Author Topic: AI War Beta 6.024-6.025 "The Squeaky Wheel Gets The Buff (or Nerf)" Released!  (Read 13312 times)

Offline keith.lamothe

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(Crossposted from this blog post)

This one ... does a lot.  

In this release we're mainly we're answering a recent community poll by making its top results more attractive places to spend Knowledge (though the Raid Starship actually got its treatment for this in 6.023).  Specifically:

1) Turrets in general.  The combat stats are something of a sidegrade, though on the buff side of that line.  The main thing here is bringing their K costs down (as well as making them more regular across different turret types).

2) Command station upgrades (like the MkII Economic Command Station, etc) now also provide a hefty bonus to your homeworld in the form of a foldout that provides the same benefit as the unlocked station.  These are cumulative, so unlocking mkII and mkIII military command stations and mkII logistical command stations will put both a mkII military, mkIII military, and mkII logistics foldout on your homeworld.  Incidentally, that gives everything on the planet a +100% to firepower and completely  negates AI cloaking on that planet (both from the mil III) as well as slowing down enemies (from the log II) so that might not be a bad idea.  If it didn't cost an arm and a leg in Knowledge, that is.

3) The Mobile Repair Station has taken over the Enclave Starship's role of fleetship production in the field (which incidentally makes that a base-game ability now, for the two of you who don't have CoN), been officially renamed the Mobile Space Dock, and come down from 4000 to 3000 Knowledge.

4) Speaking of the Enclave Starship, it needs to stop winning these polls ;)  So it's been reinvented a bit.  As mentioned above it no longer builds fleet ships in the field.  It also no longer builds its unique-to-the-Enclave drones in the normal fashion, but instead generates them automatically much like a Spire Blade Spawner or Tackle Drone Launcher.  The result is something much easier to use for just getting stuff dead and something much closer to the original "carrier" inspiration behind the Enclave Starship.  K costs have also been adjusted to match most of the other starships.

5) The MkII Transport is now the Assault Transport.  Basically the MkI Transport does such an exemplary job in the "Ship Bus" role that there wasn't much reason to spend 4000 Knowledge on a better transport.  So the Assault Transport now provides several new tactical options through: cloaking, guns (that get stronger the more ships are loaded in the transport), instantaneous unload, more durability, and not delaying the first shot of unloaded ships as long as the MkI does.  We'd also toyed with the idea of it dropping a shortlived forcefield on death, but that seemed a bit too gimmicky and a bit too easy to cheese (without still more gimmicks to prevent the cheese).  Knowledge cost is now 3000.

A pretty good haul of buffs for the human side, eh?

Well the AI isn't happy.  Not a bit.

A few key improvements to carrier/cpa logic should help make those more "interesting", and the AI's response to Knowledge Hacking has been... augmented, you could say.  You won't notice much difference in the first K hack, and maybe a minor difference in the second hack, but from there on it can get considerably more dicey.  None of this "9 Knowledge Hacks on Diff 10" shenaniga-tomfoolery, to use an example which is obviously hypothetical and not at all related to a recent AAR win.

Also we've tuned the recent Starship buffs back a bit as they were very much getting into the territory of overshadowing fleet ships despite the lower "total" available.  This set of changes is relatively mild and some people think more tuning back is necessary, but some don't, so we'll see.

Based on a lot of thought and player feedback that the game was simply being too nice on this one point, Advanced Research Stations no longer grant mkII of their bonus type for free.  Instead they give 500 bonus Knowledge immediately upon capture.  Also, though not for strictly-related reasons (having more to do with not saddling mkIII price balance with the adv-factory question) mkIII fleet ship cost has come down from 6000 to 4000.  The result is that if you normally unlock mkIII of every ARS bonus type you'll see absolutely no difference in total K expenditure (-500 + 2500 + 4000 vs 6000), but that if you don't it's something of a nerf.  

The release contains a few other changes as well, notably the addition of a couple control toggles that should make life more pleasant for people wanting to "automatically dump any resources over 1.5M metal+crystal into mercenary production (or building that fort or trader toy, or whatever)" or "don't let cloaked or immobile AI units prevent automatic harvester rebuilding".

Update: 6.025 hotfix to fix a bug preventing most foldouts from spawning in multiplayer.

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: May 01, 2013, 01:14:08 pm by keith.lamothe »
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Offline Vyndicu

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Release the Kraken!  8)

Offline Zeyi

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Awesome, but ooooh noooo my precious ARS, I almost never upgrade these unless I hack them :(

I keep asking this but I think its getting missed:

What is the exact reason for transports being speed boost immune? I can understand it for the MKI but I still think it'd have been a cool buff for the MKII (over something like having an attack for eg). I can't think of it ever being OP but willing to have the obvious pointed out to me.  ;D
« Last Edit: April 29, 2013, 12:02:28 pm by Zeyi »

Offline keith.lamothe

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Awesome, but ooooh noooo my precious ARS, I almost never upgrade these unless I hack them :(
There's definitely a lot of variance in how players relate to fleet ships, and that's fine :)  You can just use the free mkIs to run interference for your starship force if you're dumping K into starships instead.  Particularly with Mobile Space Docks to crank out the fleet ships in the field at great speed.
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Offline Zeyi

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Awesome, but ooooh noooo my precious ARS, I almost never upgrade these unless I hack them :(
There's definitely a lot of variance in how players relate to fleet ships, and that's fine :)  You can just use the free mkIs to run interference for your starship force if you're dumping K into starships instead.  Particularly with Mobile Space Docks to crank out the fleet ships in the field at great speed.

Yeah I guess I'll spend more on starships now than before so hopefully the difference wont be too noticeable. I often used spare ships from an ARS to defend outlier planets, unless it was worth hacking in which case it gets absorbed into my main fleet.

Offline Vyndicu

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Somehow the subspace signal for the "Spire Refuge" Shard chase didn't spawn after finish building the first shard thingy.

As you can tell by my save-game, I am having lot of fun with neutering a mark 4 system with enclave starships.

Offline keith.lamothe

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Somehow the subspace signal for the "Spire Refuge" Shard chase didn't spawn after finish building the first shard thingy.
Odd, I haven't touched that logic in a long time, so I suspect something else is going on.  But I've put it on my list to look at.
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Offline Aklyon

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Keith, did you borrow a carrier from the AI? the Assault transport sounds like one, but with a ship cap and cloaking.

Offline keith.lamothe

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Keith, did you borrow a carrier from the AI? the Assault transport sounds like one, but with a ship cap and cloaking.
There may have been an accident involving use of a vehicle without benefit of ownership.

There are definite similarities, yes, though the AT's firepower is nothing like a fully loaded carrier.
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Offline Vyndicu

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Odd, I haven't touched that logic in a long time, so I suspect something else is going on.  But I've put it on my list to look at.

My guess the primary cause is that because both wormhole from homeworld lead to mark 4 systems. The "shard" for subspace reciever came from homeworld itself. So as soon it "auto-pause" I went to my homeworld and start building it before I un-pause. I don't usually get this situation very often so it could be the primary cause. In other cases like this, I usually un-pause so the shard icon on solar system map would show up and I could select it.

Offline Marmu23

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Re: AI War Beta 6.024 "The Squeaky Wheel Gets The Buff (or Nerf)" Released!
« Reply #10 on: April 29, 2013, 05:21:26 pm »
 The new enclaves are really nice, they are finally just fine! Just one issue though, I think the mercenary enclave should be removed otherwise I will never ever unlock enclaves mk3 but use mercenary enclave instead.

Offline keith.lamothe

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Re: AI War Beta 6.024 "The Squeaky Wheel Gets The Buff (or Nerf)" Released!
« Reply #11 on: April 29, 2013, 05:57:41 pm »
The new enclaves are really nice, they are finally just fine! Just one issue though, I think the mercenary enclave should be removed otherwise I will never ever unlock enclaves mk3 but use mercenary enclave instead.
You can only have 1 merc enclave, and it can produce a max of 16 drones per 7-second cycle.  Unlocking mkIII enclaves lets you have two of those, each of which can produce 12 drones per 8-second cycle. 3 > 2.3 :)  Also, you don't have to spend 2.4M m+c to get the mkIIIs.

Also, with the mkIII unlock if you do happen to get an ASC you get 2 more enclaves that each produce 16 drones per 7-second cycle, and 7.5 is a whole lot more than 2.3 :)
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Offline chemical_art

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Re: AI War Beta 6.024 "The Squeaky Wheel Gets The Buff (or Nerf)" Released!
« Reply #12 on: April 29, 2013, 10:45:08 pm »
Interesting changes.

However, early testing with the enclaves does not make me want to buy them / produce turrets. They produce drones slowly, they suck up tons of energy, and in general lack the utility they had before, and in general seem like very weak blade spawners.  *snooze* I say this as someone who used enclaves occasionally before drones, a lot after drones in non ultra low aip games.

The fact the drones are free and auto frd does not overcome the fact they produce so much more slowly now and do nothing else The enclave now is a one trick pony that needs a zoo to make it entertaining.

The drones were a cool buff if you already used the enclave as a factory. Now that the enclave relys soley on its drones, it needs to be improved a lot.

Its drones need to hit harder to overcome armor, more HP so it doesn't die from a single shot from anything in a low cap game, and need to move a LOT faster.
« Last Edit: April 29, 2013, 10:56:13 pm by chemical_art »
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Offline Marmu23

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Re: AI War Beta 6.024 "The Squeaky Wheel Gets The Buff (or Nerf)" Released!
« Reply #13 on: April 29, 2013, 11:14:24 pm »
The new enclaves are really nice, they are finally just fine! Just one issue though, I think the mercenary enclave should be removed otherwise I will never ever unlock enclaves mk3 but use mercenary enclave instead.
You can only have 1 merc enclave, and it can produce a max of 16 drones per 7-second cycle.  Unlocking mkIII enclaves lets you have two of those, each of which can produce 12 drones per 8-second cycle. 3 > 2.3 :)  Also, you don't have to spend 2.4M m+c to get the mkIIIs.

Also, with the mkIII unlock if you do happen to get an ASC you get 2 more enclaves that each produce 16 drones per 7-second cycle, and 7.5 is a whole lot more than 2.3 :)

 The thing is that there is a cap on number of drones and it gets reached anyway. I guess in the heat of battle they get replaced faster though. I did play with mk1-mk4 enclaves+merc enclav + all turrets unlocked and it is pretty fun, and to respond to the previous poster, they do real noticable damage. Weird thing though is that when all the enclaves are running (mk1-mk4+merc+all turrets) it lags my system as if i had a 5000+ ship fleet, dunno whats up with that.

Offline Lancefighter

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Re: AI War Beta 6.024 "The Squeaky Wheel Gets The Buff (or Nerf)" Released!
« Reply #14 on: April 29, 2013, 11:15:35 pm »
those are some pretty big patchnotes you have there.
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