Author Topic: Prerelease/Expans 2.001L (4 new ship class, major attack rewrite, performance+)  (Read 6444 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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2.001L simulation data attached.

Thanks!  I've been reworking the simulation logic for the next prerelease, in light of how stinking long it takes to run at present.  It now uses however many cores your machine has to split up the job, and runs in a zero-interface mode with a new command line argument, with just a percentage showing as well as which ships are currently battling it out invisibly.  On my quad core, I'm happy to report that I was just able to run the 2.001M simulation data in a mere 23 minutes! :)
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Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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-The blue force fields used by players are no longer damaged by shots being fired out from under them.  Instead, outgoing shots from under the force field are now reduced by 75% in power.

There seems to be an error, either in the wording in the above changelog, or in the game itself. Enemy incoming fire now passes through forcefields to strike targets within the forcefield. I've yet to double-check the figures, but it does seem to be at 75% strength.

Whether this is intended or not is unclear from the above changelog.

That being said, cracking game, that's stolen WAY too many days of my life since I installed a month or so ago!

 :D

Edit: I'll throw this into the Bug Reporting subforum too, just to be on the safe side.

Thanks for the info -- sounds like a bug, for sure.  I'll check it out for the next prerelease.  Glad you're enjoying the game so much!
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Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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While i like the beam frigate(but they are overpowered atm) there seems to be an issue where they will hit things that are behind them, so it looks like atm they are a super electric shuttle. also atm they wipe out everything, i just used 250 to clear an ai's homeworld and i had no problem getting to it with 1000 ai progress, ended the game with 1300% kill to death efficiency and i wasn't even trying that hard. 250 of them is enough to kill any starship that gets in range AND it can be sent at any number of enemies and win, the only time i lose them was either enough sniper fire takes one down or when i first enter a system, but even then i only lost 10 of them when entering a system that had 5000 ships.

Oh...yea...one more thing, the beam frigate cannot hit anything that is required to be targeted like command centers, warp gates, raid engines.

Thanks for the notes on these!  I'll check those out and see if I can't get them straightened out shortly.
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 x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
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  • Posts: 31,651
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 Temper

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Can't wait any longer. Purchasing my pre-release version as soon as plausible.

Offline Spikey00

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rofl, hope you find that a great investment, Temper--welcome to the community, too.
(:

[version L is also not the latest, I hope you know that--the latest is at the top "ZJ"]
I'd take a sea worm any time over a hundred emotionless spinning carriers.
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