Author Topic: Prerelease 3.040 (Bugfixes, Scout Speed Buff, Warp Gate AIP Changes)  (Read 1945 times)

Offline x4000

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The latest beta is available via the Updates window in version 3.000 or greater of the game.  Just open the game and you can quickly download the prerelease through the updates tab.  If you don't yet have 3.000 or greater, you can download 3.000 here.  This prerelease version is compatible with any vendor's version of the game -- Steam, Impulse, whatever.

Note:  If you have bug reports related to this release, please log them in the bug reports subforum with one bug per topic.  It makes things infinitely easier for us.  Thanks!

Looking for a Patch That Can Be Manually-Installed?
Because of the time involved in creating multiple versions of each patch, we only create manually-installable patches for official versions of the game, not each beta prerelease.  But, if you're running version 3.022 of the game or higher, you can easily create your own manually-installable beta patch!  If you don't yet have 3.022, but do have 3.000 or greater, you can download a simple zip containing the files of 3.022 here.  Simply unpack those on top of your existing files in your AI War folder, and voila -- you're on 3.022.

To create your own manual beta patch, you'll want to go here.  This folder contains all of the beta updates.  You just need whatever the most recent one is at the time (probably the same version number as this post).  Download that zip file, which if you try to open will say it's corrupt -- that's okay, it's not really a zip file.  Next download the updated Director.Xml file from that folder.  Finally create a new zip file on your computer, and put both the director and the fake-zip-file inside it.  Call your outer zip file something that starts with Beta and ends with an extension of .zip.  Beta.zip will work just fine, or you can name it after the specific version number if you want to hang onto it.  And that's it!  Now you have your very own manually-installable package of the AI War beta version of your choice, which you can install by simply selecting via your Updates window in the game.

What's new since 3.039:
(Cumulative release notes since 3.000 are attached at the bottom)

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

-Relaxed "am I out of range" checks on shots that were causing them to disappear mysteriously in a lot of cases (particularly involving decoys).

-Previously ships reduced to very low percentages of engine health (particularly those like dreadnoughts with low normal speeds) could sometimes fail to move despite having an effective speed of 1.  Fixed to be able to move at the slowest possible speed in those cases, even if it's more than they deserve.

-Fixed Devourer Golem description to note that they also eat scouts despite scouts not having attack power (they are mobile military despite this).

-The move speeds of all the scouts, and the scout starship, have all been doubled to counter the effects of the much-larger tachyon beams that are now on planets.

-Previously, AI ships could be set free by chasing scouts too far away from their guard posts, which could lead to early waves of higher-level ships if players were unlucky in their scouting.  This was most noticeable against the Tag Teamer AI type.  Fixed.

-Warp gates now only cost 5 AI Progress to destroy, while command stations now cost 15.  Thus making it cheaper to gate-raid, but the same price to take a new planet.

-Alarm posts, Raid Engines, and Black Hole machines now increase the AI Progress by half as much as before when they die.

CHANGES TO PAST PRERELEASES
=======

-Previously if Icon Grouping was enabled ships emerging from a wormhole were not being drawn until something was done to refresh the working icon grouping information, fixed to immediately wipe a ship's working icon group on planet transition.

-Previously if Icon Grouping was enabled and multiple constructors with rally points were selected, only the rally point of the "top" constructor would be drawn; fixed to make sure each constructor is placed in its own icon group to prevent this problem.

-Warp gates were not auto-exploding in the absence of a friendly command station, fixed.

-Previously the change to make extremely high cost structures build in larger steps was causing assisting engineers to not report their outflows on the expenses-by-player stats screen unless the stats screen was loaded during a cycle where a build step actually occurred.  Fixed to report the expenditure/cycle rate at the last build step in that case.

-In the prior version, there could be issues with metal/crystal deposits and wormholes being shuffled around in various ways in loaded savegames.  Fixed.
« Last Edit: February 17, 2010, 12:51:02 pm by x4000 »
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Offline I-KP

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Re: Prerelease 3.040 (Bugfixes, Scout Speed Buff, Warp Gate AIP Changes)
« Reply #1 on: February 17, 2010, 01:05:18 pm »
-Previously if Icon Grouping was enabled ships emerging from a wormhole were not being drawn until something was done to refresh the working icon grouping information, fixed to immediately wipe a ship's working icon group on planet transition.

This might explain why Riot icons sometimes disappear after transitioning through a worm hole.
Atmospheric & Lithospheric Reticulator,
Post-accretion Protoplanet Aesthetic Seeding Team,
Celestial Body Design & Procurement Division,
Magrathea Pan-Galactic Planets Corp.,
Magrathea.

Offline Mylon

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Re: Prerelease 3.040 (Bugfixes, Scout Speed Buff, Warp Gate AIP Changes)
« Reply #2 on: February 17, 2010, 02:12:00 pm »
I'm testing with v 39, so I don't know if this has been fixed (no patch notes indicating...) But the Devourer golem is behaving oddly.  Its using all of his shots to kill 1 ship at a time.  I'm watching it dance around in AI territory doing hardly anything to the AI.

It doesn't always behave this way, but it seems to like overkilling teleport raiders in particular.

Offline SgtScum

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Re: Prerelease 3.040 (Bugfixes, Scout Speed Buff, Warp Gate AIP Changes)
« Reply #3 on: February 17, 2010, 03:32:29 pm »
-Warp gates now only cost 5 AI Progress to destroy, while command stations now cost 15.  Thus making it cheaper to gate-raid, but the same price to take a new planet.


Sweeeet. Going to go back and load up some favotire maps to see if I can not die horribly on them from massive ai progression due to the way the dice rolled on the setup. I mean seriously, on a few of them nearly everything worth taking was in a mk IV world nestled in a grid of other mk III~IV worlds. Not killing off the warp gates was not an option. Then to top it all off the one mk IV system that had a mk IV factory with an easy close path of mk I worlds from my homeworld had the dyson sphere in it that was already up to around 1000 ships by the time I first scouted it. Good thing there are 16 billion different map combinations as some times the just are totaly terminator eaturface hard.  :o

Offline quickstix

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Re: Prerelease 3.040 (Bugfixes, Scout Speed Buff, Warp Gate AIP Changes)
« Reply #4 on: February 17, 2010, 05:40:45 pm »
Cheers on the Scout buffs. I noticed that my scouts were getting tagged quite a distance from wormholes, but I thought it was just because I hadn't played for a while. Should make my favourite past-time a bit more managable now. :)

Offline Goekhan

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Re: Prerelease 3.040 (Bugfixes, Scout Speed Buff, Warp Gate AIP Changes)
« Reply #5 on: February 17, 2010, 05:58:31 pm »

-Warp gates now only cost 5 AI Progress to destroy, while command stations now cost 15.  Thus making it cheaper to gate-raid, but the same price to take a new planet.

-Warp gates were not auto-exploding in the absence of a friendly command station, fixed.

Why?

I was getting better, MUCH better at destroying Command station, and taking the planet while maintaining warp gate.

Offline x4000

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Re: Prerelease 3.040 (Bugfixes, Scout Speed Buff, Warp Gate AIP Changes)
« Reply #6 on: February 17, 2010, 05:59:58 pm »

-Warp gates now only cost 5 AI Progress to destroy, while command stations now cost 15.  Thus making it cheaper to gate-raid, but the same price to take a new planet.

-Warp gates were not auto-exploding in the absence of a friendly command station, fixed.

Why?

I was getting better, MUCH better at destroying Command station, and taking the planet while maintaining warp gate.

http://arcengames.com/forums/index.php/topic,3994.msg26526.html#msg26526
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Offline Lancefighter

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Re: Prerelease 3.040 (Bugfixes, Scout Speed Buff, Warp Gate AIP Changes)
« Reply #7 on: February 17, 2010, 06:14:25 pm »

-Warp gates now only cost 5 AI Progress to destroy, while command stations now cost 15.  Thus making it cheaper to gate-raid, but the same price to take a new planet.

-Warp gates were not auto-exploding in the absence of a friendly command station, fixed.

Why?

I was getting better, MUCH better at destroying Command station, and taking the planet while maintaining warp gate.
That was an exploit, and thus fixed. The only bad thing about indie devs is that they fix exploits fairly quickly, along with bugs :) (see:my sig :\ )
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Offline Minty

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Re: Prerelease 3.040 (Bugfixes, Scout Speed Buff, Warp Gate AIP Changes)
« Reply #8 on: February 17, 2010, 06:39:56 pm »
Bit of a bug to report:

Just started a new game with 3.040, and the text under home command stations, cleanup drones, etc, is once again rendered under the buttons, and offset to the right..

Offline vonduus

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Re: Prerelease 3.040 (Bugfixes, Scout Speed Buff, Warp Gate AIP Changes)
« Reply #9 on: February 17, 2010, 08:12:17 pm »
-The move speeds of all the scouts, and the scout starship, have all been doubled to counter the effects of the much-larger tachyon beams that are now on planets.

Ah, great, I was wondering if something had happened to my scouts, since they seemed to be a lot more fragile than they used to be. Thanks a lot.
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Offline Kjara

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Re: Prerelease 3.040 (Bugfixes, Scout Speed Buff, Warp Gate AIP Changes)
« Reply #10 on: February 17, 2010, 09:18:32 pm »

-Warp gates now only cost 5 AI Progress to destroy, while command stations now cost 15.  Thus making it cheaper to gate-raid, but the same price to take a new planet.


While I'm still mildly not in favor of the forced destruction of warpgates, this makes it quite a bit less of an issue(since a difference of 5 aip isn't nearly as bad--As I generally only take about 10 planets that's only an extra 50 aip).  On the other hand I think that 5 aip for a gate raid is much closer to what its worth generally, so I'm in favor of that(and it really makes gate raiding more of a decision).  I'll have to try the auto destructing warp gates and see how much difference it really makes.


-Alarm posts, Raid Engines, and Black Hole machines now increase the AI Progress by half as much as before when they die.


Big fan of this, since it actually makes the decision of taking the planet vs just killing the black hole machine mean something.

Offline x4000

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