Author Topic: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!  (Read 14255 times)

Offline Qatu

  • Full Member
  • ***
  • Posts: 139
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #105 on: May 01, 2014, 04:13:12 pm »
Custmom searches for turret controllers arent working in my game, nothing comes up even when i have full vision on them.
I just started a new game and it does work. Did you use the "Custom Search (Broad)"

 Yep, save attached.

Offline Toranth

  • Hero Member Mark III
  • *****
  • Posts: 1,244
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #106 on: May 01, 2014, 04:39:41 pm »
Custmom searches for turret controllers arent working in my game, nothing comes up even when i have full vision on them.
I just started a new game and it does work. Did you use the "Custom Search (Broad)"

 Yep, save attached.
Hmm.  I can open it up, switch to "Custom Search (Broad)", type in 'cor', and then select "Core Turret Controller" from the list.  Instantly, I see 7 of them available in what you've explored so far.



Offline Qatu

  • Full Member
  • ***
  • Posts: 139
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #107 on: May 01, 2014, 05:03:10 pm »
 I erased the game, copied over from my other computer with a steam installation, and now i can see them just fine. Either I had some settings that made them impossible to see or the standalone installers from arcen web site are still wonky.

edit: for reference, i had taken a picture of the lower left corner of the map, you can see they are missing by comparing with your picture.
« Last Edit: May 01, 2014, 05:06:24 pm by Qatu »

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #108 on: May 01, 2014, 05:06:34 pm »
or the standalone installers from arcen web site are still wonky.
The images are one thing, but our game logic is all in a single .dll file that is completely replaced in every update, so there's no difference at level between our installers or an install from anywhere else (assuming the same version number).
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Qatu

  • Full Member
  • ***
  • Posts: 139
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #109 on: May 01, 2014, 05:22:07 pm »
 I guess i must have messed something up then, but now with the steam install all is fine so... problem fixed?

Offline Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #110 on: May 03, 2014, 05:11:06 pm »
I just went directly from frigate to battleship size with alt champ progress. Awesome!

But I doubt this is intended behaviour.
If warheads can't solve it, use more warheads.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #111 on: May 03, 2014, 05:18:37 pm »
I just went directly from frigate to battleship size with alt champ progress. Awesome!

But I doubt this is intended behaviour.
Uh, yea ;)  Do you have a save from before it gave you battleship?
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #112 on: May 03, 2014, 06:04:29 pm »
Here you go. Just conquer Apprehension, the starIV world next to home. It'll unlock a randomized alien hull, random two modules, and battleship size.
If warheads can't solve it, use more warheads.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #113 on: May 03, 2014, 09:14:36 pm »
Here you go. Just conquer Apprehension, the starIV world next to home. It'll unlock a randomized alien hull, random two modules, and battleship size.
Thanks.  Turns out some of the alt-progress stats were being carried over into a new game if the app hadn't been closed since the last game.  So it's kind of baked into that save (as it's already remembered the previous game's numbers) but it's fixed for future stuff in 7.023.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Histidine

  • Hero Member
  • *****
  • Posts: 581
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #114 on: May 03, 2014, 11:22:29 pm »
Just checking: The AI pays more for the new golems in exos, right? Right?

Offline Aklyon

  • Core Member
  • *****
  • Posts: 2,089
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #115 on: May 03, 2014, 11:53:03 pm »
A good question to ask indeed.

Offline tadrinth

  • Hero Member
  • *****
  • Posts: 507
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #116 on: May 04, 2014, 12:44:12 am »
Hrm, I noticed that a change in the upcoming patch notes that excess reinforcements now go to the Strategic Reserve, then waves. 

How much faster does the Strategic Reserve refill if this is happening?  And is there any indication of it happening, other than the SR going up or the waves getting bigger? I guess vs very high difficulties you'll tend to die before the AIP gets high enough for this to trigger, but it seems like having a rapidly-refilling strategic reserve could still stonewall the player at the AI homeworlds.

Maybe the excess should be split between the SR and waves based on how low the SR is?  If a player can get the SR really low, that means they're probably not actually stonewalled, so its fine to pour the excess into the SR to keep harassing them.  If the SR is pretty full, seems better for the AI to prioritize hammering the player. 

Based on what I remember of how CPAs get populated, 50% is the threshold above which the SR is used aggressively for offense.  It could switch there.  Or it could just give a % of the excess equal to the current SR % to the waves.

This also means whittling down the strategic reserve reduces the size of incoming waves.  Makes sense; if you hit the AI, it redirects resources to defense.  Incoming waves are way easier to deal with than strategic reserve ships, but SR ships never kill you, so it balances out a bit. 

Also, if you neuter a planet down to just an AI command station, that reduces the reinforcements that planet gets, right?  As I understand it, those reinforcements are just lost, rather than going to the SR/waves, yes?

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #117 on: May 04, 2014, 02:36:52 am »
UI bug!
EDIT: Another bug! So I'm just preparing my next game.. settings and ai types etc. Apparently INVISIBLE CLOAKED human ships trigger Raid Engines too. Seems like a bug to me.
« Last Edit: May 04, 2014, 03:15:35 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #118 on: May 04, 2014, 03:07:38 am »
Quote
Apparently INVISIBLE human ships trigger Raid Engines too. Seems like a bug to me.
You mean cloaked ships? Yeah, anything with a gun sets off a raid engine. That's the intended behaviour, I think. The only way to kill it without setting it off is via sabotage hacking, and that's dicey.

Though ships in transports don't anger it...
If warheads can't solve it, use more warheads.

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: AI War Beta 7.021-7.022 "Champion Alter-Ego" Released!
« Reply #119 on: May 04, 2014, 03:21:26 am »
Ok I thought cloaked ships don't trigger Raid Engines. I guess that's part of the fun then. And yes I meant cloaked. In this case the Raid Engine was triggered by an Assault Transport. I also tried with Infiltrators. Both triggered the Raid Engine.

And how could you sabotage the Raid Engine without triggering it? I mean if the Raid Engine is on planet A.. you would have to go to the planet A and hack it.. which would trigger the Raid Engine.

"Ships in transports don't anger it"
So NORMAL Transports aren't considered military ships? That's a bit funny but whatever.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!