Author Topic: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!  (Read 5496 times)

Offline keith.lamothe

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AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« on: July 23, 2014, 12:08:55 pm »
(Crossposted from this blog post)

This one is another coat of polish for the new expansion and 8.0 in general, so nothing earthshaking here.  That said, there are changes I think will make some folks pretty happy:

- The galaxy-display-modes for fabricators and golems are now much nicer to use, with both showing the names of the actual units on the galaxy map rather than you having to mouseover to see what specifically is there, and with the fabs mode combining the old three separate filters into the one (and adding in the Core Turret Controllers, too).

- Line-place is now much better for placing multiple parallel lines at once, as a common-case for mines is to put three lines side-by-side.  Doing three lines separately tends to cause the second and third lines to only place every other mine due to collision, and also takes longer, so now you can place all 3 (or more) lines at once and none of them will collide with other mines placed in the same action.

- The Ally Roaming Enclave commands now have a GUI rather than just being chat commands.  It's not a very pretty GUI, but it's a lot better than... well, chat commands.

- The AI's response to the Exodian Blade will now be less dependent on how fast you get through that progression's earlier phases, which should help us be able to actually balance the final phase (though it may well not be there yet).

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 Kahuna

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Re: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #1 on: July 23, 2014, 12:29:53 pm »
Doing three lines separately tends to cause the second and third lines to only place every other mine due to collision
That's not how the "bug works".
The game sometimes only places every other minefield while line placing even if I build only 1 line. It's not because X line collides with Y line.. it's because A minefield collides with B minefield in line X.. and whatever A collides with B depends on the angle of the line.
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 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #2 on: July 23, 2014, 12:35:01 pm »
It's not because X line collides with Y line.. it's because A minefield collides with B minefield in line X.. and whatever A collides with B depends on the angle of the line.
But the only screenshot I saw since the earlier fix (which told it to not care about collisions between mines in the same line) was of the second/third line having the gaps, and I assumed this was due to its proximity to the first line.

In the current version, can you get it to do the gaps thing on a single line?
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Offline Kahuna

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Re: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #3 on: July 23, 2014, 12:40:40 pm »
But the only screenshot I saw since the earlier fix (which told it to not care about collisions between mines in the same line) was of the second/third line having the gaps, and I assumed this was due to its proximity to the first line.
Oh crap that was my bad. I manually filled the gaps and then I remembered.. heyyy this bug is STILL here.. and then I took a screenshot. Was too lazy to scrap the minefields and fill the gaps again.

In the current version, can you get it to do the gaps thing on a single line?
Yes. And in previous versions too.
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 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #4 on: July 23, 2014, 12:41:47 pm »
Bizzare.  Ok, will take a look, thanks for letting me know.
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Offline Vinco

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Re: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #5 on: July 23, 2014, 08:14:15 pm »
Keith,

Thanks for the spire change.  However, I find that I can't trigger the next survey in my current game even after scrapping the second city down to 2 structures and rebuilding the hab module (save posted in http://www.arcengames.com/mantisbt/view.php?id=15565).  Is there any way for me to force the survey to trigger, or should I abandon the game and start over?

Offline Toranth

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Re: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #6 on: July 23, 2014, 09:16:35 pm »
I am so happy to get the Fabs all folded in to one galaxy map display AND to get their names up there...!  Ah, heaven...
Except that mousing over the new name popups (fabs, golems) doesn't cause them to disappear the way the Backup popup does.  The box surrounding the text disappears, but the text itself doesn't.

Offline TechSY730

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Re: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #7 on: July 23, 2014, 09:35:16 pm »
Floating persistent text, the newest weapon in the AI's arsenal. Dang it AI, does you evil know no bounds! :P

Offline Kahuna

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Re: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #8 on: July 23, 2014, 10:21:06 pm »
A simple solution that would at least temporarily.. maybe permanently.. solve the line placing problem would be to make the lines looser.
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 Pumpkin

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Re: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #9 on: July 24, 2014, 01:46:44 am »
Quote from: Prerelease 7.047 Beltsander of Worlds MkIV
A city on a nomad is always considered to have sufficiently cleared the warp-gate stuff away.
:o
I need to try it right now!

Aside, thanks for the blade's ballances (implosion resist' and counter exo)!

EDIT: gave it a try.

I wasn't aware of the neinzul chat commands. Now, Neinzul Wardens have a utility! (IMO) I never enabled them because I believe neutral and hostil roaming enclaves were enough to ballance allied ones. Now they will do something to deserve their protection!

-> Question: is it planed for Resistance Fighters? (And maybe zombies?!?) I know your priority is to hunt down new bugs before 8.0 release, but one day?

About fabricator, don't you think that the word "mark" could be ignored? Or maybe replaced by "Mk"? Ship's full names tend to be quite long, ya know...
« Last Edit: July 24, 2014, 11:46:43 am by pumpkin »
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.

Offline Vacuity

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Re: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #10 on: July 25, 2014, 09:39:58 am »
There was a fairly brief  discussion about the possibility of giving commands to other allies, and one thing pretty much everyone seemed to agree on was that it didn't make sense for zombie ships to be "commandable".  I'd be very happy if the commands got extended to some or all other allies though.

Offline keith.lamothe

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Re: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #11 on: July 25, 2014, 09:42:22 am »
I'd like to do it for the resistance fighters, but it's a ton of work to get a group of ship types wired up that way, so definitely not before 8.0 :)
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Offline TechSY730

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Re: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #12 on: July 25, 2014, 10:50:02 am »
"Chat command" support for other allied factions:

Zombies: No, they're zombies; they are supposed to be dumb. :P
Resistance fighters: Yes, it would make sense
Dyson gattlings: No, in addition to being overpowered if they were given "objectives", lore wise, they are supposed to be "enigmatic" and "low on communication". Heck, the dyson sphere itself doesn't broadcast change in objectives or alliences to already launched ones (like if you free the planet, already enemy to all gattlings don't suddenly become allied to humans; only newly spawned ones)
"Leftover" allies from nebula missions: Yes, as we clearly communicated with them some during the fight

Offline Kahuna

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Re: AI War Beta 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #13 on: July 26, 2014, 03:23:59 am »
Nooo Heavy Beam Cannons have per planet cap :(
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 7.047 "Beltsander of Worlds MkIV" Released!
« Reply #14 on: July 26, 2014, 04:28:45 am »
Aaaannd new information about the line placing bug. Apparently it's ALSO as you said Keith.. in some angles at least. When placing 3 lines.. the outer lines collide with the one in the center.
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!