Author Topic: Prerelease 1.014A (Hybrid old-style / new-style economy, circle gfx upgrades)  (Read 4738 times)

Offline x4000

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This is a moderately experimental version of the game.  Your feedback is much appreciated on it, but be aware that parts of the game may be broken in this version (not so bad as the experimental postrelease that preceded this, though).  Savegames from this are not backwards-compatible, so if you find that you have to revert to an older version then you can just open the save file in a text editor, and change the first line to say 1.013 instead of 1.014A -- easy as that.

The Latest prerelease is now out: http://www.arcengames.com/share/AIWar1014A.zip

That version is an upgrade from version 1.013, so you have to already have 1.013 (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 1.013 Postrelease 1:
(Cumulative release notes since 1.013 are attached at the bottom)

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

-The "Starship Constructors" quick button has been combined into the new "build queues" quick button, which uses the graphic of the old space docks button.

-The names of planets are now shown first in the quick button listings, which makes it easier to to parse when there are lots of addendums, etc.

-The metal, crystal, knowledge, and energy costs have been adjusted slightly for better readability.  There is also now a black background strip behind them, ensuring readability when there are really light starfields or ships behind them.


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

-The old metal/crystal costs of all ships have been restored.

-The repair rates of engineers, which in the prior release were really low and off, should now be back to normal.

-There was a display bug in the time estimates of how long various ships would take to build.  Fixed.

-Unlike the prior release, now whenever the items in a queue are canceled, the costs of the item that have been deducted so far are returned to the player.


NEW ART - Philippe Chabot
--------------
Planet - GasGiant
Cloaking Circles
Selection/Range circles, radius 80 and up
« Last Edit: August 14, 2009, 05:51:13 pm by x4000 »
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Offline eRe4s3r

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The first thing that is immensely scary is the build times unboosted.. 1 minute for 1 parasite... ;/

Apart that i noticed 3 engineers boost build rate to -60 which is just about right! Now though that means that one can only support 3 shipyards with 2 engineers boosting each ... with the start resources (at most)

But i like it this way, i can easily see how many resources my stuff needs.. so far i like the changes.. don't see any big bug so far ;)

The balance also seems fine so far ;p
« Last Edit: August 10, 2009, 10:42:38 pm by eRe4s3r »
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Offline x4000

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The first thing that is immensely scary is the build times unboosted.. 1 minute for 1 parasite... ;/

It's no secret that a lot of the better ships cost more... and in turn this now makes them also take more time.  This can be combated with more docks, or engineers, but I do think it is a bit of a nerf to having such huge self-sustaining fleets of parasites, or the huge masses of cruisers that can easily be replenished.

In truth, I'm liking the balance a lot better in this release in general, because it's much easier to get the expensive things (you just have to wait), but it's also now harder to get a lot of the middle-cost things too quickly.  I think that's pretty fitting already, and I didn't even have to do any balancing with it yet!

Apart that i noticed 3 engineers boost build rate to -60 which is just about right! Now though that means that one can only support 3 shipyards with 2 engineers boosting each ... with the start resources (at most)

Yeah, the number of fully-assisted shipyards you can support is definitely lower now than it was before... seemingly.  Really the balance has not changed all that much I don't think, except to spread the costs out (the costs are, after all, the same as in past releases).  So it was only an illusion that you could ever support more than this, they were running at really bad efficiency and spending a lot of time not really producing ships.  I never really thought about it much until doing these shifts, but these shifts really bring into relief just how inefficient many of my docks were before (after all, it didn't hurt anything, but it made their output really unpredictable).

But i like it this way, i can easily see how many resources my stuff needs.. so far i like the changes.. don't see any big bug so far ;)

The balance also seems fine so far ;p

Excellent!  As the official sponsor of this feature, I'm glad you are happy with the changes in it! :)
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Offline eRe4s3r

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Yeah, given the implementation  ;D i gotta say you convinced me that simpler is better, but i still want more storage (buildings) ^^
« Last Edit: August 10, 2009, 11:37:57 pm by eRe4s3r »
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Offline x4000

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Yeah, given the implementation  ;D i gotta say you convinced me that simpler is better, but i still want more storage (buildings) ^^

Duly noted.   Maybe in future DLC, but right now I have enough to balance without that.  Of course, the suggested banks/investment stuff from (I think) PhilROI will handle this nicely for you, I think.
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Offline MorphingJar

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I stated this in the post release thread but it looks like the still Cutlass's aren't behaving as they should be.  They aren't aggressive in the slightest and don't chase down enemies.  if you right click an enemy to attack they just stop.  Almost as if they don't know how.

Offline x4000

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I stated this in the post release thread but it looks like the still Cutlass's aren't behaving as they should be.  They aren't aggressive in the slightest and don't chase down enemies.  if you right click an enemy to attack they just stop.  Almost as if they don't know how.

Yep, I commented on the other thread -- it's on my fix list now.  Thanks for the report!
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Offline Admiral

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I'm leaving on vacation for ten days. I look forward to playing the new game when I'm back... Or playing it in the evenings after my son goes to bed. :)

Cheers!

Offline x4000

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I'm leaving on vacation for ten days. I look forward to playing the new game when I'm back... Or playing it in the evenings after my son goes to bed. :)

Have a great vacation!  I'm sure there will be lots of changes for you to see upon your return. :)
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Offline Revenantus

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Have a great vacation, Admiral. :D

I'm sure there'll be a new release of AI War to look forward to playing upon your return. :)

Offline Revenantus

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I'm leaving on vacation for ten days. I look forward to playing the new game when I'm back... Or playing it in the evenings after my son goes to bed. :)

Have a great vacation!  I'm sure there will be lots of changes for you to see upon your return. :)

Drat, beaten to it. :)

Offline x4000

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Wow, looks like you two aren't the only ones that think along such similar lines. :)
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Offline Admiral

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It will be exciting. I'll become a 1.014A expert and come back and find I'm a noob again!!! :)

Offline MorphingJar

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I stated this in the post release thread but it looks like the still Cutlass's aren't behaving as they should be.  They aren't aggressive in the slightest and don't chase down enemies.  if you right click an enemy to attack they just stop.  Almost as if they don't know how.

Yep, I commented on the other thread -- it's on my fix list now.  Thanks for the report!

Ahh I see there.  I missed the reply.  Sorry about that :D

Offline x4000

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No worries!
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