Author Topic: AI War Beta 6.022-6.023 "Honored Bugs" Released!  (Read 9350 times)

Offline TechSY730

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #45 on: April 26, 2013, 07:19:50 pm »
I still think tractor trains should be auto-targetted because they can drag your forces out into "Netherland" and wake up tons of nasties on the trip there before you even notice.

EDIT: Or rather, auto-targetted ONLY IF THEY ARE ALREADY IN RANGE (which includes the "I can target the thing that is tractoring me" range exception thing) . They should not move to them (giving them a chance to pick them up) or chase them, unless the attack order was explicit.

In fact, that seems like a reasonable policy for auto-targetting tractor stuff in general.
« Last Edit: April 26, 2013, 07:21:56 pm by TechSY730 »

Offline Hearteater

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #46 on: April 26, 2013, 07:27:50 pm »
Just let us add a check to thinks in the F5 ship list for ship types we want to auto target.  That eliminates all the clunky toggles in the settings/controls.

Offline orzelek

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #47 on: April 26, 2013, 07:59:14 pm »
Just let us add a check to thinks in the F5 ship list for ship types we want to auto target.  That eliminates all the clunky toggles in the settings/controls.

This would be the deluxe solution probably. And very useful :D
The fact that trains are not auto targeted is main reason I never really tried to play with them. Some of them are now but for me any of them should be free to shoot at. I'm willing to risk that my forces are shooting it instead of enemies that will arrive in 2 seconds - control for this would for me make trains more viable to try out.

Offline Vyndicu

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #48 on: April 26, 2013, 11:09:02 pm »
Just let us add a check to thinks in the F5 ship list for ship types we want to auto target.  That eliminates all the clunky toggles in the settings/controls.

F5 ship list? What toggles? I don't see any when I navigate to settings/control? If there was something that I adjust that would be nice.

Offline orzelek

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #49 on: April 27, 2013, 06:38:33 am »
He meant F1 ship list.

Offline zoutzakje

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #50 on: April 27, 2013, 08:13:23 am »
Been a while since my last visit here. Didn't expect to see the patch ball for AI war rolling again. Very nice ^^ Love the upgrades to the guard posts. They desperately needed one. To be honest I still don't think that they are where they should be, but at least they're killing some ships now.
Unfortunately I won't be able to really play the game yet :/ My laptop is dying and has a lot of trouble with the smallest possible battles on ultra low caps. It's awful really, botnet is a no-go for me. Hopefully I'll have a new laptop next week so I can get back to some serious AI whipping again (though who's doing the whipping and who's receiving is yet undecided).

Anyway, good to see some stuff happening here again. Can't wait to see what else Keith has planned for us. Read something about some new nasty feature for the AI? :P

Offline Winge

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #51 on: April 27, 2013, 10:45:01 am »
I think I found a few...errors with the "Turret Cap" change.  It seems that the Mk II 'standard' (Basic, MLRS, and Laser) now have 600 Radar Dampening Range.  I'm not complaining about that part ;).  However, the Mk III Turrets have no Radar Dampening at all :-\!  They also don't seem to follow the damage = Mk I damage * Ship Mk formula.
My other bonus ship is a TARDIS.

Offline keith.lamothe

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #52 on: April 27, 2013, 11:08:18 am »
I think I found a few...errors with the "Turret Cap" change.  It seems that the Mk II 'standard' (Basic, MLRS, and Laser) now have 600 Radar Dampening Range.  I'm not complaining about that part ;).  However, the Mk III Turrets have no Radar Dampening at all :-\!

...

Oops.

(fixed for next version)

Quote
They also don't seem to follow the damage = Mk I damage * Ship Mk formula.
I looked but couldn't find an example.  The Heavy Beam Cannon hasn't followed that rule since basically ever (and the flak actually gains more secondary targets at higher marks, thus being more-than-linear), but is there another one you're seeing that doesn't?
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Offline Winge

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #53 on: April 27, 2013, 02:17:39 pm »
Quote
They also don't seem to follow the damage = Mk I damage * Ship Mk formula.
I looked but couldn't find an example.  The Heavy Beam Cannon hasn't followed that rule since basically ever (and the flak actually gains more secondary targets at higher marks, thus being more-than-linear), but is there another one you're seeing that doesn't?

All damage numbers are Normal combat style--not sure if that helps, or if that is imply informative for you.
Basic III:  current damage:  97,600 x3; expected damage:  97,200 x3 (32,400 * 3)
MLRS III:  current damage:  17,120 x12; expected damage:  17,040 x12 (5,680 * 3)
Missile III:  current damage:  132,000 x3; expected damage:  132,000 x3 (44,000 * 3)
Laser II:  current damage:  24,400 x3; expected damage:  24,480 x3 (12,240 * 2)
Laser III:  current damage:  36,400 x3; expected damage:  37,620 x3 (12,240 * 3)
Lightning III:  current damage:  9,760; expected damage:  9,720 (3,240 * 3)
Flak II:  current damage:  81,600; expected damage:  97,600 (48,800 * 2)
Flak III:  current damage:  104,000; expected damage:  146,400 (48,800 * 3)

*I understand that Flak and Lightning could be affected by their "area" damage.  I only include them for completeness.  HBCs, of course, are a completely different animal, and are not included in this list.
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Offline keith.lamothe

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #54 on: April 27, 2013, 02:23:15 pm »
Oh, ok, you mean they're close but not quite.  Yea, there's some rounding in the stat assignment of stuff that's been converted over to the new standard cap (192 vs 196) as now I basically just tell it "this is what the cap should have, but if it won't make a huge difference please make the individual stats round numbers" :)
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Offline Winge

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #55 on: April 27, 2013, 09:47:54 pm »
 Ah, I understand.  Don't mind me; it's just my OCD acting up ;)
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Offline TechSY730

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #56 on: April 27, 2013, 10:02:00 pm »
I'm beginning to "drool" over these changes in 6.024. It's looking good.

Are we looking at a Sunday, Monday, or Tuesday release?

I guess it depends on how much more awesome you are planning to cram in, and how much the other projects are demanding of you, I guess.

Offline Cinth

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #57 on: April 27, 2013, 10:02:47 pm »
A lot of good stuff in there too :)
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline keith.lamothe

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #58 on: April 27, 2013, 10:04:36 pm »
Are we looking at a Sunday, Monday, or Tuesday release?
Plan is Monday noonish (EST).  Fallback is Tuesday noonish :)
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Offline Faulty Logic

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Re: AI War Beta 6.022-6.023 "Honored Bugs" Released!
« Reply #59 on: April 27, 2013, 10:34:15 pm »
Quote
he AI's main carrier-creation logic now no longer redeploys ships to a carrier on a different planet
Nice, kills the latest batch of anti-CPA cheese.

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The "try to synchronize new waves with an announced CPA" rule that applies on diff 8+ now aims for launching the waves 90 seconds after the CPA "launches" instead of at the same time, to make actual attack-overlap more likely.
Uh oh.

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Added new per-control group toggle: Suspend Spending If Resources Less Than.
AWESOME.

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Added new global toggle to controls window: Harvester Autobuild Ignores Cloaked And Immobile Units
Sweet. Any chance of not having the immobile units show up as "attacking" on the HUD?

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To address widespread player feedback that the recent buffs to starships went too far, as well as some other longstanding starship-related feedback: <stuff>
Cool.

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<ARS Changes>
Good...  >D

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The researchable Command Station Upgrades (mkII/mkIII of econ, logistical, and military stations), in honor of doing quite well in that poll, now also create (after a few seconds when the foldout logic fires) a "sub station" next to your Home Command Station that basically provides all of the benefits of one of the corresponding stations. This is cumulative, so unlocking econ II and econ III will cause your home command stations to have both the econ-II and the econ-III sub stations.
Great.

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<MRS Changes>
Excellent.

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<Enclave Changes>
Capital. (Almost ran out of words meaning "good," here.)

Starship nerfs look fine, though I suspect we will need another round.


It's patches like this that keep me playing.
« Last Edit: April 27, 2013, 10:40:41 pm by Faulty Logic »
If warheads can't solve it, use more warheads.