Author Topic: Prerelease 1.201D (Starfield styles, lobby map fix, econ tutorial update, gfx)  (Read 3245 times)

Offline x4000

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The Latest prerelease is now out: http://www.arcengames.com/share/AIWar1201D.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.

Why is this now 1.201 instead of 1.014?  Well, this release is just so huge that I felt it needed to be differentiated with a more major version number shift.  People are going to remember this as the release where the economy became flow-based and got more robust, where the AI tactics became way more intelligent in many ways, and where a ton of interface and graphical improvements came into play, amongst other rebalancing and over a dozen new ship types.  It's a whole new game from 1.013 in some respects when it comes to the advanced strategy, so this is something I felt was important to make really clear with the numbering.

What's new since 1.201C:
(Cumulative release notes since 1.013 are attached at the bottom)

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

-There are now multiple starfield styles that players can choose from in the Graphics tab of the settings window.

-Force field blending is now vastly better, so they do not get more opaque as multiple of them are stacked on top of one another.  This makes shield bearers no longer obstruct the view.

-Bombers now have a better bonus against fighters, because they were killing fighters far too slowly before.

-New hotkey: Shift+L now selects a third of the currently selected units.

-When the debug output (F3) is on, each in-game chat message being displayed now shows an addendum for how many more seconds it is supposed to display, as well as if the "time to display" has been set yet.

-Time stamps are now included at the end of the in-game chat messages.

-Self-building science labs no longer show the knowledge income or exhausted messages above themselves, since that was misleading (they are not actually doing anything until they finish construction).

-Harvester Exo-Shields now use -3 metal and crystal per second, rather than -1, to be more consistent with the new economy.

-The second tutorial, covering the economy, has been completely revamped so that it is now up to date with the new economy.

-Right-clicking the messages button now marks all of the messages as seen (and thus not visible except on hover of that button).

-The way the lobby renders is now completely different.  Before it was using a method that displayed wrong in some other non-windows environments or in virtual machines, but now it should be compatible everywhere.

CHANGES FROM PAST PRERELEASES
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-Being in low-power mode no longer affects the shields of ships.  This is more intuitive, and makes the low-power mode more useful as a hold-fire mode.

-The low-power energy use of ships is now more accurately 10%, there were rounding issues before.

NEW ART - Philippe Chabot
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Planet - Pluto
Planet - Rings


NEW ART - eRe4s3r
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Background Starfield - Colored
« Last Edit: August 27, 2009, 11:27:15 pm by x4000 »
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Offline x4000

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If anyone has time to look at the revamped Economic Tutorial and check me to make sure that nothing is messed up there, that would be great -- I've been all through it, but there are a lot of changes because of this release.

Also, if people can check and make sure the lobby map is doing okay, that would also be great.  Shouldn't be any issues, but that was majorly reworked too (to make it more multiplatform-friendly), so eyes on it on different machine configurations would be a big help.
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Offline tional

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-Self-building science labs no longer show the knowledge income or exhausted messages above themselves, since that was misleading (they are not actually doing anything until they finish construction).


Definitely makes more sense, good change.

Offline Echo35

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  • More turrets! MORE TURRETS!
Hmm... Popups still try to open inside the map window, but I LOVE the star field option. Playing the sparse one, since I think the default stars were WAY too crowded.

Offline Fiskbit

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Probably super picky, but could timestamps be to the left of the username in the chat section? Having them on the right makes them really uneven and disorderly, while on the left will have everything much more even in general.

I'm loving the option to change starfields. Looking at all three, I actually like the default one the least and the colored one the most (with the old style starfield a very close second). My problem with the default is that when it's blending with the nebula, it gets really dusty/noisy looking and very busy. This is much less prominent with colored, which also looks really good in general (much better than I had expected). The old style looks pretty great, too... Considering the complaints from users, I feel like the default should be changed to a different style.

Haven't done too much playing yet, but I'm looking forward to bombing some fighters in this new version. I like bombing them, just not for 20 minutes. :D

Also, thanks for the science lab change; that should make things a lot more clear.

Good stuff!
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Offline tals

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If anyone has time to look at the revamped Economic Tutorial and check me to make sure that nothing is messed up there, that would be great -- I've been all through it, but there are a lot of changes because of this release.

New economic tutorial is good, I'm not sure if ever now use a harvester forcefield (that metal cost seems quite high!) but useful to know there is a cost :)

Also as Fiskbit said either the coloured or the old starmap are awesome thank you. This is looking really nice

Offline Revenantus

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All excellent changes, I'll add the new Shift+L shortcut to the reference in a few moments.

And I must compliment eRe on the coloured stars background - definitely my favourite. :)

Offline Echo35

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  • More turrets! MORE TURRETS!
Yep. Actually got around to fixing my color on my laptop and I must say, its much better looking with Colored Stars or the Sparse ones. Space isn't gray anymore!

Offline Admiral

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-New hotkey: Shift+L now selects a third of the currently selected units.

Other new hot keys are needed:

X+L: 1/2 (for completeness)
SHIFT+L: 1/3
ALT+L: 1/5
CTRL+L: 1/7

Combinations of modifiers are now possible:

X+SHIFT+L: 1/6
X+ALT+L: 1/10
X+SHIFT+ALT+CTRL+L: 1/210

Furthermore, through clever use of other keys, we can assign powers to each inverse prime, and get the remaining fractions:

Tap X, X+L: 1/4
Tap X, Tap X, X+L: 1/8
Tap X, Tap SHIFT, SHIFT+X+L: 1/36

Finally, through the addition of a pair of stacks and a few other basic operations, we will make the L key into a fully Turing-complete computer interpreter for fractionalizing ship selections. This part is left as an exercise to the reader.

And now back to your regularly scheduled patch...

Offline x4000

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Timestamps will be on the left, and the colored starfield will be the new default for now since popular opinion is what it is.  I'd write more, but I need to get to coding now. :)
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Offline eRe4s3r

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Just throwing a quick "Its much appreciated" here for the comments on the colored stars ;) Makes me happy if even only 2 people use it (i am 1 ;p)  ;D
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Offline liq3

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Ugh, I can't stand the 2 new ones. "Grey" one for me!


Offline CautiousChaos

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I was holding out for a paisley star field... 

Offline x4000

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Important:  If you previously installed the 1.201D prerelease, I made a small error with that.  The release notes file was called 1.201, rather than 1.201D.  The presence of that file will prevent the auto-updater from installing the official version of 1.201 for you.  If you care, then you'll need to delete the existing 1.201.txt file in the ReleaseNotes file in your folder.  If you just want to install the 1.201 update from the zip file I always provide in addition to the automatic updater, then don't worry about it.

Also, the new version is out here:  http://arcengames.com/forums/index.php/topic,1030.new.html#new
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Offline darke

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Finally, through the addition of a pair of stacks and a few other basic operations, we will make the L key into a fully Turing-complete computer interpreter for fractionalizing ship selections. This part is left as an exercise to the reader.

Great idea! Then we can program the enemy AI exclusively in LX!

Either that or we could build a turing complete forum scripting language that slaps some sense into The Admiral whenever he starts getting too mathsy. :)