Author Topic: AI War Beta 6.024-6.025 "The Squeaky Wheel Gets The Buff (or Nerf)" Released!  (Read 13301 times)

Offline kasnavada

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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. 


Actually, they still do...

PS : I hacked with the ship design hacker in case it helps...
« Last Edit: May 02, 2013, 03:30:56 pm by kasnavada »

Offline TechSY730

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EDIT: The more I think about it, the more I find myself convinced that superweapons need to be at least an order of magnitude more powerful than they are now (relatively speaking, so removing a zero from non-superweapons that doesn't get removed from superweapons is an action that meets the criteria)

This has actually been proposed before. If we go through with the value deflation/"extraneous 0 removal" thing, maybe superweapons wouldn't get as much chopped off. Like if all non-superweapons got their stats divided by 100, then superweapons (and maybe HW command stations too) would get their stats divided by 20 or 25 or something like that.

(and maybe provide a chance for a "band-aid" to armor to, armor stats would only be divided by 10, a relative 10x increase. The current armor situation is so bad that the average armor is a little more than 2 orders of magnitude behind average damage. This would put it into a little more than 1 order of magnitude behind, which seems like a much more sensible balance location. And following the above thing, superweapon armor would only be divided by 2 or 2.5)
« Last Edit: May 02, 2013, 03:37:53 pm by TechSY730 »

Offline Radiant Phoenix

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This has actually been proposed before. If we go through with the value deflation/"extraneous 0 removal" thing, maybe superweapons wouldn't get as much chopped off. Like if all non-superweapons got their stats divided by 100, then superweapons (and maybe HW command stations too) would get their stats divided by 20 or 25 or something like that.

I would go with 1/100 for non-super and 1/10 for super for a start, and see what happens from there.

Offline TechSY730

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Um, 6.025 is out right? Why is it still marked as unreleased?
And was the ARS fix for 6.025 (the one that is out now) or for 6.026 (the one that is coming out later)?

Offline keith.lamothe

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Um, 6.025 is out right? Why is it still marked as unreleased?
And was the ARS fix for 6.025 (the one that is out now) or for 6.026 (the one that is coming out later)?
(stealth ninja blur)

What? What do you mean still marked as unreleased?

;)
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Offline kasnavada

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Um, 6.025 is out right? Why is it still marked as unreleased?
And was the ARS fix for 6.025 (the one that is out now) or for 6.026 (the one that is coming out later)?
(stealth ninja blur)

What? What do you mean still marked as unreleased?

;)

The ARS still does give level 2 ships (see my post above).

Offline keith.lamothe

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The ARS still does give level 2 ships (see my post above).
Yes, it does that if you hack it, but not if you don't.  But I've fixed it doing that when hacked for 6.026.
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Offline kasnavada

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Ok then  :)

Offline chemical_art

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They're both on my list for the next release.  We're still sorting out several things on the expansion so it's possible that will be Monday, but it may be earlier.
[/quote]

You have the patience of a saint. You release one of your largest mid updates ever, we mostly whine, yet you don't say a thing except that you are sorry the next update will take a week.
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Offline contingencyplan

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You have the patience of a saint. You release one of your largest mid updates ever, we mostly whine, yet you don't say a thing except that you are sorry the next update will take a week.

Agreed, absolutely (lifts glass). :)

And right back to complaining... :P

One quick "minimize-micro" question: when I select my champions and that selection includes drones, could the speed of the champions not be limited by the drones? That is, with group-move on, could drones not be considered, especially when I'm giving an order to move to another system, as drones can't travel through wormholes? I found this out because I was wondering why my champions were moving so slowly through a system with a MkII Log station --- "Speed up to 96."  :'(

Offline contingencyplan

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Regarding the Counter-Attack GPs: Just popped another one, and it sent the wave against my homeworld again, only this time it's 8 hops from the nearest warp gate. I own most of the galaxy at this point, so there's plenty of good targets within even 5 jumps.

I'll post a save tomorrow if desired (no good saves, so I'd have to reproduce the behavior), but this just makes me think that I'm misunderstanding something --- "It's not a bug, it's a FEATURE!"

edit: Game Autosaved shortly after, so here's at least the post-pop save and log.
« Last Edit: May 03, 2013, 04:57:27 am by contingencyplan »

Offline Mánagarmr

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  • if (isInRange(target)) { kill(target); }
One quick "minimize-micro" question: when I select my champions and that selection includes drones, could the speed of the champions not be limited by the drones? That is, with group-move on, could drones not be considered, especially when I'm giving an order to move to another system, as drones can't travel through wormholes? I found this out because I was wondering why my champions were moving so slowly through a system with a MkII Log station --- "Speed up to 96."  :'(
There is a temporary workaround though. Simply hold the Group-move key when you are moving the Champion (or don't hold it, depending on your controls setting).
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Offline chemical_art

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Super excited about enclave changes.


I wonder if.they should.cost more k though since they dont need.k for turrets.
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Offline Bognor

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Agree with chemical_art.  I'm really looking forward to trying out this release.

Quote from: upcoming patch notes
Drone health from 2000*mk => 40k*mk (so about half a fighter, now)
Typo there, *2000 --> 20
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Offline keith.lamothe

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Quote from: upcoming patch notes
Drone health from 2000*mk => 40k*mk (so about half a fighter, now)
Typo there, *2000 --> 20
I'm not sure I understand, their previous hp value was 2000*mk, not 20*mk.  Nor 20k*mk if that's what you meant :)
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