Author Topic: Prerelease 1.013K (tutorial 4 improvements, zoom indicator, overkill changes)  (Read 3305 times)

Offline x4000

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The Latest prerelease is now out: http://www.arcengames.com/share/AIWar1013K.zip

That version is an upgrade from version 1.012, so you have to already have 1.012 (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 1.013J:
(Cumulative release notes since 1.012 are attached at the bottom)

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

-The intermediate tutorial has been improved:  wormholes are now guarded as they are in the real game, which makes scouting as hard as it should be; both group-move and the auto-building of harvesters are now mentioned in this tutorial.

-There is now a visual zoom indicator in the form of black bars at the top and bottom of the screen.  These black bars get larger as the player gets further zoomed-out, thus giving an easy indicator of exactly how far out the players are zoomed.  This black bar overlays the background starfield but nothing else, so it does not restrict visibility in any way (and it also is mostly behind what would typically be interface elements, anyway).  This has the added effect of a nice-looking letterbox effect when very zoomed out.

-The overkill model has now been updated so that ships will still fire at enemy ships if the incoming shots will do less overkill than 2x the strength of the firing ship.  This will cause 1 or 2 wasted overkill shots in a lot of battles, but will also solve a lot of the other overkill-related problems.

-Colony ships are now immune to being insta-killed, which makes capturing planets with an ion cannon on it a lot easier.

-Space docks that have a large number of "unbuildable" ships that have already hit their cap will now cycle through all of the unbuildable ship types very quickly, thus making it only around 0.5seconds less efficient than if there were no unbuildable ships in the queue at all.

-There was previously a bug that was causing planets that were destroyed to not let their ownership be later changed to nothing (this would happen if a player nuked an AI home planet and then later killed the AI).  This could actually prevent players from winning.  Fixed.

CHANGES FROM PAST PRERELEASES
--------------

-The efficiency improvement for shots not being drawn if too far zoomed out has been removed, as it helped very little but made it harder to see shots.
« Last Edit: August 05, 2009, 11:55:14 pm by x4000 »
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Offline eRe4s3r

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Yay - my first won game  ;D  ::)

Though i think the ending /winning of a game needs to be much more ... ending /winning.. like.

I guess you are really ultra busy today too ;P
« Last Edit: August 05, 2009, 07:14:47 pm by eRe4s3r »
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Offline x4000

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Yay - my first won game  ;D  ::)

Congrats!

Though i think the ending /winning of a game needs to be much more ... ending /winning.. like.

Well, this is basically like the ending of a skirmish in another RTS game.  You can look at your graphs and such, you can keep playing (this was requested), or you can quit.  I don't really have finances for something like an end of game movie or something, and there's not really anything else in most other RTS games I've played.  This is basically identical to the end of a skirmish in SupCom or AoEIII, to my recollection...

I guess you are really ultra busy today too ;P

Pretty much, but that's okay.
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Offline eRe4s3r

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But you don't need a budget! .... ok maybe if you want to match Blizzards Intro movies ;D I was not talking movies though

AOEIII is the base for my new suggestion post actually, AOEIII doesn't end skirmishes without a tangible gain, you get experience points for every major event and you can buy unlocks/new units which make you that much more powerful with those XP (apart from gaining ranks)

Given that there is nothing stopping you from making an "New battle , different location in the galaxy" kind of introduction the gaining of experience and unlocks would actually make sense too (humans learned this or that from defeating the AI Command stations in their home sector ,p)

As a PURE sp player the ability to have unlocks and ranks in SP linked to the profile would make it much more fun.. , but this is another one of the "candy" suggestions, i would really love a XP based RPG style unlock/Rank/Level Up system, because it connects me with my profile and every victory (depending on dif and size) would advance the abilities of your fleet a bit etc...

Also you could slosh together Achievements and give them XP value, so that achievements are also an way to gain new unlocks ;) (New Tech, Maybe a selectable CORE ship unlock which you can now build (in a adv factory) or 10% more missile damage, more resourcing boosts etc, Basically making the SP campaign into a RTS RPG ;p
« Last Edit: August 05, 2009, 08:27:04 pm by eRe4s3r »
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Offline x4000

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See Pandemic's reaction to this here, and my response:  http://arcengames.com/forums/index.php/topic,629.msg3612.html#msg3612

I think a lot of players feel like him, but then again I think a lot of players feel like you.  I, oddly, feel sort of both ways.  The experience and unlockables thing will have to take a lot more thought, but certainly the other aspects (that you put in the suggestions thread) are something that are on the future DLC list now.
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Offline dumpsterKEEPER

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BUG: I just installed the latest 1.013K pre-release version, and have encountered an issue with it. Shortly after the save game loads, there is a wave attack that occurs on my home world. A group of fighters jumped into the system and were held there by Tractor Beam turrets while being hit with Short Range turrets, MLRS turrets and Sniper turrets. The fighters took damage, but once they got down to just a few percentage points of health left, the short range turrets stop engaging them. The Sniper turrets continue to fire, but the fighters were never destroyed. At the same time, on another planet that I had a significant force in but was not yet under my control, a group of bombers jumped into the system and the same thing happened. My force engaged them and damaged them severely (they were vastly outnumbered) but they were never destroyed. I reloaded the save, and the exact same scenario played out.

I'm guessing this is related to the recent overkill changes? If you need me to post the save game, just let me know. Thanks!

Offline InterFaced

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BUG: I reloaded the save, and the exact same scenario played out.

I'm guessing this is related to the recent overkill changes? If you need me to post the save game, just let me know. Thanks!

Same thing is happening to me. Enemy ships stay alive somehow with an empty life bar.

Loving the game by the way. :)

Offline x4000

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BUG: I just installed the latest 1.013K pre-release version, and have encountered an issue with it. Shortly after the save game loads, there is a wave attack that occurs on my home world. A group of fighters jumped into the system and were held there by Tractor Beam turrets while being hit with Short Range turrets, MLRS turrets and Sniper turrets. The fighters took damage, but once they got down to just a few percentage points of health left, the short range turrets stop engaging them. The Sniper turrets continue to fire, but the fighters were never destroyed. At the same time, on another planet that I had a significant force in but was not yet under my control, a group of bombers jumped into the system and the same thing happened. My force engaged them and damaged them severely (they were vastly outnumbered) but they were never destroyed. I reloaded the save, and the exact same scenario played out.

I'm guessing this is related to the recent overkill changes? If you need me to post the save game, just let me know. Thanks!

Wow, good timing on finding that.  I was just uploading the fix, having just found it myself. :)  http://arcengames.com/forums/index.php/topic,633.msg3654.html#msg3654
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Offline x4000

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BUG: I reloaded the save, and the exact same scenario played out.

I'm guessing this is related to the recent overkill changes? If you need me to post the save game, just let me know. Thanks!

Same thing is happening to me. Enemy ships stay alive somehow with an empty life bar.

Loving the game by the way. :)

Thanks for the note -- the fix is in!  And, welcome to the forums!  Glad to hear you are enjoying it. :)
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Offline dumpsterKEEPER

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I was just uploading the fix, having just found it myself. :)

Excellent! Yep, it's working great for me now.

I think that wins some kind of an award for fastest fix of a software issue that I've come across :)

Offline x4000

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Hahah, glad to be of service. :)
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