Author Topic: Prerelease 1.011F (AI Improvements, Bonus Ship Buffing, Button Stacks)  (Read 5358 times)

Offline x4000

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Warning 1:  A huge chunk of the innards of the control architecture was rewritten for the prior version.  It is entirely likely there may be bugs relating to this, although only one has been found (and already fixed) so far.

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/AIWar1011F.zip

That 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 1.010E:
(Cumulative release notes since 1.010 are attached at the bottom)

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

-The "wait points" of AI players are now cleared when they are being shot at or are shooting at another target, which makes them more responsive and less sitting ducks.

-A number of new planet name syllables have been added, which will provide millions (or more) possible new planet names.

-Ion cannons are now able to hit ships under force fields.  Transports will need to be used to sneak past ion cannons, not mobile force fields.

-All of the ships that are captured on planet ownership change are now immune to force fields, which means that they will stay immobile under enemy force fields.  Same thing with all of the resource producers (including harvesters).  This makes it possible to build metal/crystal harvesters under enemy force fields, but if they have ships there then you are likely to have those harvesters get killed pretty quickly.

-The scouts have all been renamed to Scout I, II, III, and IV instead of the older names that are no longer appropriate.

-The Anti-Armor ships now have a min hit percent chance of 90% (so if a ship is at all in range, they have a 90% chance of hitting it -- cruisers have an 80% chance of that). 

Their range has also all been increased to 5000, which is lower than a cruiser but higher than most other ships.  This makes them something of a secondary cruiser, which should make them a lot more popular in general.

-Eyebots are now immune to being insta-killed by ion cannons, etc.  They are also now immune to snipers.

-Shield bearers now have small, weak force fields, which let them protect nearby allied ships but which doesn't let them push enemy ships around.

-The range of deflector drones has been increased 10x, making them the longest-ranged non-sniper ships in the game.  They are still a weak ship, but this makes them useful in a lot more situations rather than just against masses of laser gatlings, etc.

-Tractor beams are no longer able to be sent out by cloaked ships.  Any tractor beams that exist will remain if a ship then re-cloaks, but no new ones can be sent out except when the ship is at least partly visible.

-The way that the button rows along the bottom of the screen are handled has been revamped to allow for some more flexibility.

-The build buttons in a number of the menus are now drawn in two dimensions.  This makes the lineages of turrets, force fields, starships and the like a lot more easy to read, and also paves the way for having vastly more lineages being introduced over time.

-Space Docks now show all of the Mark I through III ships on a single tab, with multiple rows, which makes it a lot easier to see where your upgrades have been applied without having to do a lot of clicking around.

-The tech buttons have been updated to match the new display of the build buttons.

-Raid and Leech Starships now have a small bonus against turrets and heavy defenses, rather than a moderate penalty.  They now have a severe penalty against resource producers, constructors, and command stations.

-Missiles, like scouts and non-military ships, are now a lower-priority selection when drag-selecting.  They won't be selected unless there are no unselected military ships being selected in the same action.

-The colored borders on ships (showing attack-move, group move, etc) no longer show for enemy ships.

-The AI will no longer launch cross-planet attacks from their home planets.

-Previously, the game would crash on start in systems without an active sound card driver installed.  Fixed.

-When loading a saved game but waiting for other players to connect, previously the game would show zeroes for the income rates and energy balance (and thus also a warning of a low energy balance).  Now the game omits the income rates, skips the warning, and shows "???" for the energy balance until the game is actually resumed.

-(Player and AI) ships that are chasing a teleporting ship will now break off the chase if the teleporting ship goes out of attack range, if there are any non-teleporting ships present that can be chased instead.  This prevents ships from being sent on wild goose chases after teleporting ships.

-Teleporting ships are now the lowest priority for chasing when the ship doing the chasing does not have teleportation.
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Offline Revenantus

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Bug Report

Holding Shift to queue up orders no longer works, the original orders are overwritten.

Lag Issues

When issuing an order to a large number of ships (In this case 3.5k) to move to another system, the game completely freezes for about 2 seconds before playing the 'plink' noise. I've confirmed there is no slowdown when giving this order on 1.0010. This is on a fairly high-end quadcore machine. I'm assuming this is related to the changes preventing ships from taking a long time to emerge from wormholes but is highly irritating. I know I'm being unreasonable and demanding the best of both worlds, but I'm the customer, so I'm allowed to be :)

Good choice on the stacked build icons - it looks nicer and is far more intuitive. I also feel much safer using missiles now, thanks :).
« Last Edit: July 27, 2009, 05:40:40 pm by Revenantus »

Offline Revenantus

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With the implementation of cross-planet attacks it is now considerably more dangerous to try and ignore adjacent high tech AI planets. Based on my experience I'd suggest generally opting to destroy the AI Command Stations and Command Posts at such planets as soon as possible.

Does anyone (dis)agree with this assessment?

Offline MorphingJar

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I'd have to agree. Time will tell how this will ultimately affect the game.  But right away I can tell that its a whole new ballgame.  Defensivly all you had to do was do a quick and usually easy Warpgate raid on a few surrounding planets and then Identify which planets would have some roamers in the case of speciial forces AI.  Then mass your forces on 1-2 problematic wormholes and then forget about the system.  Build up your forces and steamroll through a system.

What these crossplanet raids now do is cause you to constantly reevaluate your decisions.  Does X planet have enough defenses.  Can I afford to syphon off some ships to attack Y system.  I really want Planet Z but it has two neighboring Mark IV systems.  Do I have enough resources to Grab and hold the system?

Before, Games felt a bit drawn out.  You'd build your cap of ships and mostly move them from planet to planet in a massive blob.  And when you were done spend 20 minutes or so simply building up more ships for the next attack. This makes the downtime considerably more interesting and can cause alot more teamwork when it comes to Defending key systems between players.

I am a Big proponent of Game mechanics to that entice expansion beyond special Ships or resources. Those Neighboring MarkIV planets are now more than just a barrier or annoyance.  They are a threat.
« Last Edit: July 27, 2009, 10:52:24 pm by MorphingJar »

Offline Wacky Willy

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Please don't forget to make the Q-R keys zoom in on the last mouse click like the mousewheel and PgUp/PgDown

If you did add this and I missed it, please disregard

Offline MorphingJar

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Hmm.  Got a question.  In the flavor text for Mines.  It says they can be cleared away by Engineers.  But My engineers don't seem to do anything to mine remains. 

Offline x4000

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Here's a new release with some important bugfixes:  http://arcengames.com/forums/index.php/topic,501.new.html#new

Also, Revenantus, it turns out there IS a ship cap per planet with the AI.  It is 2,000 ships per AI player, they won't keep reinforcing above that point.  They'll fill up all the planets on the map to that degree and then stop.  They won't reinforce to any non-alerted planets unless all of the alerted planets are full up, in which case they will reinforce any other planet they control.  It is possible for a single reinforcement to send the AI over the 2,000 limit, but no further reinforcements will be made once the 2,000 limit is passed per AI player.
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Offline x4000

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Bug Report

Holding Shift to queue up orders no longer works, the original orders are overwritten.

Added to my list -- I had some more serious bugs to take care of first, but I'll get this taken care of as soon as I can tomorrow.

Lag Issues

When issuing an order to a large number of ships (In this case 3.5k) to move to another system, the game completely freezes for about 2 seconds before playing the 'plink' noise. I've confirmed there is no slowdown when giving this order on 1.0010. This is on a fairly high-end quadcore machine. I'm assuming this is related to the changes preventing ships from taking a long time to emerge from wormholes but is highly irritating. I know I'm being unreasonable and demanding the best of both worlds, but I'm the customer, so I'm allowed to be :)

This was one of those other issues I was dealing with, I saw this too.  It should be fixed in the new version I linked to above.

Good choice on the stacked build icons - it looks nicer and is far more intuitive. I also feel much safer using missiles now, thanks :).

Thanks!  That popped into my head today, and I realized that it solves a lot of clarity problems as well as my lessening amount of remaining horizontal space per tab in the build menus.  I really didn't want to get to a point of having multiple Turrets tabs or something.
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Offline x4000

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I'd have to agree. Time will tell how this will ultimately affect the game.  But right away I can tell that its a whole new ballgame.  Defensivly all you had to do was do a quick and usually easy Warpgate raid on a few surrounding planets and then Identify which planets would have some roamers in the case of speciial forces AI.  Then mass your forces on 1-2 problematic wormholes and then forget about the system.  Build up your forces and steamroll through a system.

What these crossplanet raids now do is cause you to constantly reevaluate your decisions.  Does X planet have enough defenses.  Can I afford to syphon off some ships to attack Y system.  I really want Planet Z but it has two neighboring Mark IV systems.  Do I have enough resources to Grab and hold the system?

Before, Games felt a bit drawn out.  You'd build your cap of ships and mostly move them from planet to planet in a massive blob.  And when you were done spend 20 minutes or so simply building up more ships for the next attack. This makes the downtime considerably more interesting and can cause alot more teamwork when it comes to Defending key systems between players.

I am a Big proponent of Game mechanics to that entice expansion beyond special Ships or resources. Those Neighboring MarkIV planets are now more than just a barrier or annoyance.  They are a threat.

Yeah, what he said. :)
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Offline x4000

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Please don't forget to make the Q-R keys zoom in on the last mouse click like the mousewheel and PgUp/PgDown

If you did add this and I missed it, please disregard

I haven't forgotten!  It's still on my short-term list, so I hope to have it in for the 1.011 official release at the latest.  Here's the feature for it:  http://arcengames.com/forums/index.php/topic,405.0.html

I went on and bumped it up in my list to make sure it gets implemented tomorrow sometime.  Thanks for your patience, I have about a zillion features on the list as you can see. :)
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Offline x4000

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Hmm.  Got a question.  In the flavor text for Mines.  It says they can be cleared away by Engineers.  But My engineers don't seem to do anything to mine remains. 

They will only clear mine remains if they have nothing better to do.  It's their lowest-priority activity, but assuming that all your ships in the local area are in perfect health then they should start clearing the mine remains.  They will only do so if the mine remains are within their target search area, or if they are in free-roaming defender mode (in which case all your ships on the entire planet need to be in perfect health before they'll do this).  Let me know if it doesn't seem like that is working, though.  It could be related to the GameCommand changes or something like that.
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Offline MorphingJar

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Yea.  I had some Engineer II's in the system running Free roam and Engineer Is parked right next to the mines.  They definatly weren't doing anything better at the time. 

Offline darke

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Here's a new release with some important bugfixes:  http://arcengames.com/forums/index.php/topic,501.new.html#new

Also, Revenantus, it turns out there IS a ship cap per planet with the AI.  It is 2,000 ships per AI player, they won't keep reinforcing above that point.  They'll fill up all the planets on the map to that degree and then stop.  They won't reinforce to any non-alerted planets unless all of the alerted planets are full up, in which case they will reinforce any other planet they control.  It is possible for a single reinforcement to send the AI over the 2,000 limit, but no further reinforcements will be made once the 2,000 limit is passed per AI player.

Will they continue to "upgrade" the ships to higher tech levels like they do now if they go over the 2k limits? Or will it just discard them or send them off to hassle the players? :)


Offline Revenantus

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Also, Revenantus, it turns out there IS a ship cap per planet with the AI.  It is 2,000 ships per AI player, they won't keep reinforcing above that point.  They'll fill up all the planets on the map to that degree and then stop.  They won't reinforce to any non-alerted planets unless all of the alerted planets are full up, in which case they will reinforce any other planet they control.  It is possible for a single reinforcement to send the AI over the 2,000 limit, but no further reinforcements will be made once the 2,000 limit is passed per AI player.

It could be interesting to have the ship cap vary per planet based on the number of Command Posts. The maximum ship cap per Command Post could also be scaled with the AI Progress.

Offline x4000

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Yea.  I had some Engineer II's in the system running Free roam and Engineer Is parked right next to the mines.  They definatly weren't doing anything better at the time. 

I've added this to my list to look into more, then.  Thanks!
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