Author Topic: Prerelease 1.999O (Turret rebal, ARS/AF population+, guard post specialization)  (Read 2469 times)

Offline x4000

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The latest prerelease is available at http://www.arcengames.com/share/AIWar1999O.zip

That version is an upgrade from version 1.301, so you have to already have 1.301 (or greater) installed. Just unzip it into your game folder (usually C:\Program Files\Arcen Games\AI War\ unless you specified something else). Please make sure that your unzip process keeps the folder structure from the zip file, rather than just unpacking all of the files into the base target directory.

What's new since 1999N:
(Cumulative release notes since 1.301 are attached at the bottom)

-------------------

-Collision priorities have been added.  When a higher-priority ship would collide with a lower-priority ship of the same team, the lower-priority ship moves out of the way instead of the higher-priority ship looking for a new location.  This can make it easier to place immobile ships into a group of mobile ships, or to position something with a booster ability in the middle of a group of ships to boost.  This also makes it much easier to put fixed-position ships (resources, mines, turrets, etc) in the midst of a group of mobile allied defenders.
  Current priorities (numeric values are irrelevant, just relative values matter):
  10000: Immobile ships
  10000: Force Fields
  10000: Movable Command Stations
  1000: Mobile Repair Station
  500: Starships
  200: Munitions Boosters
  100: Engineers
  50: Warheads
  50: Resource ships (science lab, etc)
  50: Sensors (tachyon drones, etc)
  50: Colony Ships

-Fixed a bug with loading certain player stats data.

-Fixed a bug with loading ships that are heading to a transport but which are not yet in the transport.

-Tractor Beams are now considered their own ship class, rather than being part of the general turret ship class.  This makes them show up separately in the galaxy map intel summary counts, and also makes it so that setting target preferences of tractor beams will secondarily prefer all tractor beams of all levels, rather than all turrets of all levels.

-Turrets now do half damage against other turrets and against tractor beams.

-Laser Turrets now cost far less knowledge to unlock, and have major bonuses against cutlass, vampire, armored, tank, figher, raptor, raider, space plane, and parasite, while having a lower attack in general, and a major penalty against bomber, cruiser, anti-armor, laser gatling, and autocannon.

-Missile Turrets now have a penalty instead of a bonus against fighters, and now have a bonus against bombers, infiltrators, infiltrators, raptors, scouts, anti-armor, teleport stations, snipers, and spiders, and a penalty against cruisers.

-MLRS Turrets now have a bonus against Cutlasses, Fighters, Raiders, Tanks, Parasites, Raptors, Laser Gatlings, and Autocannons.  They now have a penalty instead of a bonus agains armored and anti-armor ships.  They also now have a penalty against autocannons, deflectors, and space planes.

-When ships are under construction, their far zoom icon border flashes green.  This is now a lot more obvious of a green, rather than being very low-contrast as before, so it is much easier to find ships that are being built.

-There was previously a bug where certain very old savegames were not rembmering the players' home planets correctly, especially for when their game was first loaded and for AI decision making purposes.  Fixed.

-Short-range turrets have been renamed to Basic turrets, which is now a more appropriate name for them.

-Non-starship space tugs no longer pick up starships, since this often resulted in starships being prematurely yanked from battle.

-All of the different starship and turret types are now broken out into various subclasses now.  This makes for more informative intel summaries, for one thing, as well as more possible specialization of attack bonuses, as well as MUCH more informative data on the strong against / weak against lists.

-Since the addition of Supply, all ships that require supply have had incorrect strong/weak data.  This most notably applies to turrets.  Fixed.

-In recent releases (since 1.201 or so, most likely), on maps smaller than 80 planets there were often too few Advanced Research Stations.  This was initially by design, but it made the smaller maps harder than expected.  There are now always 5 ARSes on every map, and existing savegames will be updated on their next load to include the correct number of ARSes.
   -On very tiny maps, especially 10 planet maps that have 8 planets starting out belonging to players, this can lead to duplicate ARSes on individual AI planets.

-The population algorithm for ARSes is now better -- before it was only ever seeding them on planets belonging to the first AI, but now it will seed them on the planets of both AIs.  This will affect the layout of existing map seeds, but not existing savegames.

-The initial population algorithm for Advanced Factories is now better -- this really only affects very tiny maps with large numbers of starting planets.  All AFs are placed in enemy territory, but this could now include home planets of the AIs, and multiple AFs per planet if needed.  The number of AFs will normally be 2x the number of starting player home planets, but it will also now never exceed 2x the number of starting AI home planets.  The changes to this algorithm will not affect existing savegames.

-Guard posts (not command stations) of the AI will now start trending to being more specialized than before.  Whenever they get reinforcements, around half of the reinforcements they recieve will be of the same type as whatever their most predominant type is.  So there will still be a good variety at each one, but they will be much less homogenous.

-Previously it was possible to use a mobile builder to Ctrl+click and build harvesters on planets not owned by you.  Fixed.
« Last Edit: October 16, 2009, 10:25:57 pm by x4000 »
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Offline Haagenti II

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-Guard posts (not command stations) of the AI will now start trending to being more specialized than before.  Whenever they get reinforcements, around half of the reinforcements they recieve will be of the same type as whatever their most predominant type is.  So there will still be a good variety at each one, but they will be much less homogenous.

Less homogenous?

I also think that this would tend to weaken the AI, as humans can now send in the counter to the most predominant ship. Is this intended?
« Last Edit: October 15, 2009, 05:32:12 pm by Haagenti II »
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Offline x4000

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Yes, in the sense of one command post being different from the next.  MORE homogenous in the sense of the mix of any given command post, though, as I think you were noting. :)
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Offline Haagenti II

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If I didn't know better, I'd think that you had nothing to do all day, as the answers come in near instantaneously :)
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Offline x4000

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If I didn't know better, I'd think that you had nothing to do all day, as the answers come in near instantaneously :)

Well, it depends.  I get a little note, and it's easy to just respond immediately rather than leaving it hanging, depending on what is going on.
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Offline keith.lamothe

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I just got the game going again, so maybe I missed this, but I just got the wave of raptors in the tutorial and though my Tachyon Beam Emitters did decloak them (and they stayed decloaked long after leaving the tach range), but my tractor beams didn't even try to lock on them (no other enemy ships to compete, either).  I looked at the raptor stats when I highlighted one and didn't see anything about immunity to tractor beams, is that intentional?

Ironically it was fine because they charged from that wormhole towards the other one being attacked and just got chewed up by thatfleet rather than the one they busted through ;)

They sure are speedy, though.
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Offline x4000

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Most likely the tractor beams didn't have time to grab them, since they are so speedy.  If you place a tractor beam further back along their path, you can combat that, though.
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Offline keith.lamothe

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I guess so, but I did the range check from the tractor beams and the raptors were in range for at least two seconds.  Anyway, just wanted to make sure it wasn't some bug in either the behavior or the stat screen.
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Offline x4000

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Well, as of this release the ships that emerge from a wormhole are not able to be tractored or shot until they are fully visible.  They also move very much more slowly during that time, so it should balance out in most cases.  The timer for tractoring would start once they are fully visible, and they will also then start massively accelerating.  If they are still in range when the tractors next check, it'll grab them, otherwise not.  Although, they'd also still have to be in range of the tachyon beam emitter, come to think of it, because if they recloak the tractors will lose their hold on them.

EDIT:  Although, looking at the code just to make sure all was well, I did discover something.  Partially-cloaked ships could not be captured by tractor beams, so this means ships that have not fired but which are tagged by tachyon beams.  I have fixed this for the P version, I think that is what you were running into.  Thanks!
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Offline Velox

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I just got the game going again, so maybe I missed this, but I just got the wave of raptors in the tutorial and though my Tachyon Beam Emitters did decloak them (and they stayed decloaked long after leaving the tach range), but my tractor beams didn't even try to lock on them (no other enemy ships to compete, either).  I looked at the raptor stats when I highlighted one and didn't see anything about immunity to tractor beams, is that intentional?

Ironically it was fine because they charged from that wormhole towards the other one being attacked and just got chewed up by thatfleet rather than the one they busted through ;)

They sure are speedy, though.

     Yar!  I was ready to cry when I saw that missile turrets now have a bonus against raptors, since I can't imagine an MT ever actually getting a shot to connect.  I thought they were immune to tractors at the time, though, since mine never caught them; if they can actually be tractored somehow then the joke's going to be on them. 

Offline x4000

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I just got the game going again, so maybe I missed this, but I just got the wave of raptors in the tutorial and though my Tachyon Beam Emitters did decloak them (and they stayed decloaked long after leaving the tach range), but my tractor beams didn't even try to lock on them (no other enemy ships to compete, either).  I looked at the raptor stats when I highlighted one and didn't see anything about immunity to tractor beams, is that intentional?

Ironically it was fine because they charged from that wormhole towards the other one being attacked and just got chewed up by thatfleet rather than the one they busted through ;)

They sure are speedy, though.

     Yar!  I was ready to cry when I saw that missile turrets now have a bonus against raptors, since I can't imagine an MT ever actually getting a shot to connect.  I thought they were immune to tractors at the time, though, since mine never caught them; if they can actually be tractored somehow then the joke's going to be on them. 

Coming up in P!
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Offline Oewyn

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What was really funny was when raptors got tractored in L or M (when they still had minimum ranges)... now /that/ was funny ( for the AI, not for me :-) )

Offline x4000

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What was really funny was when raptors got tractored in L or M (when they still had minimum ranges)... now /that/ was funny ( for the AI, not for me :-) )

:D
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Offline Echo35

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  • More turrets! MORE TURRETS!
EDIT:  Although, looking at the code just to make sure all was well, I did discover something.  Partially-cloaked ships could not be captured by tractor beams, so this means ships that have not fired but which are tagged by tachyon beams.  I have fixed this for the P version, I think that is what you were running into.  Thanks!

I was wondering why my Tachi Turrets never really seemed to help.

Offline x4000

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