Author Topic: AI War Beta 5.040-5.041 Reenergized  (Read 10056 times)

Offline keith.lamothe

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AI War Beta 5.040-5.041 Reenergized
« on: July 10, 2012, 06:18:39 pm »
This one reworks the energy model to move away from needing/encouraging micro.  This forum has seen lengthy discussions on the energy model for years now.  What we had was the best thing we could come up with, but we knew it wasn't perfect.  The new model isn't perfect either, but it does seem to be a good step in the right direction.  If you're at all curious, please read the release notes linked above.  Keep the feedback coming :)

There's a few other things in the release too, notably including a fix for a rare issue where the superterminal could start the game in "active mode".  Yea, that's when you should realize the RNG has taken the gloves off.

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.

Edit: 5.041 now, just added something I was in the middle of earlier today, now am switched over to expansion work for a while now :)
« Last Edit: July 11, 2012, 05:29:31 pm by keith.lamothe »
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Offline PokerChen

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Re: AI War Beta 5.040 Reenergized
« Reply #1 on: July 10, 2012, 07:56:22 pm »
I have 3,627,140 surplus energy on load, up from ~400,000 with all reactors turned off (3 ZPGs, lucky seed, turns out I didn't need them ;) )....

(1) This could severely decrease the challenge of diff 7 play.
(1b) Possibly make difficulty dependent adjustments?
(2) You need a new achievement for breaking 10 million surplus energy.
« Last Edit: July 10, 2012, 07:57:58 pm by zharmad »

Offline keith.lamothe

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Re: AI War Beta 5.040 Reenergized
« Reply #2 on: July 10, 2012, 08:06:37 pm »
(1) This could severely decrease the challenge of diff 7 play.
To some extent, yes, but to to what degree was energy a limiting factor on that difficulty before?  Or m+c, for that matter?  Simply taking another planet if you needed more energy/econ isn't really a nail-biting decision there.

Quote
(1b) Possibly make difficulty dependent adjustments?
Possibly, but I'm more inclined to make them simply harder if the energy/econ boost is making them easier.

Quote
(2) You need a new achievement for breaking 10 million surplus energy.
Maybe so ;)
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Offline TechSY730

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Re: AI War Beta 5.040 Reenergized
« Reply #3 on: July 10, 2012, 08:34:03 pm »
I only had 30k energy. The cuplrit, a superfortress that was constructing, but was in what was formally low power mode to stop it from eating my economy alive. Now of course, its paused construction state doesn't save me power anymore. Not sure if paused stuff under construction was supposed to be hit by the low power mode (now stand-down mode) refactoring.

Offline keith.lamothe

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Re: AI War Beta 5.040 Reenergized
« Reply #4 on: July 10, 2012, 08:36:24 pm »
Not sure if paused stuff under construction was supposed to be hit by the low power mode (now stand-down mode) refactoring.
All of it was supposed to be hit :)  That's part of the reason for the actual energy/econ math being so much more generous now.  No more carrying twice your safe cargo load of canaries by keeping half of them in low-power mode ;)
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Offline chemical_art

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Re: AI War Beta 5.040 Reenergized
« Reply #5 on: July 10, 2012, 10:10:12 pm »
I'll repeat it again:

Nenzul parasites + another youngling + drones + fast enclaves = hilarious zerg tactics
Life is short. Have fun.

Offline keith.lamothe

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Re: AI War Beta 5.040 Reenergized
« Reply #6 on: July 10, 2012, 10:12:28 pm »
I'll repeat it again:

Nenzul parasites + another youngling + drones + fast enclaves = hilarious zerg tactics
I'll be sure to have the gravity drains pay you a visit ;)
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Offline Diazo

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Re: AI War Beta 5.040 Reenergized
« Reply #7 on: July 10, 2012, 10:20:18 pm »
Yes, gravity drains are annoying.  :P

Anyways, started a fresh game, I'm 1 hour in and have not built a collector yet, still running of the single one I get at game start. Still have 53k energy cushion left.

Fortresses on the way however so we'll see what happens once I start on those.

AAR Here, but nothing interesting has happened yet.

D.

Offline chemical_art

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Re: AI War Beta 5.040 Reenergized
« Reply #8 on: July 10, 2012, 10:21:31 pm »
I'll repeat it again:

Nenzul parasites + another youngling + drones + fast enclaves = hilarious zerg tactics
I'll be sure to have the gravity drains pay you a visit ;)

Ah yes gravity, the only thing I fear.

But the great thing about drones is they these long range missiles that are awesome
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Offline chemical_art

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Re: AI War Beta 5.040 Reenergized
« Reply #9 on: July 10, 2012, 10:45:18 pm »
I notice that at least when my enclaves actually launch their drone after building they lose cloak. Is this intentional?
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Offline keith.lamothe

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Re: AI War Beta 5.040 Reenergized
« Reply #10 on: July 10, 2012, 10:52:05 pm »
I notice that at least when my enclaves actually launch their drone after building they lose cloak. Is this intentional?
Yes, 5.037 made it impossible to be actively working on a build queue and keep your cloak up at the same time.  It was just a bit too much ;)
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Offline chemical_art

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Re: AI War Beta 5.040 Reenergized
« Reply #11 on: July 10, 2012, 11:00:34 pm »
I notice that at least when my enclaves actually launch their drone after building they lose cloak. Is this intentional?
Yes, 5.037 made it impossible to be actively working on a build queue and keep your cloak up at the same time.  It was just a bit too much ;)

ha that's fine, just curious.

They still provide partial cloaking which is a good comprise, in combat it tends to distrupt targeting, giving a good shield in fleet assualts but the less friendly units around it the more vulnerable it gets.
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Offline chemical_art

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Re: AI War Beta 5.040 Reenergized
« Reply #12 on: July 10, 2012, 11:02:53 pm »
Energy feels really good. With the energy buffer I don't even have to think about it till I start losing planets, which makes play much more streamlined.
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Offline Diazo

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Re: AI War Beta 5.040 Reenergized
« Reply #13 on: July 10, 2012, 11:34:20 pm »
Alright, here's my report on the energy rework.

It works for me.  8)

In more detail, Collectors probably produce too much.

I did my usual single-HW start and I did not have to build a collector on any of my captured planets until I started on my fortresses at about the hour and half mark.

Compare this to usually having built 10+ reactors on my HW and multiple Reactors on every world I capture ASAP under the old system, I did not have to build an energy production structure until an hour and a half in.

I did build econ stations Mk I on my captured worlds however, so I did get energy from them.

Building 3 collectors I had 200k spare energy and 3x Mk I fortresses built. I never even thought about Converters.

I did not have Golems, Spirecraft, or Fallen Spire enabled however, need to see what people playing with those report before nerfing Collectors output.

So, that's my first impression of the new system.

D.

Offline Coppermantis

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Re: AI War Beta 5.040 Reenergized
« Reply #14 on: July 11, 2012, 01:56:52 am »
I also have a cool 3 million energy now. I'm finally able to get a few more Fortresses.
I can already tell this is going to be a roller coaster ride of disappointment.