Author Topic: AI War Beta 6.047 "Activating Vengeful Sanding Machine MkIII" Released!  (Read 4245 times)

Offline keith.lamothe

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(Crossposted from this blog post)

This one is almost the last polish for the upcoming 7.0/VotM official release.  Notable changes include:

1) Updated the tutorial.  I went through them all in the process, but if some of you could do a run through the four tutorials in 6.047 (or whatever the current version is at the time) as a sanity check and let me know how it goes, I'd appreciate it.

2) Told the mapgen initial seeding logic to take it a bit easier on the planets that start next to a human homeworld.  Traditionally our position has been that you get what the RNG gives you with those (aside from a -1 tech level rule and a no-guardians rule, etc) but with the since-6.0 buffs to guard posts, guardians, starships, etc, etc... well, honestly, "the very first time I step out my front door" is not generally when people want to die horribly in AI War.  They prefer to die horribly a couple planets away.  We aim to annihilateplease!  And the RNG still gets quite a bit of free rein with them.

3) Fixed Line Place.  It was being pretty amusingly broken before because I had forgotten some rather important differences between "value" and "absolute value" in a particular code branch.

4) Answered the recent buff polls.  Interestingly it was all base-game and TZR ships.  Some of those ships hurt a lot more now, I suspect.

5) Added a "Batch Auto-Explore" per-control-group toggle.  No one asked for this (recently, at least), but while working on point 1 above I remembered how incredibly lazy I can be about manually telling a full batch of scouts "I don't care where you go but if you're still on this planet in 5 seconds you're target practice!".

There's several other bugfix/balance-related things in there as well.

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.
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Offline Mick

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I'm hoping that batch-auto-explore is simpler to use than it sounds in the notes.. I read it a few times over and I still don't understand it.

Offline keith.lamothe

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I'm hoping that batch-auto-explore is simpler to use than it sounds in the notes.. I read it a few times over and I still don't understand it.
The simplest approach is to ignore its existence, then :)
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Offline TechSY730

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Thanks!

Could you give details of what rule changes happened for map seeding?

Other than that, the only last big things I can think of are making the "assist range circles" show for things like repair range, assist range, gravity range, max forcefields radius range, etc even after the unit is constructed and not only when placed; and balancing the new plots, AI toys of this expansion.

Sure, there are some other balance things that can be done (guard posts, exo wave costs, etc), but they aren't as big of a deal.
« Last Edit: June 13, 2013, 03:13:36 pm by TechSY730 »

Offline Arc-3N-4B

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So, less flagships in exos? :D
Destroying humanity, one command station at a time.

Offline keith.lamothe

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Could you give details of what rule changes happened for map seeding?
Doesn't seed starships there, but in general the details aren't particularly important.

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Other than that, the only last big things I can think of are making the "assist range circles" show for things like repair range, assist range, gravity range, max forcefields radius range, etc even after the unit is constructed and not only when placed
Is that new since 6.0?

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and balancing the new plots, AI toys of this expansion.
Shark and Hunter both seem to be accomplishing their goals; Hunter could certainly benefit from a more budget-based design but that's deeper than just rebalancing and there's not really time left to re-test the balance of it after such a redesign.

And what do you mean by AI toys?  I haven't heard any concrete balance complaints about the Dire Guardians, other new guardians, new guard-post/command-station stuff the subcommanders get, etc.
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Offline Ricca

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Thanks for fixing the Spire Maws. Had about 200 SSB Mk IIs in them (from a CPA), and they rank fairly well among units that you want dead.

Offline doctorfrog

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I'm hoping that batch-auto-explore is simpler to use than it sounds in the notes.. I read it a few times over and I still don't understand it.

It's sort of a way to build a "scout factory" that sends scouts on automated scout runs. You'll still have to micro them to get the full map, but it sounds like some of the busy work is removed, as long as you don't mind some set up? I haven't tried it yet, and it clearly is one of those little hidden expert features that will take some time to mature.

I suppose that the next step would be to have a mobile scout builder that does the same thing, but with less setup. Scouting is a significant enough part of the game that I think they want you to still have a hand in it, but this is a step toward taking some of the micro out.

Offline keith.lamothe

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It's sort of a way to build a "scout factory" that sends scouts on automated scout runs. You'll still have to micro them to get the full map, but it sounds like some of the busy work is removed, as long as you don't mind some set up? I haven't tried it yet, and it clearly is one of those little hidden expert features that will take some time to mature.
It can get the full map for you if you clear enough of the enemy tachyon sentinels and whatnot.  Basically it's just like this:

1) Set a space dock to loop-build scouts
2) Whenever you think of it, go to that space dock, select all the scouts, and give them the auto-explore order

But with the 2nd step done automatically whenever it's build all the scouts it can.
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Offline Mick

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I wasn't even aware there was an auto explore order at all.

Offline LaughingThesaurus

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I wasn't even aware there was an auto explore order at all.
Hold alt and press right click with units selected and it will show every single way that you can order that unit, including hidden little special orders like auto-scout-picket and auto-scout.

Offline Tridus

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Keith, is it intended that Dire Guardians can be chosen for exos if Dire Guardians are off in the game settings?

I don't mind it, since the lairs aren't there and they make a cool exo unit. Just curious. :) (Actually if it's not intended, maybe it should be!)

Offline keith.lamothe

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Keith, is it intended that Dire Guardians can be chosen for exos if Dire Guardians are off in the game settings?
The game setting is actually called "Dire Guardian Lairs" and that's what you're turning on/off.  The Dire Guardians being eligible for exos is a separate thing.  Though each AI only gets 3 types of Dire Guardian randomly chosen at the beginning of the game, with more added at higher AIP (so if you're playing a 4000 AIP FS game then it will presumably have them all available).

So yea, that particular bit of pain is intentional :)  Should actually add more variation to the exos where it's picking stuff in the golem range.
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Offline Tridus

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Cool. :) Yeah it was neat to see some new ships in there.

Offline Faulty Logic

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Lightning Torpedoes (spawned by Lightning Torpedo Frigates) can now be given direct commands from the player.

 >D Unlimited power!  >D
If warheads can't solve it, use more warheads.