Author Topic: Prerelease 1.006A now available (now with graphs!).  (Read 6592 times)

Offline x4000

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Prerelease 1.006A now available (now with graphs!).
« on: June 10, 2009, 05:15:39 pm »
Here's the latest prerelease:  http://www.arcengames.com/share/AIWar1006A.zip

That version is an upgrade from version 1.005, so you have to already have 1.005 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 1.005:

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

-The in-game scores screens now have interactive graphs of ship counts, income rates and resource totals, and things of that sort.  These graphs are only relevant for human players, so AI players are not included on them.  Additional metrics may be added for tracking in future releases.  The metrics are currently only captured every 5 minutes (given the extended length of the game, this prevents save files from getting too huge).  Existing savegames will work with the graphs that are currently here, but will have no data prior to the time the savegame was loaded into the new version of the program.

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Offline Quitch

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #1 on: June 10, 2009, 05:43:19 pm »
I want your babies :)

EDIT: You even store game settings in the correct Windows directories so that it works correctly under a user account! OMG, babies now!

EDIT2: The Impulse 1.0005 release notes say (I think) that S is last scouted, which it was, but I notice that it's now L. Is this a 1.0006 thing or a late 1.0005 thing? Am I right in thinking the notes are wrong?

EDIT3: Verified

"+ There is now a "Last Scouted" display option for the galaxy map. Hitting S will automatically switch to it."
« Last Edit: June 10, 2009, 06:24:49 pm by Quitch »

Offline x4000

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #2 on: June 10, 2009, 06:24:55 pm »
I want your babies :)

Hahah, my wife will be thrilled. ;)  Glad you like the feature, it didn't take as much coding as I thought it might because I found a great outside graphing library (ZedGraph -- it's awesome).  By the way, if there are other metrics that you or anyone else are interested in, please let me know.  I can't do too too many, because they make the save files bigger, and they also have to be "some number trended over time" for the most part, but if there's anything I'm missing here then let me know!

EDIT: You even store game settings in the correct Windows directories so that it works correctly under a user account! OMG, babies now!

Haha, it does this under Vista only actually (on XP it stores the settings in the local folder).  However, the game itself supports multiple player profiles, so even on a single-user machine you can set up multiple profiles if you want.  This will take on increasing importance as high scoreboards and achievements are integrated into the game.

EDIT2: The Impulse 1.0005 release notes say (I think) that S is last scouted, which it was, but I notice that it's now L. Is this a 1.0006 thing or a late 1.0005 thing? Am I right in thinking the notes are wrong?

Yep, that part of the notes is wrong.  However, further down in the notes it then corrects itself, saying that the shortcut was changed.  This is another thing caused by the fact that the notes are simply a log that I make as I go; I'll definitely have to start going back and cleaning them up before the official releases in the future.  Until recently, this was never an issue. ;)
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Offline Quitch

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #3 on: June 10, 2009, 06:33:52 pm »
Another minor notes issue

"+ Engineers now use 400 knowledge instead of 50."

I believe it means energy.

Offline x4000

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #4 on: June 10, 2009, 06:36:07 pm »
Another minor notes issue

"+ Engineers now use 400 knowledge instead of 50."

I believe it means energy.

Crap.  That's exactly correct, it's supposed to say energy.  That's what I get for writing release notes late at night when very tired.
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Offline netWilk

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #5 on: June 10, 2009, 09:22:51 pm »
Wow....  Do you ever sleep? ;D

Offline keith.lamothe

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #6 on: June 10, 2009, 09:46:26 pm »
Sleep? It is merely a challenge to be properly efficient with those other 16 hours ;)

Just to echo the crowd: thanks for all the postrelease work, the game's been quite good ever since I took a look at it, and it's improved significantly even just this last week.
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Offline x4000

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #7 on: June 10, 2009, 10:37:32 pm »
Haha, last week was a week of too little sleep.  Over the weekend and early this week I've managed to catch up on it some (against my will -- body does what it wants after a point).  I've been through this same sort of cycle with business products shortly after release, it's the best way for a small business to make sure that a product is well received and doing what the customers need.  Tends to be rough for a little while, but there's adrenaline to compensate, and then things settle out as the customers and the product converge.

Anyway, it's been my pleasure, and there's lots more good stuff to come (both suggestions from everyone here and on other boards, and a laundry list of ideas that I had during development but never got to do).  Might not have quite the frenetic pace of the last week, but then again without the slashdot article and all that correspondence taking up several days in the middle of the week I'll have a lot more time for actual programming.  So might even out in that respect.

Everyone here (and on the other boards talking about the game) is just awesome, I couldn't ask for a better reception for the game and the changes that are still coming out.  That's what's made all the long hours (both post-release and before release) truly worth it.  You guys are the best!
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Offline T-Bone Biggins

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #8 on: June 11, 2009, 12:59:30 am »
Too much of a good thing can be a bad thing, and we're getting so many patches you don't sleep! That's not good, now you will be so tired we will get new bugs in 1.006B because fatigue makes you type wrong!  ;D

Your best bet, and take advice as I'm my family's personal doctor, drink some beer and don't wake up until you feel great. A 6-pack always works wonders for insomnia, never failed anyone I told to do that yet.

Offline Janster

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #9 on: June 11, 2009, 02:36:03 am »
Thanks a lot, haven't had time to play your game for a while, but will again soon :)

Offline Blam Stokel

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #10 on: June 11, 2009, 07:17:54 am »
sweet, endgame graphs! Now I just have to have my friends available enough to actually finish a game so I can look at them. :P

Offline spelk

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #11 on: June 11, 2009, 07:47:22 am »
Well done for getting some visual metrics in there Chris. Looking forward to more changes filtering down through the Impulse client.

Something I thought about, your heavy release schedule shouldn't go unnoticed by the gaming news sites really, and http://www.bluesnews.com/ covers such changes quite well, so perhaps release notes, could be sent there to again widen the field of exposure for your game?

Offline x4000

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #12 on: June 11, 2009, 08:15:33 am »
Hey guys,

Thanks again for the well wishes -- don't worry about me, I'm doing fine.  The hairy time was last week. :)

By the way, just as a note, these are NOT just endgame graphs.  You can see these at any time during the game, same as you can see all the other statistics during the game.  Just hit the Score button twice, or hit it once and then click Graphs in that window.  It doesn't include AI stats (which would be meaningless), so there's no reason for me to withhold them until the end of the game.  Also, there were some older RTS games that let you see the graphs at any point (I want to say AoE2, but it's been so long), and I had always really liked that.

As for the Impulse client, it is now up to date up through version 1.005, so it has everything but the graphs so far.  As more 1.006 prereleases come out, it will get more out of date until next Tuesday/Wednesday, when the official 1.006 version will come out there and elsewhere.

Spelk:  thanks for the suggestion about Blues News, I'll definitely start sending release notes to them.  I doubt that they want the full deal, but I'll send them the abridged versions that are suitable for actual news site postings.  In fact, there are a variety of news sites around that I should probably start sending out press releases for the new versions to... Thanks for the great idea!  You're my publicity guru. ;)
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Offline Quitch

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #13 on: June 11, 2009, 06:34:23 pm »
Okay, new suggestions:

1. When I select a ship type from the side menu it should highlight that ship type to indicate I have them selected. At the very least it should flash to indicate it registered the click.

2. Black is an unreadable player colour, and this is on a BenQ FP241W (a highly thought of monitor) configured using a Spyder2Express.

3. Either display wormhole names over ship icons or provide me a key to bring them to front.

4. Option to reverse shift scroll behaviour

5. Option to enable planet names on galaxy map, on 80 planets or less there's loads of room.

6. Is there any reason for me to keep captured things like astro train stations? AI still seems to send trains to them.

7. Game doesn't seem to be differentiating between my unit X and enemy unit X in side panel. I see a red bomber icon, but this also doubles as my bomber icon.

8. Split side panel into categories: Starfighters, ships, economy, construction. Something like that. Make it easier to find stuff.

9. Make ships more intelligent about staying inside forcefields. Right now I don't think they try at all. This is my new method for trying to take down enemy shields with bombers, build my own :)

10. Add to hit chance for current target into a unit's tooltip.

11. Exclude scouts from CTRL-,

12. Free roaming engineers were returning to position without having repaired a nearby cruiser with no engine.

13. Clicking in the Controls window causes the mouse wheel to cease functioning until you click in the game window. This does not generate a focus warning.

14. Mapping multiple jumps should show me the route even after I map my first destination. X to Y shows me a route, but holding shift and doing Y to Z does not.

15. Grey out harvester build buttons when you don't own the planet.

16. Allow V moves on the galaxy map so units enter free-roaming mode upon arriving at destination planet.

17. Is the AI command centre not represented by a tooltip icon? I think these should be V on the galaxy map they are so important. Really anything worthy of a tooltip icon should be displayable on the galaxy map, I really want to know where the datacentres are so I can lower the AI progress.

18. Ability to add notes to the galaxy map (ala Sword of the Stars).

That's it for now :)

I think I'm getting the hang of the game. Will have to up the difficulty, 5 is too passive (though I do have random personalities and may well be overconfident :)) so I think next game I'll go for 7 with fast and deadly.
« Last Edit: June 11, 2009, 07:18:18 pm by Quitch »

Offline x4000

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Re: Prerelease 1.006A now available (now with graphs!).
« Reply #14 on: June 11, 2009, 08:45:58 pm »
Okay, new suggestions:

Whoo, lots of great ones here. :)

1. When I select a ship type from the side menu it should highlight that ship type to indicate I have them selected. At the very least it should flash to indicate it registered the click.

Another player already suggested that I make it show a border around any ships types that are currently selected on here (whether through this interface or another).  It's on my list!

2. Black is an unreadable player colour, and this is on a BenQ FP241W (a highly thought of monitor) configured using a Spyder2Express.

Hmm, I can read it on my monitor, but I can see where it might be troublesome on many.  I'll look at doing a replacement for this color.

3. Either display wormhole names over ship icons or provide me a key to bring them to front.

Ooh, great suggestion!  Added to the list.  I'll experiment to see if having it always show over top, or holding a key to show over top, works better in practice.

4. Option to reverse shift scroll behaviour

As in, make it always scroll faster, but hold shift to go slower?  Are you talking about panning or zooming or both?  Added to my list under the assumption you mean both.

5. Option to enable planet names on galaxy map, on 80 planets or less there's loads of room.

I think that will look really unreadable on even 80 planet maps, but to each his own.  I'll make a settings option for it.  In the meantime you can hold Ctrl to see them all.

6. Is there any reason for me to keep captured things like astro train stations? AI still seems to send trains to them.

Those haven't actually been captured by you, I don't think -- they are just enemy train stations in your territory.  Any enemy ships in your territory are probably something you want to destroy, if you can.  Train stations are never something to keep around.

7. Game doesn't seem to be differentiating between my unit X and enemy unit X in side panel. I see a red bomber icon, but this also doubles as my bomber icon.

This is by design.  See here:  http://arcengames.com/mediawiki/index.php?title=AI_War_-_Planetary_Summary  Especially in multiplayer games, there's just no way that I could split these out and still have room to show all of the various ship icons.  I guess I could make that a settings option if it is important to you, but unless you have a huge monitor I think it's likely to be problematic.

8. Split side panel into categories: Starfighters, ships, economy, construction. Something like that. Make it easier to find stuff.

It already puts the smaller military stuff at the top, then the economic stuff, then the larger-icon stuff (generally starships, etc).  I can't make visible category delimiters simply for reasons of space, though -- you can have really a ton of icons there late into a large game (four or more columns in extreme cases).

9. Make ships more intelligent about staying inside forcefields. Right now I don't think they try at all. This is my new method for trying to take down enemy shields with bombers, build my own :)

I'm guessing here that you mean your ships?  The AI ships, when they are already under a force field, will endeavor to stay there.  This is a fairly complex bit of logic, I can't think of a good way to handle it without bogging down performance to a rather extreme degree.  This is one of those things where I think it's just a matter of positioning your ships more manually if it's that important to you -- or, get bigger force fields.  The Mark I force fields are tiny, but Mark III are much bigger.  I'm not one to generally suggest that micromanagement is a good thing, but the performance cost here would be so expensive that I can't see any way around it.  Should be quite a good strategy for you to use when after enemy forcefields, by the way. :)

10. Add to hit chance for current target into a unit's tooltip.

That's already there... When you hover over an enemy ship while your ships are selected, it shows you both how much damage your ships will do (a range of damages, if there are multiple types selected), plus it shows you the lowest hit chance out of all the ships you have selected.  Did you mean something else in addition to this?

11. Exclude scouts from CTRL-,

Ah, good call.  Added to the list.

12. Free roaming engineers were returning to position without having repaired a nearby cruiser with no engine.

I think this is something on my list, but let me confirm:  basically, if a ship has engine damage but is full up on hull health, engineers are not currently targeting them for repairs.  Is that what you were seeing?  That's on my list to be fixed, but let me know if there's more to it with what you are seeing.

13. Clicking in the Controls window causes the mouse wheel to cease functioning until you click in the game window. This does not generate a focus warning.

Yes, it also prevents key inputs from happening, it would seem.  Windows focus management for you.  I'm looking into that, but fortunately the clicking thing is a good workaround.  I may have to rethink how the focus warning is shown in order to accommodate this situation, but I'm hoping to resolve the issue without you even having to click.  Maybe I'll do both.  Thanks for letting me know!

14. Mapping multiple jumps should show me the route even after I map my first destination. X to Y shows me a route, but holding shift and doing Y to Z does not.

Holding shift makes it show the connections to the planets you hover over, rather than the path to them.  Showing the paths wouldn't be helpful, anyway, because it would be the path from the original planet rather than the end of the path you have started.  I can't easily do it from the end of the path you have started, since your selected ships might have really different paths (if you gave some orders, reselected, etc).  If you're issuing manual wormhole commands past a certain point, it's pretty much assumed that you'll click each node.  This comes down to processing efficiency, too, for the most part -- when you have many ships selected and are giving complex orders, it could really grind the game to a halt with something more complex if I wasn't careful.  And the key thing is that I don't feel like that would really improve usability even.

15. Grey out harvester build buttons when you don't own the planet.

Ooh, great call -- I should have thought to do that before. :)

16. Allow V moves on the galaxy map so units enter free-roaming mode upon arriving at destination planet.

This sort of mixing of movement modes is something that the engine doesn't currently support.  It would be rather a challenge to shift that.  Let me know if this is a major issue. though.

17. Is the AI command centre not represented by a tooltip icon? I think these should be V on the galaxy map they are so important. Really anything worthy of a tooltip icon should be displayable on the galaxy map, I really want to know where the datacentres are so I can lower the AI progress.

I'm not sure what you mean by "V on the galaxy map."  But no, I didn't put them as an icon simply because you know implicitly if it exists -- if the AI controls the planet, it belongs to them.  As for the other things worthy of tooltips being shown as display modes, those are all enemy ships which I'm not really supporting galaxy map display modes for -- those are intended to be for your team's ships, not the other way around.  There just aren't enough keyboard keys or slots in the dropdown, for one, but for another that's the point of the priority mappings and having players do analysis of the intel summaries to determine where they want to strike next. 

There are already a dozen or so enemy icons that might show up in the intel icons, and over the course of DLC and expansions I hope to expand that 3x or 4x (that's part of the fun of exploration).  I don't think this would be a sustainable pattern, and I don't feel like it adds a lot if you are already doing priority mappings, so this is one I think I'm going to have to pass on.

18. Ability to add notes to the galaxy map (ala Sword of the Stars).

You know, I never played sword of the stars.  Can you describe what you are looking for in general?  Would this be notes by planet, or just notes that you stick in whatever empty space you want, or something else?  I think this could be interesting, especially for games that you don't play for a while and then come back to much later.

That's it for now :)

Whew!  That's quite a bit!

I think I'm getting the hang of the game. Will have to up the difficulty, 5 is too passive (though I do have random personalities and may well be overconfident :)) so I think next game I'll go for 7 with fast and deadly.

Yeah, the style of the AI can make a huge difference.  Even on 4, if you play against Raiders or Mad Bombers or something, they are as aggressive as heck.  But either way, on 7 you get much more frequent attacks, and the attacks are more substantial, and the planets are harder to take in general.  7 is the level that I play on, and I can win with that most of the time (on easier or moderate AI styles).  Going up to 8 means I can win sometimes, but I lose even more, and I'm lucky to survive 30 minutes on level 10.  Sounds like you might be well ready for level 7, anyway -- I look forward to hearing how it goes! :)

Thanks again for taking the time to add all your thoughts!  Some more great suggestions here.
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