Author Topic: AI War Beta 5.051 Optical Repair  (Read 9984 times)

Offline keith.lamothe

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AI War Beta 5.051 Optical Repair
« on: July 30, 2012, 10:41:30 pm »
(Crossposted from this blog post)

This one starts our response to the winner of our first "Aim the nerfbat (AI-side)" poll.  The landslide winner was the AI Eye.  Curiously, the main call was not so much for the eye to be made less strong but to be made less monotonous and frustrating.  As one player put it: fighting the first one is fun, and the second one, but by number five... not so much.  So we've started adding new kinds of Eyes (and renamed the original to something less alliteratively alienating).  More to come on that soon, but we wanted to get the other pending changes out sooner than the rest of the eye work could be completed.  Speaking of the other stuff:

So, there was this little innocent change in 5.050.  The one where I fixed the longstanding bug where a unit's repair-speed-multiplier was increasing the amount it repaired per time-unit, but didn't increase the cost proportionately to maintain the same cost/hp ratio.  It was kind of necessary for balance as "activating" (repairing) a golem with an MkIII engie instead a MkI engie was pretty intensely different in a non-intuitive way since construction multipliers (used for assisting space docks, etc) increased both speed and resource consumption to maintain the same cost ratio.

So, innocent change, right?  Not so much.  Since MkI Engineers had a repair multiplier of 6 all of a sudden basically everyone was paying at least 6 times as much as they were used to for their repairs.  This was particularly brutal with golems.  Anyway, a lot of changes have been made to bring repair back to a less "dude, where did my economy go?" situation.  Please let us know if it still feels off.  But also bear in mind that econ has been a lot stronger in recent months due to changes to harvesters, energy, etc.

There are also several changes to clean up some backporting-related leftovers.  Most notably, Chris took the whole sprite object pooling thing back out but did a much better job than I did when I attempted it.  The result is a pretty startling graphical performance gain in some tests.  How much it helps in your specific case... well, we'll see.  But the memory-related crashes when the sprite-pool being too big and the performance problems when the sprite pool being too small shold be gone now.  If you see any more crashes or other potentially-backporting-related problems, please let us know so we can deal with them.  The sooner Chris can move on from that side of things, the more cool stuff will result ;)

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 Diazo

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Re: AI War Beta 5.051 Optical Repair
« Reply #1 on: July 30, 2012, 11:11:38 pm »
Heh, just missed this for tonight.

But I'll have the repair changes for tomorrow however which is nice.

Paying 700 m+c per second to repair a fighters engines when the fighter only costs 200 m+c to build was just wrong.

D.

Offline Wingflier

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Re: AI War Beta 5.051 Optical Repair
« Reply #2 on: July 30, 2012, 11:12:12 pm »
Main problem with the Eye?

Too stronk.
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Offline TechSY730

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Re: AI War Beta 5.051 Optical Repair
« Reply #3 on: July 30, 2012, 11:23:43 pm »
Thanks for these changes, especially the repair stuff.

And welcome back Chris! Thanks for the graphic and performance enhancements. :)


Main problem with the Eye?

Too stronk.

Which one? There are three types now. ;)

Offline TechSY730

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Re: AI War Beta 5.051 Optical Repair
« Reply #4 on: July 30, 2012, 11:25:31 pm »
Oh dang it, I forgot, my laptop's power supply is busted:'(


Thankfully, I have a spare mac computer, but I will still have to set everything up.

Offline doctorfrog

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Re: AI War Beta 5.051 Optical Repair
« Reply #5 on: July 31, 2012, 12:46:21 am »
Looking forward to trying this patch out. It hasn't been game breaking yet, but recent changes seemed to have significantly reduced performance on my machine. I've been a little nervous getting into the midgame and getting a lot of ships.

Offline Hearteater

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Re: AI War Beta 5.051 Optical Repair
« Reply #6 on: July 31, 2012, 12:53:04 am »
I can't wait to play with it!  And as chance would have it, I might actually have free time tomorrow.

Offline Ricca

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Re: AI War Beta 5.051 Optical Repair
« Reply #7 on: July 31, 2012, 01:27:34 am »
I assume that all the eyes in a game started before 5.051 would be all Sentry Eyes, and not the other two types, right?

And, this suggestion may be hated, but at some point, can we get maybe a Nuclear Eye? Say, on it's death, it goes off in the same way that the Nuclear Command option does?

Offline contingencyplan

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Re: AI War Beta 5.051 Optical Repair
« Reply #8 on: July 31, 2012, 03:28:47 am »
And, this suggestion may be hated, but at some point, can we get maybe a Nuclear Eye? Say, on it's death, it goes off in the same way that the Nuclear Command option does?

The main shortcoming I see with this one is that in all other cases, it is potentially doable to just charge the eye if for some reason you don't want to take out the guard posts - you just have to be prepared for HEAVY losses. For example, I haven't encountered one on an AI homeworld yet, but I fully expect to charge it full-force should it be there. Having the eye obliterate all your ships (or worse, nuke the planet with all that entails) eliminates that possibility. It also makes a minor blunder a potentially devastating error and butts up against the issue raised by others - the eye must be taken out before travel through the planet is possible, because if it is not, you cannot send much of anything through the system (accidentally snipe down the final guard post with your AI homeword-bound fleetball).


However, I think the principle is a good one. The easiest way to work around the issue above is to have a countdown - you have 1 minute to evacuate the premises before boom time. Still possible to take on the eye, but you have to be quick about it. It is worth noting that this trades the "take it on with heavy losses / severely weakened for the remainder of the fight" for "mis-estimate the time for devastating losses."

As an extension with the former's flavor, we could have an Attrition Eye of sorts - when activated, it attritions your units by a hefty amount. This still has the time factor (albeit not as stark), but preserves the cost of winning.

Offline Kahuna

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Re: AI War Beta 5.051 Optical Repair
« Reply #9 on: July 31, 2012, 04:11:59 am »
"Previously, some planets were not attractive when hue-shifted to certain values.
The images for 14 and 31 have been adjusted so that they now will be.
Numbers 1, 4, 5, 7, 13, 27, 28, 29, 30, 33, 48, and 49 are now barred from doing hue shifts at all.
Thanks to TechSY730 for starting the complaining about this. ;)"


I didn't notice TechSY730 complained about the planets too. Could someone give me a link. I'd like to read what he said about the planets.
Also lets hope the sea sick cow is now ok and the rotting cow has been buried. :P
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline zoutzakje

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Re: AI War Beta 5.051 Optical Repair
« Reply #10 on: July 31, 2012, 07:00:47 am »
awesome ^^ the new AI eyes (I'll probably still continue to call them that) sound interesting. Can't wait for more of them to be added ^^

Offline Minotaar

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Re: AI War Beta 5.051 Optical Repair
« Reply #11 on: July 31, 2012, 08:02:54 am »
awesome ^^ the new AI eyes (I'll probably still continue to call them that) sound interesting. Can't wait for more of them to be added ^^

Hmm, I personally can't wait for the Cyclops AI Type to be introduced. Is that in Ancient Shadows?  ;)

Offline madcow

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Re: AI War Beta 5.051 Optical Repair
« Reply #12 on: July 31, 2012, 09:55:08 am »
I await the inevitable release of the incredibly evil "Nuclear Eye" type in a mixture of amusement and terror.

Offline Hearteater

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Re: AI War Beta 5.051 Optical Repair
« Reply #13 on: July 31, 2012, 10:30:42 am »
Just play against the Scorched Earth AI :) .

Offline madcow

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Re: AI War Beta 5.051 Optical Repair
« Reply #14 on: July 31, 2012, 10:40:01 am »
Ha, I haven't yet. I'm sort of afraid of those hard AI types.

...also, I might have been thinking of the possibility of Mark 3 Nuclear Eyes. :o