Warning 1: A huge chunk of the innards of the control architecture was rewritten for this version. It is entirely likely there may be bugs relating to this, although I have not seen any yet. If your game does something wonky, please let me know. As much playing as people can do on this version and up is appreciated, since I want to really have any kinks ironed out by the official release time later this week. This rewrite improves network performance as well as paves the way for several upcoming features, but the drawback of any rewrite is a spate of new bugs.Warning 2: There are some significant AI shifts in version 1.011A and up, which is likely to make it much harder given the same difficulty level. So if you are loading older savegames that were close, you might find yourself losing if you are not careful. Just fair warning!The Latest prerelease is now out:
http://www.arcengames.com/share/AIWar1011E.zipThat version is an upgrade from version 1.010, so you have to already have 1.010 (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 1.010C:
(Cumulative release notes since 1.010 are attached at the bottom)
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-The entire GameCommand architecture has been redone, so that in many cases it should put 1/5 the load on the network compared to past releases, and when ordering big masses of ships around it should put even less load. This also paves the way for some bulk-orders down the line.
-The number of collisions run per cycle has been increased 50X, which will cause extra load on lower-level machines in some certain circumstances (such as a lot of ships going through a wormhole all at once) but a much better game experience overall, especially when there are lots of ships moving around.
-Previously, if ships were fading in they could not shoot but they could be shot at. Also, they would not start becoming visible until their collision detection was run, which meant that in extreme cases they could be moving around the planet before becoming visible. Both fixed.
-Only multi-core computers, the AI thread will no longer pause for 1/5 of a second between iterations. This logic is only now applied on single-core hosts, to help keep the CPU load lower while at the same time making the AI mildly slower to react.
-The message queue to the AI thread now processes 20x as many messages as before when there are more than 500 items in the queue. On below-specs CPUs this should actually help performance, since a key degradation factor for performance was actually having the command queue getting too backed up.