Author Topic: AI War Beta 7.013-7.014 "Revised Salvage" Released!  (Read 5412 times)

Offline keith.lamothe

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AI War Beta 7.013-7.014 "Revised Salvage" Released!
« on: March 24, 2014, 09:08:33 am »
(Crossposted from this blog post)

This one's visible changes mainly focus on improving the salvage mechanic introduced in 7.011 based on feedback during the week.

That largely takes the form of excluding various ship-death situations from generating salvage: zombie-mode ships dying no longer give the AI salvage, and reclaimed ships no longer give anyone salvage.  More importantly, the AI no longer gets salvage from neutral planets unless it still has a guard post (that isn't a wormhole guard post or a special forces guard post) on the planet.  Previously if the AI destroyed one of your command stations it would proceed to rack up the salvage killing the rest of the stuff on the planet.  A good deal for it, and not bad as a kind of Shark plot, but definitely not suited for a core mechanic.  Anyway, that bit's under control now.

Under the hood, there's been a metric ton of code changes to wrangle the on-ship-death logic into a more manageable form.  Previously there were over 90 distinct ways for a ship to die, many with slight variations on exactly what order the on-death logic was checked.  That's a natural consequence of 5 years of development (with little time for doing things quite as "cleanly" as we would prefer) and just needed to be brought back under control so that new rules like "reclaimed units don't cause salvage" can be added in one place rather than... well, over 90.

There was also a fairly thorough rewriting of the wave-building code to allow for future... experiments ;)

Many of you will be happy about the ability to right-click a planet in the lobby to change its bonus-ship-type.  That's a perennially-beaten dead horse around here, but the time's come for the computer to stop fighting the player in the pre-game lobby.  Or else just make the starting bonus ship types always uncontrollably random (and not revealed before the game) to remove the "workaround-by-tedium" situation.  But since I couldn't find a sufficiently safe distance from which to observe the results of the latter...

There's a few other changes in there too, and I hope the one aimed at the "too many heap sections" error will at least make that one less frequent).  We'll see.

Update: 7.014 hotfix for some unhandled errors in an edge-case of ship death where salvage was assuming the ship had a CurrentPlanet when it didn't.

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: March 25, 2014, 09:28:48 am by keith.lamothe »
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Offline Chthon

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #1 on: March 24, 2014, 09:28:47 am »
Many of you will be happy about the ability to right-click a planet in the lobby to change its bonus-ship-type. That's a perennially-beaten dead horse around here, but the time's come for the computer to stop fighting the player in the pre-game lobby. Or else just make the starting bonus ship types always uncontrollably random (and not revealed before the game) to remove the "workaround-by-tedium" situation. But since I couldn't find a sufficiently safe distance from which to observe the results of the latter...
Ooh, pretty

Offline chemical_art

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #2 on: March 24, 2014, 09:29:45 am »
Yeah, this is pretty awesome.

I finally can try my 5 HW youngling swarm tactics.
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Offline Draco18s

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #3 on: March 24, 2014, 10:14:05 am »
I finally can try my 5 HW youngling swarm tactics.

See, it's always been my opinion that younglings only work if you have at least three of them available with very niche exceptions (nanoswarms are awesome by themselves).

Offline keith.lamothe

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #4 on: March 24, 2014, 10:17:07 am »
I finally can try my 5 HW youngling swarm tactics.

See, it's always been my opinion that younglings only work if you have at least three of them available with very niche exceptions (nanoswarms are awesome by themselves).
I've found that mkI+II+III tigers can clean mkIV worlds by themselves, pumped out by 18 docks and a full cap of engie IIs on the other side of the wormhole with a ctrl+V+right-click order on the dock group.
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Offline Draco18s

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #5 on: March 24, 2014, 11:03:31 am »
Tigers I think falls into the "if its the only one you have, it's still good" category.  Whereas Commandos--if I recall correctly--are basically useless without support.

Offline keith.lamothe

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #6 on: March 24, 2014, 12:10:59 pm »
Tigers I think falls into the "if its the only one you have, it's still good" category.  Whereas Commandos--if I recall correctly--are basically useless without support.
Commandos would probably be good for throwing into the teeth of an big AI attack force: absorb a lot of damage cheaply, and get in good shots on the AI Polycrystal stuff (notably bombers).

But yea, they're basically the neinzul fighters, so the tigers are going to overshadow them especially since the cost differential is not nearly what you get between normal fighters and bombers.
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Offline Draco18s

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #7 on: March 24, 2014, 12:24:46 pm »
Like I said, they've got their niche, but if you have three or four different ones that's when they really shine.

Offline keith.lamothe

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #8 on: March 24, 2014, 02:25:20 pm »
Like I said, they've got their niche, but if you have three or four different ones that's when they really shine.
Yea, that's when you can aim the dock-cannon at an incoming CPA or exo or whatever and the AI's wondering where the freight train came from.  Doesn't necessarily stop it, but it can take a surprising toll.
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Offline Labfiend

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #9 on: March 24, 2014, 03:24:28 pm »
Bug: When you scrap a friendly distribution node you get the AI Progress penalty but do not get the resources.

Also, can you add an entry in the galaxy map search display thing for turret controllers?  I freakin' love those things and have to go planet by planet looking for them.

Offline keith.lamothe

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #10 on: March 24, 2014, 03:32:39 pm »
Bug: When you scrap a friendly distribution node you get the AI Progress penalty but do not get the resources.
Oops, thanks for letting me know, will fix that for the next one.

Quote
Also, can you add an entry in the galaxy map search display thing for turret controllers?  I freakin' love those things and have to go planet by planet looking for them.
The broader of the two custom filters should let you pick from core turret controllers, does it not?
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Offline Toranth

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #11 on: March 24, 2014, 05:33:06 pm »
Bug: When you scrap a friendly distribution node you get the AI Progress penalty but do not get the resources.
Oops, thanks for letting me know, will fix that for the next one.

Quote
Also, can you add an entry in the galaxy map search display thing for turret controllers?  I freakin' love those things and have to go planet by planet looking for them.
The broader of the two custom filters should let you pick from core turret controllers, does it not?
Yes, the Broad filter with keyword 'cor' lets you pick from just 4 options, one of which is the Core Turret Controllers.  And usually, I do that, then mark the systems with some unused Px marking.  However, it'd be nice if there was some other way to quickly find them.

Personally, I think it'd be neat if all of the fabricator types were compressed into one option, and displayed by unit the same way that Design Backups are displayed.  A list of each type: "Fighter V, Experimental Decoy, Bomber Starship, Needler Turret".
Right now it gets annoying trying to locate fabs, needing flipping between the Core filter, the Starship filter, the Experminental filter, and the Core Turret filter.

Offline tadrinth

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #12 on: March 24, 2014, 07:29:40 pm »
Now that the resource cap scales, I think it would make more sense for the 'suspend resources' control group option to be % based (and possibly just change the control to a slider).  That way, you don't have to constantly adjust the threshold at which you build mercenaries as you cap more systems. 

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Offline Orelius

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #13 on: March 24, 2014, 10:39:19 pm »
Aww yeah.  These updates are just getting better and better.

Offline TechSY730

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Re: AI War Beta 7.013 "Revised Salvage" Released!
« Reply #14 on: March 24, 2014, 11:13:09 pm »
Just reposting here so it doesn't get lost in the shuffle:

@Lancefighter: good idea on the random-bonus-ship button; I didn't have time this morning or I'd have added it.  Will make a note for next time :)