Author Topic: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!  (Read 6927 times)

Offline TechSY730

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #15 on: July 18, 2014, 12:49:18 pm »
Ack, here is a big one. This one should go second in my previous list.


-Damage to command stations under forcefield from plasma siege "forcefield splash penetration" does not give a "Command station under attack" alert.

Offline Qatu

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #16 on: July 18, 2014, 04:26:51 pm »
How about options to have ships and turrets auto shoot ion cannons, mass drivers, and trains.

Offline keith.lamothe

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #17 on: July 18, 2014, 04:40:13 pm »
How about options to have ships and turrets auto shoot ion cannons, mass drivers, and trains.
That's one of the things I'd like to handle later with a more robust filtering system (which is needed in many contexts) but it's not fundamentally more of a problem now than it was in 7.0 so it's not a priority for 8.0.
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Offline orzelek

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #18 on: July 18, 2014, 04:59:10 pm »
How about options to have ships and turrets auto shoot ion cannons, mass drivers, and trains.
That's one of the things I'd like to handle later with a more robust filtering system (which is needed in many contexts) but it's not fundamentally more of a problem now than it was in 7.0 so it's not a priority for 8.0.
It's also one of the reasons why any time I tried to actually enable trains I resigned. I'm not sure if in current mechanic you can whittle them down - but it would be good to at least have the option. Especially that they have some effects on you and all your stuff is simply blind when they fly past.

Offline TechSY730

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #19 on: July 18, 2014, 05:43:57 pm »
Only there are some trains you would not want auto-targeted, or at least not unconditionally. The biggest ones I can think of is the tractor and the widow trains. If they were autotargetted, your fleet ships would rush in and get themselves caught and likely dragged into enemy territory.

In many cases, even if you wanted to auto-target all the other train types, I am having a hard time seeing when you would want to auto target those two types, unless there was some way to get everything but tractor vulnerable stuff to autotarget them.

Offline Eternaly_Lost

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #20 on: July 18, 2014, 06:11:05 pm »
Any chance of the Chat commands to control the Enclaves being made into settings on some screen?

Offline keith.lamothe

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #21 on: July 18, 2014, 06:23:16 pm »
Any chance of the Chat commands to control the Enclaves being made into settings on some screen?
That would be good to do, yes.  I'd prefer to wait until I have a decent GUI library (adapted from TLF) but I don't want to leave it in just-chat-commands for 8.0 either.  So probably just a barebones interface on a new CTRLS tab or something like that.
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Offline Fleet Unity

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #22 on: July 19, 2014, 03:06:15 pm »
Not sure if someone already said this or not but I know a text change that may be needed. Before the warhead change all minor faction warheads told you they belonged to a minor faction and did not cause AIP on death now they have the standard new human description on them. They use to say something like this. “This particular warhead belongs to a minor faction and does not cause AIP on death.” or something like that, just thought I would put this here as it can be confusing to those who do not know they do not cause AIP on death, other than that they work as intended.

Edit: Also the neinzul rocket silos never go off aleart when the planet goes back to not being alerted either by a warp jammer or when your military ships left the system. Even when it says "AI unaware of your presence reinforcement is unlikely" they will still launch after they get enough build points, after they were put on alert once.
« Last Edit: July 19, 2014, 07:55:20 pm by Fleet Unity »

Offline Bognor

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #23 on: July 20, 2014, 01:22:54 am »
I mostly agree with TechSY, except for this one:

- "Psuedo-starship" fleet ships (mostly the spire stuff, like spire stealth battlecruisers) and other invariant cap, low cap ships probably should get swallow immunity, for similar reasons starships do
The low-cap Spire pseudo-starships are already very powerful, and swallowers are their strongest counter.  So I think giving them swallow immunity may be too much.  Thematically, their susceptibility to swallow also helps differentiate them from true starships.
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Offline Kahuna

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #24 on: July 20, 2014, 04:27:55 am »
I tried hacking again and for the first hack of the game the response seems reasonable imo. I managed to defend the hacker until the hacking was done but then I had to evacuate everything with Assault Transports thanks to the AI Zombards. A bit later I cleared the remaining threat with Mark I and II Raiders. 10/10 difficulty of course.
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 Kahuna

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #25 on: July 20, 2014, 05:15:52 am »
Quote from: Prerelease 7.046 Beltsander of Worlds MkIII
Line place now uses an alternate placement logic that ensures that items in the very same placement won't collide with each other (otherwise it resulted in mines placed such that every other mine was not actually placed).
Well.. the bug is still here. And yes I have the newest version.
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 keith.lamothe

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #26 on: July 20, 2014, 09:45:28 am »
Quote from: Prerelease 7.046 Beltsander of Worlds MkIII
Line place now uses an alternate placement logic that ensures that items in the very same placement won't collide with each other (otherwise it resulted in mines placed such that every other mine was not actually placed).
Well.. the bug is still here. And yes I have the newest version.
Sigh, so it wasn't just colliding with items in the same placement, but with the previously placed mines.  I can't suppress that fully or you could literally stack all the mines on a single spot.

... you probably don't see that as a problem.


Anyway, will try something else for next time.

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Offline Kahuna

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #27 on: July 20, 2014, 12:36:36 pm »
Maybe you could change the positioning of the minefields so every other mifefield is a bit closer to the next one? The minefield would overlap with only one minefield.
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 Fleet Unity

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #28 on: July 20, 2014, 03:04:20 pm »
Found a glitch but just to clarify this is not the one that resets your planet and metal deposits when you reload an older save file. This one resets the planet icon when you go to manage players and save any changes even if you do not add any new players or not. (I tried both ways) it resets one time only most planet icons are reset it does not seem to reset metal deposits. Also it only seems to change the icons once but it does change the planets position every time you make any changes in the manage players screen. Its no big deal really and does not seems to effect anything else (that I could tell) but the planet icon the first time you change settings in that screen and click save. I tried it a few more times it seems to change all planet icons or at least most of them. I am not sure if this is a map reseed or not but metal counts do not seem to be effected only planet icons.

Offline Fleet Unity

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Re: AI War Beta 7.046 "Beltsander of Worlds MkIII" Released!
« Reply #29 on: July 20, 2014, 04:32:52 pm »
I did a little more testing the metal deposits do not seem to reset, The backgrounds on almost all systems including the planets themselves do change to something new. I tried it on different size maps and it happens as well when you save any changes on the manage players screen. It seems to reseed the map but not items like fabs, ships, ect seem to be affected only the backgrounds. Like I said it does not seem to effect game play I just thought I would post it sorry I do not use the mantis I am not sure how to.

Edit: Also do not know if this is important or not I am not in the new expansion 6 Beta only the "standard" AI War Fleet Command one, not sure if that makes a difference or not just thought I would say.
« Last Edit: July 20, 2014, 04:47:42 pm by Fleet Unity »