Author Topic: Prerelease 1.008A.  (Read 2009 times)

Offline x4000

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Prerelease 1.008A.
« on: June 25, 2009, 10:56:50 pm »
Here's the latest prerelease:  http://www.arcengames.com/share/AIWar1008A.zip

That version is an upgrade from version 1.007, so you have to already have 1.007 (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 1.007:
(Cumulative release notes since 1.007 are attached at the bottom)

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

-Capturable ships do not come under player control until a command station is finished being built (previously they came under control as soon as it started being built, which is when planet control changes).

-When a command station is finished being built, there is now a 50% chance that any local enemy guards might desert their posts.  This is in addition to the existing 50% chance when the enemy command station is lost.

-"Unknown Path" no longer flashes next to each planet on the galaxy map before the actual number of hops are calculated.

-The metal, crystal, and energy costs of parasites have been doubled.  This is to compensate for all the "free" ships that parasites capture.  For the similar reasons of balance the range of parasites has also been cut in half.  They are still deadly, but this takes the edge off of them so that they are not too overpowered.

-Queuing up any waypoint or attack commands no longer clears the wormhole travel path for ships.  Any queued commands will be executed, and then the ships will go on their wormhole travel path.  This also had the side effect of finally fixing the movement bug reported by Quitch.

-Two new hotkeys: F9 and F10.  They let players toggle off or on the "far zoom" icons.

-The selection radius for the Advanced Research Station was too small.  Fixed.

-Previously, sometimes the Auto-placement of harvesters would fail in situations where the manual placement would succeed.  Fixed.
« Last Edit: June 26, 2009, 03:02:02 pm by x4000 »
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Offline darke

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Re: Prerelease 1.008A.
« Reply #1 on: June 26, 2009, 05:57:39 am »
Aiee! Bugs! :)

Something's broken with various pathing things at the moment.

As I mentioned in the other thread:
In 008A, when I send my guys sitting on Planet1 through a wormhole to Planet2 by right-clicking on it, they move to the same position on Planet2, as they were on Planet1. In previous versions they didn't move from the wormhole to Planet1, on Planet2's area.

Plus I've noticed that enemy ships are flying right on top of your buildings to shoot at them, rather then just getting into range, so it's a pain and a half to see the tiny fighter plinking at your command center.

It also affects your ships too. I just lost 100+ cruisers on an attack on a special forces base to it. Basically if you take your cruisers and place them half into and half out of their attack range of the base, then click on the base, the cruisers within attack range will attack and not move, but the cruisers outside of their firing range will move all the way in to perch on top of the special forces base, rather then just get into range of their weaponry. As you might expect the ones doing that all died before I had a chance to blink. :)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Re: Prerelease 1.008A.
« Reply #2 on: June 26, 2009, 09:52:27 am »
Aiee! Bugs! :)

Something's broken with various pathing things at the moment.

Yeah, that happens when I change something like the pathing.  Fix three things, break one other... :)  That's also why I do prereleases, so thanks for being a beta tester there. ;)


As I mentioned in the other thread:
In 008A, when I send my guys sitting on Planet1 through a wormhole to Planet2 by right-clicking on it, they move to the same position on Planet2, as they were on Planet1. In previous versions they didn't move from the wormhole to Planet1, on Planet2's area.

That one I saw and have fixed for the next version.

Plus I've noticed that enemy ships are flying right on top of your buildings to shoot at them, rather then just getting into range, so it's a pain and a half to see the tiny fighter plinking at your command center.

It also affects your ships too. I just lost 100+ cruisers on an attack on a special forces base to it. Basically if you take your cruisers and place them half into and half out of their attack range of the base, then click on the base, the cruisers within attack range will attack and not move, but the cruisers outside of their firing range will move all the way in to perch on top of the special forces base, rather then just get into range of their weaponry. As you might expect the ones doing that all died before I had a chance to blink. :)

Oh, whoops, I had not seen that one.  I'll get that corrected, too.  Thanks for that!
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Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Re: Prerelease 1.008A.
« Reply #3 on: June 26, 2009, 03:03:48 pm »
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