Arcen Games

General Category => AI War Classic => Topic started by: Qatu on October 28, 2013, 10:17:00 am

Title: changing starting ships
Post by: Qatu on October 28, 2013, 10:17:00 am
 Hey, i've been trying to find a map that has planets in somewhat close proximity for me and my 2 friends with the bonus ships we'd like but with most of the XP enabled 10 minutes didn't make it happen.

 Anyway, i tried saving a game at 0:00 uncompressed and it is somewhat readable, but i don't know what number i would change to modify what bonus ship each of us has. Anyone know?
Title: Re: changing starting ships
Post by: Toranth on October 28, 2013, 04:28:22 pm
For a named player, find the section that starts with "04".  Note:  There is no space, colon, comma or anything between this 04 and the later numbers.
aka, find "|04".  The numbers after that are the IDs of the ship types.
"|04239" is ship 239, the Lightning Frigate.
"|04239:230" is two ships, 239 - Lightning Frigate, and 230 - Spire Corvette.

Just keep adding ":ID" to the list.

For example, here's the important line from a recent game of mine:
Quote
22|003:0:12345:2:Toranth:-8888888:1|0123,2:123,2:123,2:123,2|04239:228:242:92|08888888880:80808:888888880|090:101:40:0:0|11False:False:0:0|120: <....>
The highlighted section is the part I'm referring to, that indicates which ships you have unlocked.  Replacing ":92" with ":23" would drop Zenith Mirrors and add Parasites to my list of unlocked ships.

Here's a list of the ships and their ID numbers:
Code: [Select]
003 - Raider
008 - Space Tank
013 - Laser Gatling
016 - Sniper
020 - Armor
021 - Anti-Armor
022 - MLRS
023 - Parasite
024 - Raptor
027 - Space Plane
028 - ShieldBearer
030 - Vorticular Cutlass
031 - Attractor Drone
033 - Infiltrator
034 - SpiderBot
035 - Autocannon Minipod
036 - Teleport Raider
037 - Teleport Battlestation
038 - Bulletproof Fighter
039 - Electric Shuttle
045 - Tachyon MicroFighter
047 - Vampire Claw
048 - EyeBot
049 - Munitions Booster

080 - Zenith Bombard
081 - Zenith AutoBomb
082 - Grenade Launcher
089 - Zenith Electric Bomber
090 - Zenith Sentinel Frigate
092 - Zenith Mirror
093 - Zenith Paralyzer
094 - Armor Booster
095 - Zenith Beam Frigate
096 - Zenith Chameleon
097 - Zenith Polarizer
098 - Zenith Viral Shredder
099 - Impulse Reaction Emitter
100 - Acid Sprayer

130 - Neinzul Youngling Commando
131 - Neinzul Youngling Tiger
134 - Neinzul Youngling Vulture
135 - Neinzul Youngling Weasel
139 - Neinzul Youngling Nanoswarm

157 - Spire Armor Rotter
158 - Spire Blade Spawner
160 - Spire Gravity Drain
161 - Spire Gravity Ripper
162 - Spire Maw
163 - Spire MiniRam
164 - Spire Stealth Battleship
165 - Spire Teleporting Leech
166 - Spire Tractor Platform

204 - Zenith Medic Frigate
205 - Tackle Drone Launcher
210 - Neinzul Scapegoat
211 - Spire Railcluster
217 - Zenith Siege Engine
218 - Zenith Reprocessor
228 - Neinzul Youngling Firefly
229 - Saboteur
230 - Spire Corvette

239 - Lightning Frigate
240 - Zenith Devastator
241 - Neinzul Railpod
242 - Zenith Hydra
244 - Protector Starship
246 - Neinzul Youngling Shrike


245 - Neinzul Combat Carrier
250 - Powerslaver
251 - Lightning Starship
252 - Translocator Starship

Note:  Adding ships doesn't remove them from the potential of an ARS trying to unlock it later, as that's stored in the planet data later in the save file.  No idea what would happen in that case.
Title: Re: changing starting ships
Post by: JohntheUrsidae on October 28, 2013, 06:35:43 pm
":ID" looks too much like an emoticon for me to not say something.

:{D         :ID          :=D        :(D

mustaches!
Title: Re: changing starting ships
Post by: Qatu on October 29, 2013, 01:30:08 pm
THIS WORKS!

 Thanks dude, rolling a fun and interesting map is easy, but getting the ships we want for whatever gimmick was one of the reasons my old gamer group left this game (we never got to play with what we wanted).

 Gonna be setting up some awesome games with my new gamer group now that I got most of them to buy this game. Is there a way to put this information on the wiki for all to see and so it doesnt disappear?
Title: Re: changing starting ships
Post by: Kahuna on October 29, 2013, 02:08:21 pm
changing starting ships should be a feature in the game.
Title: Re: changing starting ships
Post by: Arc-3N-4B on October 29, 2013, 03:04:58 pm
Hm. Science is to be done.

...

What's the ID for Hunter/Killers?
Title: Re: changing starting ships
Post by: Qatu on October 30, 2013, 04:58:27 am
 Well i've played quite a lot with the possibilities this enabled tonight, and i'll straight out say this is the most fun i've had with ai war in 2 years. Thanks duder!

Examples:
- start with 3 neinzul, unlock mobile shipyard
- spire frigate+medic
- infiltrator+eyebot
- bombard+blade launcher+sentinel

 I can't stop having fun....
Title: Re: changing starting ships
Post by: PokerChen on October 30, 2013, 10:27:19 am
Quote
Is there a way to put this information on the wiki for all to see and so it doesnt disappear?
Discreetly added an addendum w/ link to this thread at the end of the cheats page. You can PM tigersfan for permission to add to the wiki.
Title: Re: changing starting ships
Post by: Draco18s on October 30, 2013, 11:50:24 am
Wiki editing works again?  Yay! :D
Title: Re: changing starting ships
Post by: chemical_art on October 30, 2013, 04:00:17 pm
Reminds me of the days where I would slice mods from a prequel of a game to discover that mod still worked.

Glad that finally, one way or another, AI War can finally have a sliver of modding, including without a doubt removing the unnecessary forcing of choosing a map and starter ship rather then now at least choosing your ships(s) with a map you like. It's tedious, unnecessary, and only wastes time.
Title: Re: changing starting ships
Post by: Cyborg on October 31, 2013, 08:13:40 pm
This should have always been a feature. There was some illegitimate reason as to why it wasn't, but I forget. As this game ages, I think we will see this feature added.
Title: Re: changing starting ships
Post by: Bognor on November 01, 2013, 07:44:40 am
It's something Chris has thought about a great deal.  He explains the logic behind map randomization in detail here (http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_Design_Complexity#Why_Does_The_Game_Force_Variety_On_The_Player.3F).
Title: Re: changing starting ships
Post by: chemical_art on November 01, 2013, 11:49:55 am
It's something Chris has thought about a great deal.  He explains the logic behind map randomization in detail here (http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_Design_Complexity#Why_Does_The_Game_Force_Variety_On_The_Player.3F).

This may have been true during the early, early phases but this game is so mature with thousands of potential game options (and that is before the millions of map seeds) That I think what not having the feature, which acts purely a time sink, is not fun.

In any case, this will be an example of the pros knowing how to override this bug "feature" while the casuals will be left in the cold. Which is counter-intuitive to the reasons of not being able to choose to begin with, since it is the pros that would abuse it while the casuals wouldn't as much.

At least I won't have to deal with one of the few blights of AI War any more. I've actually had potential game sessions die because I gave up trying to find a half-decent map with the unique combination of three ships I wanted.
Title: Re: changing starting ships
Post by: LintMan on November 01, 2013, 09:41:52 pm
I agree with chemical_art.  I play multi-homeworld and when I start a new game, I usually have some subset of ships in mind to start with (such as pick 3 or 4 of the new ships from the latest expansion), and also an acceptable map arrangement.  Trying to get a map arrangement I like along with a well-positioned set of the bonus ships I want can be quite frustrating.

While you could say "This forces players to make interesting choices", it essentially is just forcing me to hit "new random seed" over and over.  (Or hack the save file, now).

I you won't change this, at the very least could you make the entire map selectable instead of just a subset?  That would at least open up the choices.  As it is, sometimes NONE of the planets are in a part of the map I want to play (ie: they're all at the edge of a concentric map and I want to start in the center, or vice-versa.)

Title: Re: changing starting ships
Post by: Cyborg on November 02, 2013, 04:44:51 pm
For a game that prides itself on customizable difficulty, not having selectable bonuses just seems like stubbornness more than good game design or what is good for the community. We have long been able to decide what's fun for us on an individual level. In this particular scenario, all of the hard-core folks will hack the save file, and everyone else will just put up with it. The multiplayer groups are who really suffer, here.
Title: Re: changing starting ships
Post by: Orelius on November 05, 2013, 08:26:05 pm
I think it's about time for us to be able to pick our starting ships.  After so many hours put into the game, sometimes I just don't feel like playing because it takes forever to find a map with a decent, survivable starting location and the ship that I want to use.
Title: Re: changing starting ships
Post by: keith.lamothe on November 06, 2013, 10:52:17 am
Yea, at this point in the game's lifetime I agree.  No need to further dead this horse :)

I'm not 100% sure how to handle the UI side of letting the player pick, though.  If I were feeling mischievious I could make it a spinner where it goes to the next item in the list each time you click, but I'm hoping to survive the year ;)
Title: Re: changing starting ships
Post by: chemical_art on November 06, 2013, 12:36:15 pm
Yea, at this point in the game's lifetime I agree.  No need to further dead this horse :)

I'm not 100% sure how to handle the UI side of letting the player pick, though.  If I were feeling mischievious I could make it a spinner where it goes to the next item in the list each time you click, but I'm hoping to survive the year ;)

If/when you implement it, I would advertise examining AI Wars for that reason alone for new players. Perhaps you could move the choosing of the ship to in game rather then the lobby? Very slight bit like how the ARS lets you choose some ships?
Title: Re: changing starting ships
Post by: Draco18s on November 06, 2013, 01:02:24 pm
If/when you implement it, I would advertise examining AI Wars for that reason alone for new players. Perhaps you could move the choosing of the ship to in game rather then the lobby? Very slight bit like how the ARS lets you choose some ships?

I like this.
Make it a unique-per-homeworld non-buildable-indstructible structure unit that has tabs like an ARS breaking units down into types (like the lobby settings: cloaking, parasites, youngling, etc. a given unit CAN appear in multiple tabs) then when a unit is selected, it's given to the player and the structure self-destructs.  With multiple (because multi-homeworld) it would be seeded like the command station: one per world (not ideal, in terms of usability, but its how everything else works) and already-selected units would be grayed out (like any other research tabthing).
Title: Re: changing starting ships
Post by: Tridus on November 07, 2013, 10:29:44 am
I was thinking the same thing, yeah.

It'd be interesting to be able to capture data after that's implemented of which ships are being chosen, to see which ones are really popular.
Title: Re: changing starting ships
Post by: Qatu on November 07, 2013, 04:32:09 pm
 Cool, I'm happy this thread helped get this to happen. I posted about this before on previous accounts and it didn't work out, i'm happy to see now seems like the right time for this super fun change.

 I'm still having super fun times with this. It's extra awesome.

 Now all that's needed for a near perfect AIWar experience is a lobby option to remove counter attack posts. Especially now that they can have 4 in a blob with 2 force fields and an eye it makes me feel a bit dirty to use the cheat to remove the counter posts most games.
Title: Re: changing starting ships
Post by: keith.lamothe on November 07, 2013, 04:40:06 pm
Now all that's needed for a near perfect AIWar experience is a lobby option to remove counter attack posts. Especially now that they can have 4 in a blob with 2 force fields and an eye it makes me feel a bit dirty to use the cheat to remove the counter posts most games.
The cheat is what's provided for that desire, actually :)
Title: Re: changing starting ships
Post by: Chthon on November 07, 2013, 05:08:39 pm
Now all that's needed for a near perfect AIWar experience is a lobby option to remove counter attack posts. Especially now that they can have 4 in a blob with 2 force fields and an eye it makes me feel a bit dirty to use the cheat to remove the counter posts most games.
The cheat is what's provided for that desire, actually :)
Please, I love rude gestures like that.  It makes the game interesting.
Title: Re: changing starting ships
Post by: iamlenb on November 15, 2013, 12:31:11 am
Perhaps, in the spirit of giving something to the players AND giving something to the AI in return, if a player takes what starting ship one wants then the AI sticks with random unlocks.

Conversely, if the player picks a specific ship...
* Diff 1 or 2, the AI picks the ship most vulnerable to the player pick. 
* Diff 3 to 7, picks a random one.
* Diff 8, picks a non vulnerable ship.
* Diff 9 picks a hard counter.
* Diff 10 AI gets hard counter and a H/K that is invulnerable to everything but the player pick, ambushing any fleet that dares include that ship through the nearest AI controlled planet wormhole like Freddie Kreuger.

Heh.
Title: Re: changing starting ships
Post by: Atepa on November 15, 2013, 07:44:41 am
Yea, at this point in the game's lifetime I agree.  No need to further dead this horse :)

I'm not 100% sure how to handle the UI side of letting the player pick, though.  If I were feeling mischievious I could make it a spinner where it goes to the next item in the list each time you click, but I'm hoping to survive the year ;)

If/when you implement it, I would advertise examining AI Wars for that reason alone for new players. Perhaps you could move the choosing of the ship to in game rather then the lobby? Very slight bit like how the ARS lets you choose some ships?

Or have it similar to how you pick your color, have it tied to the player section in the lobby. This would free up the entire map to pick a starting location from as opposed to having to random seed your way through trying to find a map with a decent layout, good starting areas, and the ship types you and friends want.
Title: Re: changing starting ships
Post by: Cyborg on November 16, 2013, 10:38:57 am
Yea, at this point in the game's lifetime I agree.  No need to further dead this horse :)

I'm not 100% sure how to handle the UI side of letting the player pick, though.  If I were feeling mischievious I could make it a spinner where it goes to the next item in the list each time you click, but I'm hoping to survive the year ;)

I think that the galaxy map in the lobby should have selectable buttons next to each planet. Clicking on one opens a screen that shows the ship on one side, the statistics on the other. It should be scrollable, alphabetically. That would be cool and would fit well with a trailer. Even better if it has a window showing attacking animations.
Title: Re: changing starting ships
Post by: ZaneWolfe on June 25, 2014, 10:37:03 am
Try:
Code: [Select]
245 - Neinzul Combat Carrier
250 - Powerslaver
251 - Lightning Starship
252 - Translocator Starship


Helping to keep this up to date with the latest ships.
Title: Re: changing starting ships
Post by: Kahuna on September 28, 2014, 06:56:28 am
I think you got a couple of ship numbers mixed.
16 is actually Sniper
21 is actually Anti Armor Ship
and 20 is actually Armor Ship
Title: Re: changing starting ships
Post by: Toranth on September 28, 2014, 07:36:52 am
I think you got a couple of ship numbers mixed.
16 is actually Sniper
21 is actually Anti Armor Ship
and 20 is actually Armor Ship
Indeed, I did.  I've corrected the original post, thank you.