Author Topic: Prerelease 1.999F (Loc High Scores, Ship Smoking/Explode GFX+, Strong/Weak Updt)  (Read 3698 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
The latest prerelease is available at http://www.arcengames.com/share/AIWar1999F.zip

That version is an upgrade from version 1.301, so you have to already have 1.301 (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 1999E:
(Cumulative release notes since 1.301 are attached at the bottom)

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

-Shield Bearers have been renamed to Force Field Bearers, as this is more befitting to their revamped (as of 1.013 or so) abilities: mini force fields in place of their older superhigh shields.  This also makes their short-name text now "FF Bearer" instead of "Shield," which is much less confusing for players who might think this refers to force fields, etc.

-The old Strong Vs and Weak Vs text was misinterpreted by the vast majority of players (who thought it was a bonus, when it is actually performance data).  The notation and data shown for these categories has therefore been updated to be more clear.  These are actually showing performance stats from after simulated encounters.  It now shows the name of the ship, the % health remaining of the victor, and the time taken for the victorious ships to kill all of the losing ships in the simulation.  This is NOT the time it takes a single ship of one type to kill a single ship of the other type, but it should be good enough as a rough guide to see which ship classes will kill the target class most quickly.

-When Complete Visibility is turned on, the "last scouted" time is always now 0 seconds ago, which gives complete intel summary info.

-All warheads have a new "blind" ability, which makes them unable to provide visibility into enemy systems.  If non-blind local/allied ships are present, they will be able to function as normal, but this basically prevents armored missiles from being used as scouts on distant enemy planets without support.

-The cost of unlocking Mark III command stations has been dropped from 8,000 to 5,000 knowledge.  Its metal and crystal production has been dropped from 48/sto 32/s.  It's health has been increased from 99,999 to 599,999.  The ship cap has been reduced from 8 to 6.  They are also now immune to sniper shots.

-The metal and crystal output of Mark II command stations has been dropped from 32/s to 24/s.  It's unlock cost has been dropped from 5,000 to 4,000 knowledge.  It's health has been increased from 99,999 to 299,999.  The ship cap has been reduced from 8 to 6.

-Mark II and III command stations are now mobile (but very, very slow), though they are of course unable to go through wormholes.

-Midsize ships and upwards that explode now throw off chunks of debris and embers.  Before they explode, they also now start smoking when they are damaged down to 66% health, and smoking more heavily and shooting off embers when they are damaged down to 33% or more.

-There are now settings options under Graphics, Special Effects, for disabling explosion debris/embers, damaged ship smoke, and force field rotation.

-The game now has a local high scores list.  Whenever a game is saved or closed, it updates itself.  Only the highest Player Score Over Time is logged for an individual map seed (variants of that map seed, based on position, available ships, or other factors all count as the same).  Each player profile has a separate high scores list, so changing the profile also changes the high scores list.

NEW ART - Philippe Chabot
--------------
Updated Raider I
Updated Game Logo
Updated Game Icon
Explosion Embers
Explosion Damage Smoke
Explosion Debris
Flare
Update Electric Shuttle I, II
« Last Edit: September 25, 2009, 05:04:28 pm by x4000 »
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Bear in mind that the local high scores feature is now 100% polished yet, or finalized in terms of what columns will be there.  Suggestions are welcome, this is a good time for people to help shape a new feature.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline ldlework

  • Full Member
  • ***
  • Posts: 112
I wish this was more interesting. It doesn't really interest me at all to have local highscore list. The game is cooperative and the only time I look at the score is to satisfy what little care I pay to the relative success versus me and the other players.

I know this will nevvvveerrr happen but here goes:

What about a web-application integration where at the end of a game you had the option to upload relevant stats to the server, right through AI War's application interface. It would upload it and the website would just have a neat little browser for past games. It would just be a browser since there'd be no need to compare games really?

But at that point you could :)

You could sort them by data, how many players, what the scores were, or any number of interesting views on that data. The game could even include a picture of the map at the end of the game. 

Offline Revenantus

  • Arcen Games Staff
  • Hero Member Mark III
  • *****
  • Posts: 1,063
I wish this was more interesting. It doesn't really interest me at all to have local highscore list. The game is cooperative and the only time I look at the score is to satisfy what little care I pay to the relative success versus me and the other players.

I know this will nevvvveerrr happen but here goes:

What about a web-application integration where at the end of a game you had the option to upload relevant stats to the server, right through AI War's application interface. It would upload it and the website would just have a neat little browser for past games. It would just be a browser since there'd be no need to compare games really?

But at that point you could :)

You could sort them by data, how many players, what the scores were, or any number of interesting views on that data. The game could even include a picture of the map at the end of the game. 

I wouldn't say never, but this just isn't something that Arcen has the resources to do right now. Such a service would require a dedicated server, and no small amount of bandwidth. Definitely a cool idea, though it's a long term thing.

In the meantime, I hope the forum will suffice - players are welcome to post game results and images in the AAR forum. I know it's not ideal, but it'll have to do. :)

Offline RCIX

  • Core Member Mark II
  • *****
  • Posts: 2,808
  • Avatar credit goes to Spookypatrol on League forum
What would be neat to see in this is like "favorite ship type" and "most built ship" "best used ship" and so on...
Avid League player and apparently back from the dead!

If we weren't going for your money, you wouldn't have gotten as much value for it!

Oh, wait... *causation loop detonates*

Offline ldlework

  • Full Member
  • ***
  • Posts: 112
Unit kills. Please. Pretty please?

This has tactical uses.
* ldlework chants "unit kills!" "unit kills!"

 :D

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
What would be neat to see in this is like "favorite ship type" and "most built ship" "best used ship" and so on...

Unit kills. Please. Pretty please?

This has tactical uses.
* ldlework chants "unit kills!" "unit kills!"

 :D

All good, I like those all.  See, this is why I solicit feedback... :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline quickstix

  • Sr. Member
  • ****
  • Posts: 297
  • Buy Now
Haven't tried it yet, but...

Command Station changes are interesting (in a good way). I never really tried the higher level stations because of the knowledge costs and just tanked a lot of defence to stop AIs rushing Comm Stations (which got a bit harder when the AI smartened up recently). Looks like this provides a good balance of tougher command stations, or risking an AI rushing a weaker station and blowing it up.

-Midsize ships and upwards that explode now throw off chunks of debris and embers.  Before they explode, they also now start smoking when they are damaged down to 66% health, and smoking more heavily and shooting off embers when they are damaged down to 33% or more.

-There are now settings options under Graphics, Special Effects, for disabling explosion debris/embers, damaged ship smoke, and force field rotation.

 ;D I LIKE THINGS THAT CATCH ON FIRE AND GO BOOM

Offline Echo35

  • Master Member Mark II
  • *****
  • Posts: 1,703
  • More turrets! MORE TURRETS!
Every time I tell myself I'll just wait for the final version to come out and not use the pre-releases, but that never seems to happen.

::downloads awesome new patch:: ::)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Glad it's a hit!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Kalzarius

  • Sr. Member Mark II
  • ****
  • Posts: 422
-Midsize ships and upwards that explode now throw off chunks of debris and embers.  Before they explode, they also now start smoking when they are damaged down to 66% health, and smoking more heavily and shooting off embers when they are damaged down to 33% or more.

They also do this when they're being constructed for the first time.  I just built a starship constructor in my singleplayer game it was all smoking and burning away.  Is this intentional?

Looks awesome, anyway.  ;D

Offline Revenantus

  • Arcen Games Staff
  • Hero Member Mark III
  • *****
  • Posts: 1,063
-Midsize ships and upwards that explode now throw off chunks of debris and embers.  Before they explode, they also now start smoking when they are damaged down to 66% health, and smoking more heavily and shooting off embers when they are damaged down to 33% or more.

They also do this when they're being constructed for the first time.  I just built a starship constructor in my singleplayer game it was all smoking and burning away.  Is this intentional?

Looks awesome, anyway.  ;D

It's not intentional, no, just a small oversight. It's on the critical list already - http://arcengames.com/forums/index.php/topic,1537.0.html

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!