieing due to the FF splash of plasma seiges don't leave remains

Less importantly, could you take a look at the Modules do auto-fire upon non-angered ships issue? As that really hurts moduled ships usability when trying to take on a planet one guard post at a time.


And finally, the turret unlock showing drone stats instead issue that was fixed, Wanderer was not the first to report it. Minotaar should probably be credited in the release notes as well.
« Last Edit: July 07, 2012, 01:35:51 pm by TechSY730 »

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 5.037
« Reply #4 on: July 07, 2012, 01:30:21 pm »
Though if you are going to be giving FF remains, it seems vitally important the issue where Things dieing due to the FF splash of plasma seiges don't leave remains
Oh, wow, I had totally missed that.  Definitely not good ;)  I've got a fix that I'll test alongside the change I was working on.

Are there other causes-of-death that aren't triggering remains?
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 TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AI War Beta 5.037
« Reply #5 on: July 07, 2012, 01:43:48 pm »
Sorry for the "dump" of issues, but there are four more I'd like to "push" in this thread, and then I'll stop until next release. ;)

4833: AI Engineer not repairing everything it can, and its related suggestion 3843: AI Engineers should go into FRD. Both of which are now more noticeable now that the AI is no longer overspending on engineers.

And beam starships (and maybe warbirds) are still being treated as Mk. III for the purposes of wave and reinforcment "cost" calculations.(6445 and 8539). Also, their exo-wave may need to be bumped up to reflect their new found Mk. V status.

And finally, 7615: There are always two Spider V Fabs.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AI War Beta 5.037
« Reply #6 on: July 07, 2012, 02:17:53 pm »
Though if you are going to be giving FF remains, it seems vitally important the issue where Things dieing due to the FF splash of plasma seiges don't leave remains
Oh, wow, I had totally missed that.  Definitely not good ;)  I've got a fix that I'll test alongside the change I was working on.

Are there other causes-of-death that aren't triggering remains?

Well, there is scrapping, but I don't think that counts. ;)

Offline Wanderer

  • Master Member Mark II
  • *****
  • Posts: 1,579
  • If you're not drunk you're doing it wrong.
Re: AI War Beta 5.037
« Reply #7 on: July 07, 2012, 03:56:31 pm »
Maw fix works great.  They stopped trying to swallow starships but still lend firepower to them.  Much obliged!
... and then we'll have cake.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 5.037
« Reply #8 on: July 07, 2012, 04:29:35 pm »
Maw fix works great.  They stopped trying to swallow starships but still lend firepower to them.  Much obliged!
Excellent!

I'm sure they'll figure out some other bug to manifest.
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 Wanderer

  • Master Member Mark II
  • *****
  • Posts: 1,579
  • If you're not drunk you're doing it wrong.
Re: AI War Beta 5.037
« Reply #9 on: July 07, 2012, 05:17:19 pm »
Ummmm, Keith?  Need you to check the attachments.  Grandma gets a lead foot switching from 'nice light country road' to 'interstate highway' at 2 hours.  The gradual increase doesn't appear to be functioning as planned.

http://www.arcengames.com/forums/index.php/topic,11058.msg109679.html#msg109679 for the AAR.

Basically, it sat at 25% till 2 hours and then hit me (inside of 3 minutes) with a full near max-time wave.  There was no gradual.

Three at the tail were rougly 1:50, 1:55, and then 2:03 gametime.
... and then we'll have cake.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 5.037
« Reply #10 on: July 07, 2012, 10:41:01 pm »
Ummmm, Keith?  Need you to check the attachments.  Grandma gets a lead foot switching from 'nice light country road' to 'interstate highway' at 2 hours.  The gradual increase doesn't appear to be functioning as planned.

http://www.arcengames.com/forums/index.php/topic,11058.msg109679.html#msg109679 for the AAR.

Basically, it sat at 25% till 2 hours and then hit me (inside of 3 minutes) with a full near max-time wave.  There was no gradual.

Three at the tail were rougly 1:50, 1:55, and then 2:03 gametime.
Thanks for making sure I saw it here (I just got back and was doing the push before catching up on the AAR, and wouldn't have noticed beforehand).

Turns out it was a lot more hosed than you thought, though probably just defaulting to the normal ranges.

Anyway, new one :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!