Author Topic: Prerelease 1.010F (Shortcut keys galore, Mark III MLRS Turrets, small tweaks)  (Read 4727 times)

Offline x4000

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The latest prerelease of AI War is now out:  http://www.arcengames.com/share/AIWar1010F.zip

That version is an upgrade from version 1.009, so you have to already have 1.009 (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 1.010E:
(Cumulative release notes since 1.009 are attached at the bottom)

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

-Mobile Repair Stations can no longer be repaired, but now instead have a regen rate.

-Mobile Repair Stations are now immune to tractor beams.

-Cloaked enemy ships can no longer be cycled through with the planetary summary sidebar.

-When there is not a local repair station to go to, and space tugs are trying to carry a ship to a repair station, they will now drop their load and stop dead.

-Giving a movement order to a space tug now causes it to drop its load, making techniques such as the adjusted space snake impossible.

-Space Tugs are now better at catching moving ships to drag.

-Ships being dragged by a tractor beam ship now count as moving even though they are not moving of their own volition.  This is relevant for ships such as the munitions boosters, which only give their boosting while stopped.

-It is now possible for a single player to control more than one home planet.  This gives the player massively more resources at the start, but also causes the AI to be stronger and send more waves (as if there were the equivalent number of actual human players in the game).  Additionally, if the player loses one home planet command station, then all of the home planet command stations that player controls are lost.

-When loading older savegames, the game now automatically bestows extra Mark II energy reactors if the efficiency changes in this version would cause the energy balance to go negative.

-Pressing the enter/return key in the planet name edit textbox now submits the change.

-New ship:  MLRS Turret III.

-Scout Starships will no longer trigger the AI to build anti-starship arachnids.  In general, there will also now be fewer anti-starship arachnids built at AI command posts, too.

-When shift is being held and multiple move or attack orders are being queued, previously the game would lose the entire queue if a different kind of order was accidentally issued (a move in the middle of a bunch of attacks, or vice-versa).  Now the game just ignores those extra commands while the shift key is being held down, protecting the queue.

-The End key now issues a "stop units" command, which causes the units to stop dead where they are and collision-detect.

-Holding Ctrl+Shift while left-clicking and dragging now selects all ship types, not just the military ones.

-New ship selection filters (N+0-5, N+8, N+9) have been added.  The first batch filters based on the ship level to be selected, the last two select based on ship health remaining (33% or less and 66% or less, respectively).  See the control document for more details.
« Last Edit: July 14, 2009, 11:29:19 am by x4000 »
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Offline Revenantus

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-Giving a movement order to a space tug now causes it to drop its load, making techniques such as the adjusted space snake impossible.

Frankly, the euphemistic interpretations of this sentence are hilarious.

I apologize, that was awful of me.

Offline darke

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-Giving a movement order to a space tug now causes it to drop its load, making techniques such as the adjusted space snake impossible.

Frankly, the euphemistic interpretations of this sentence are hilarious.

I apologize, that was awful of me.

Personally I like the phrase "adjusted space snake". It's an odd enough collection of words that at first glance it's hard to parse, and on second glance you won't get it unless you already know the context ("adjusted-space snake? That a snake that compacts/expands to fill all available space?"; "adjusted space-snake? Is that a relative of the adjustable spanner?"; etc).

Offline ZarahNeander

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-The End key now issues a "stop units" command, which causes the units to stop dead where they are and collision-detect.

-Holding Ctrl+Shift while left-clicking and dragging now selects all ship types, not just the military ones.

-New ship selection filters (N+0-5, N+8, N+9) have been added.  The first batch filters based on the ship level to be selected, the last two select based on ship health remaining (33% or less and 66% or less, respectively).  See the control document for more details.

Way cool!
« Last Edit: July 14, 2009, 05:18:17 am by ZarahNeander »

Offline x4000

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-Giving a movement order to a space tug now causes it to drop its load, making techniques such as the adjusted space snake impossible.

Frankly, the euphemistic interpretations of this sentence are hilarious.

I apologize, that was awful of me.

Oh, but that is pretty darn hilarious. :)

Personally I like the phrase "adjusted space snake". It's an odd enough collection of words that at first glance it's hard to parse, and on second glance you won't get it unless you already know the context ("adjusted-space snake? That a snake that compacts/expands to fill all available space?"; "adjusted space-snake? Is that a relative of the adjustable spanner?"; etc).

:D
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Offline x4000

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-The End key now issues a "stop units" command, which causes the units to stop dead where they are and collision-detect.

-Holding Ctrl+Shift while left-clicking and dragging now selects all ship types, not just the military ones.

-New ship selection filters (N+0-5, N+8, N+9) have been added.  The first batch filters based on the ship level to be selected, the last two select based on ship health remaining (33% or less and 66% or less, respectively).  See the control document for more details.

Way cool!


Glad you like it!
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Offline Varek Raith

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Hello, great game!  8)

The MLRS Turrets II/III do not show what they are strong or weak against in their description.  In the Mark II's case it is blank, however the Mark III's show 'ERROR' in red and blue. 

Offline x4000

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Hello, great game!  8)

Thanks!  And welcome to the forums!

The MLRS Turrets II/III do not show what they are strong or weak against in their description.  In the Mark II's case it is blank, however the Mark III's show 'ERROR' in red and blue. 

Yes, I need to recompile the stats for those -- I will before the official release of the 1.010 verison of the game, for sure.  It takes around 45 minutes to run, which is why I have not done so yet for the prereleases -- there are a couple of other ships I am planning to add, and there are a few ship balance tweaks left, and I want to get all of those in one go.  But good eye! :)
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Offline darke

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Bugs! :)

Two crashes. One was tonight with 010F, I left the game running paused for 5 hours or so and got this:

Code: [Select]
2009/07/15 0:20:52
-----------------------------------CurrentDomain_UnhandledException-----------------------------------
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.String.Concat(String str0, String str1)
   at SlimDX.ObjectTable.ReportLeaks()
   at SlimDX.ObjectTable.OnExit(Object sender, EventArgs e)

Totally helpful I know. :)

The other one I just noticed was from last night I believe, probably at 010D or 010E:

Code: [Select]
-----------------------------------Application_ThreadException-----------------------------------
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at AIWar.AIUnit.SendStateToAI(ForegroundObject obj) in C:\vcprojs\AIWar\Framework\AI\AIUnit.cs:line 262
   at AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 819
   at AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 243
   at AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:line 274
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Seems to be a little more useful.

I am one of these weirdos that runs Vista64 with 8Gig of memory though. :)

Offline x4000

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This might be on account of too many structs getting created when talking to the AI thread.  I've changed that in the next version to use classes instead.  It will cause more load on the GC, but hopefully will allow this issue to be avoided.  Thanks for posting it!
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Offline darke

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This might be on account of too many structs getting created when talking to the AI thread.  I've changed that in the next version to use classes instead.  It will cause more load on the GC, but hopefully will allow this issue to be avoided.  Thanks for posting it!

No problem. :)

Also I forgot a problem one facet of the teleporting ships now being about to go through wormholes, the AI. :(

Just got hit at 40 seconds into a game with teleport battle stations, only 3 of them. Docks near insta-kill. Harvesters too, command station down 10% health by the time I worked out what the heck was going on (science lab down 20% as well). I'm inclined to make the human non-combat buildings electricity immune/highly resistant as well, since this is a completely un-winnable situation. :(

Offline x4000

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Also I forgot a problem one facet of the teleporting ships now being about to go through wormholes, the AI. :(

Just got hit at 40 seconds into a game with teleport battle stations, only 3 of them. Docks near insta-kill. Harvesters too, command station down 10% health by the time I worked out what the heck was going on (science lab down 20% as well). I'm inclined to make the human non-combat buildings electricity immune/highly resistant as well, since this is a completely un-winnable situation. :(

Haha, yes, some other people have also commented on the AI's use of this.  I'll make the space docks and other related constructors immune.

EDIT:  Actually, I decided to do the following for the next prerelease:  The following player ships are now immune to minor electric shots:  constructors, engineers, missiles, colony and transport ships, all resource producers.

That will severely limit what the AI can do with those teleporting ships, same as you are limited in many respects.  Of course, just having those ships hanging around on your planet picking off other ships (turrets, your military, etc), will be disadvantage enough.  And they can still beat the heck out of your command station in the meantime, so that's still a time pressure there.
« Last Edit: July 14, 2009, 11:10:10 am by x4000 »
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Offline x4000

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New minorish version, which has fixes for the teleporting battle stations of doom:  http://arcengames.com/forums/index.php/topic,220.new.html#new

I put this one out earlier than I was intending, so it doesn't include a lot of the other recent items from my to-do list, but I was interested in seeing how you do against those teleport battle stations with properly insulated ships. ;)
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Offline darke

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New minorish version, which has fixes for the teleporting battle stations of doom:  http://arcengames.com/forums/index.php/topic,220.new.html#new

I put this one out earlier than I was intending, so it doesn't include a lot of the other recent items from my to-do list, but I was interested in seeing how you do against those teleport battle stations with properly insulated ships. ;)

Heh. Didn't save that game unfortunately and I can't replicate it generating them the teleport battle stations again, it shall have to wait until some other poor unfortunately soul gets hit by it. :)

Offline MorphingJar

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I updated to the F version.  And it appears That my space tugs started foaming at the mouth and chasing after Pandemics ships.  It turned into a giant Cat vs mouse battle that no one seemed to be winning.


Sooo.  I deleted my space tugs.  Which seemed to cause the units to settle down for a few minutes.  and then they started going nuts again.
« Last Edit: July 14, 2009, 11:52:41 am by MorphingJar »