Author Topic: AI War Beta 6.001 "There's Always At Least One" Released!  (Read 1995 times)

Offline keith.lamothe

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AI War Beta 6.001 "There's Always At Least One" Released!
« on: October 22, 2012, 07:26:58 pm »
(Crossposted from this blog post)

This one is mostly a bunch of bugfixes to deal with things that made it into the 6.0 official.  None of them really critical, though the scapegoat bug (i.e. the AI finds a way to counter the Martyr) was pretty hilarious, and these are good to get fixed in any event.

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 Wanderer

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #1 on: October 22, 2012, 07:35:27 pm »
Something got confused for me by the auto-installer.  It needed to beta update twice... then it's fine.  Just letting others know in case they run into the same headscratch.  Just do it again.
... and then we'll have cake.

Offline Faulty Logic

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #2 on: October 22, 2012, 07:43:12 pm »
Quote
the scrap-wave mechanic.
Is the AI supposed to be able to literally yank its ships out of your tractors when it does this?

Note: this is not hypothetical.
If warheads can't solve it, use more warheads.

Offline keith.lamothe

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #3 on: October 22, 2012, 08:19:30 pm »
Something got confused for me by the auto-installer.  It needed to beta update twice... then it's fine.  Just letting others know in case they run into the same headscratch.  Just do it again.
That's odd, it did fine for me on my steam copy.  Well, at least it's twice and not "forever" like when I fail to update a version number in the right place.
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Offline contingencyplan

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #4 on: October 22, 2012, 10:51:42 pm »
As a quick question, are Spire modular forts supposed to (be able to) move around the area? So far it's not bad, just unexpected, though I could foresee people becoming irritated if it went off chasing one ship right before a big wave came through and if the Player was expecting it to be in its original position to help defeat the wave.


Also, is the difference in bonuses between the Spire modfort (and possibly modforts in general, though I haven't unlocked them yet) MRLS and Human Shadow Frigate MRLS modules intentional? In particular, none of the Spire modfort weapon modules have a bonus against Medium armor types.

Offline Diazo

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #5 on: October 23, 2012, 10:47:39 am »
As a quick question, are Spire modular forts supposed to (be able to) move around the area? So far it's not bad, just unexpected, though I could foresee people becoming irritated if it went off chasing one ship right before a big wave came through and if the Player was expecting it to be in its original position to help defeat the wave.

Yes, all forts are able to move, however they should only move to chase a ship if they are given an "attack this unit" order via right click or are on FRD somehow.

Quote
Also, is the difference in bonuses between the Spire modfort (and possibly modforts in general, though I haven't unlocked them yet) MRLS and Human Shadow Frigate MRLS modules intentional? In particular, none of the Spire modfort weapon modules have a bonus against Medium armor types.

I'm not sure on this. I do know the forts are 'themed' somehow but I have not used them enough personally to know the themes.

D.

Offline contingencyplan

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #6 on: October 23, 2012, 11:27:14 am »
As a quick question, are Spire modular forts supposed to (be able to) move around the area? So far it's not bad, just unexpected, though I could foresee people becoming irritated if it went off chasing one ship right before a big wave came through and if the Player was expecting it to be in its original position to help defeat the wave.

Yes, all forts are able to move, however they should only move to chase a ship if they are given an "attack this unit" order via right click or are on FRD somehow.


I should clarify: the Spire ModFort appears to be set to FRD after being built, as it will automatically chase down ships without any prompting on my part (I just set it and forgot it, then came back a bit later and it had moved). If I can fire up the game later today I'll see if it is actually being set to FRD or if something else is going on.


Quote
Also, is the difference in bonuses between the Spire modfort (and possibly modforts in general, though I haven't unlocked them yet) MRLS and Human Shadow Frigate MRLS modules intentional? In particular, none of the Spire modfort weapon modules have a bonus against Medium armor types.

I'm not sure on this. I do know the forts are 'themed' somehow but I have not used them enough personally to know the themes.

D.


Ah, okay. Yeah, I can see the themeing aspect, just was wanting to set up my modules to defend against a Medium hulltype wave and was surprised when none of the modules had that bonus.

Offline keith.lamothe

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #7 on: October 23, 2012, 12:57:36 pm »
Edit: this was in response to a post from Kahuna about a seed that changed between 6.000 and 6.001.  I'm not sure where it went.

I don't know why 6.001 would have altered that (edit: yes I do: "The game no longer seeds wormhole guard posts on wormholes that lead to nebulae"), but if you want to run 6.000:

1) From your AIW install's RuntimeData directory, copy your Saves/ folder, settings.dat file, and inputbindings.dat file to some safe place.

2) Reinstall:
- If running steam, just do verify cache
- If running non-steam, just run the installers from here: http://www.arcengames.com/w/index.php/aiwar-downloads; you could even just put it in a different place than your 6.001 install instead of deleting that one first.

3) Copy your Saves/ folder, settings.dat file, and inputbindings.dat file into the new install (in theory the steam verify-cache operation shouldn't eat your Saves folder, but it will eat those two .dat files).

4) Run that install, dominate galaxy as planned.

Let me know if you run into a problem.
« Last Edit: October 23, 2012, 12:59:31 pm by keith.lamothe »
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Offline Cinth

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #8 on: October 23, 2012, 03:34:10 pm »
To get your Mod Forts in FRD just set the Auto military FRD flag in galaxy-wide controls. Regular Mod Forts don't FRD like this, but Z N S Mod Forts still do.
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Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline TechSY730

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #9 on: October 23, 2012, 03:54:00 pm »
To get your Mod Forts in FRD just set the Auto military FRD flag in galaxy-wide controls. Regular Mod Forts don't FRD like this, but Z N S Mod Forts still do.

Regular forts, superforts, and human mod forts ignore the "auto-FRD" flag because they have a timer that resets upon moving. There is logic in the game such that if a unit has an ability with a timer that resets on moving, it will ignore auto-FRD on idle logic, and only go into FRD if explicitly told to by hand. (EDIT: If you do put them into FRD though, they will be happy to move around to chase after out of range targets. They are NOT like blade spawners in this regard)

As Zenith, Neinzul, and the Spire mod forts are they technically are mobile military (they can move, and they have a gun ;)), and do not have such a "countdown reset on movement" ability to cause the auto-FRD logic to be suppressed like the other forts do, they will get the auto-FRD.
« Last Edit: October 23, 2012, 04:17:07 pm by TechSY730 »

Offline chemical_art

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #10 on: October 23, 2012, 04:13:17 pm »
Some of my super forts insist on moving with auto FRD on, I can't remember which ones though.
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Offline Cinth

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #11 on: October 23, 2012, 04:42:15 pm »
To get your Mod Forts in FRD just set the Auto military FRD flag in galaxy-wide controls. Regular Mod Forts don't FRD like this, but Z N S Mod Forts still do.

Regular forts, superforts, and human mod forts ignore the "auto-FRD" flag because they have a timer that resets upon moving. There is logic in the game such that if a unit has an ability with a timer that resets on moving, it will ignore auto-FRD on idle logic, and only go into FRD if explicitly told to by hand. (EDIT: If you do put them into FRD though, they will be happy to move around to chase after out of range targets. They are NOT like blade spawners in this regard)

As Zenith, Neinzul, and the Spire mod forts are they technically are mobile military (they can move, and they have a gun ;)), and do not have such a "countdown reset on movement" ability to cause the auto-FRD logic to be suppressed like the other forts do, they will get the auto-FRD.

I probably should have quoted contingencyplan when I made that post.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline keith.lamothe

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Re: AI War Beta 6.001 "There's Always At Least One" Released!
« Reply #12 on: October 25, 2012, 06:53:43 pm »
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