Author Topic: Prerelease 3.053 (Release Candidate 2, Bugfixes, Targeting Tweaks)  (Read 2663 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 3.052:
(Cumulative release notes since 3.000 are attached at the bottom)

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

-new rule in hit chance calculation: if the defender is held in a tractor beam and the defender is within the attacker's normal range, the attacker's minimum hit chance is 5%.

-modified autotargetting-throttling to be quicker about digging through a massive line of ships waiting for autotargetting (mainly when just loading a game with tons of ships fighting) to avoid large groups of ships sitting there doing nothing for minutes.

-Ships that are within the normal attack range of enemy ships are now given a 1% chance of hitting the enemy ship, whereas previously they could have a 0% hit chance if the enemy ship had shields that were too high.  This prevents confusion when turrets, etc, just sit there stupidly when a highly-shielded target is in their outer range, but not in their effective range.

CHANGES TO PAST PRERELEASES
=======

-Previous version was putting an _ after "Autosave" when creating normal autosaves. Fixed to not do this.

-Absolute ship cap (normally 1500) raised for mines, emp mines, area mines, and perma mines. Basically this means that multi-homeworld starts can use the same number of mines as they used to.

-Changed icon grouping back to not including all ships on the planet in the grouping calculation (it was really tanking performance in middlish-zooms) but periodically doing so to prevent problems with ships not being drawn.

-Autotargetting for armor ships modified to not care very much about doing engine damage, preferring other things like how much damage it will do.  They will still try to target ships that can take more engine damage if most everything else is equal.

-In the last few versions the munitions boosting caps (which should only apply in case of massive abuse of the fact that ships don't collision detect as strictly while moving) was not being computed correctly (based on boost_range*pi instead of boost_range*boost_range_pi), fixed.
« Last Edit: February 25, 2010, 04:18:56 pm by x4000 »
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Offline x4000

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The good news is that this is really shaping up well.  The bad news is that we've decided to delay the official release until this coming Monday. There are still too many small things that need to have more testing time, and it's better to be safe than to introduce issues into the official versions that will hang around for a month or so.
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Offline Buttons840

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Re: Prerelease 3.053 (Release Candidate 2, Bugfixes, Targeting Tweaks)
« Reply #2 on: February 25, 2010, 04:41:27 pm »
Can we expect any major balance/unit changes past this point?  Or mainly bug fixes?

Offline x4000

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Re: Prerelease 3.053 (Release Candidate 2, Bugfixes, Targeting Tweaks)
« Reply #3 on: February 25, 2010, 04:44:46 pm »
Mainly bugfixes, if we add major features of certain sorts, that would only keep pushing this official release out indefinitely, since that tends to introduce the possibilities of new bugs, etc.  But anything balance-wise that is pretty safe, or safe like the new screenshot function for instance, is pretty much fair game.
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Offline quickstix

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Re: Prerelease 3.053 (Release Candidate 2, Bugfixes, Targeting Tweaks)
« Reply #4 on: February 26, 2010, 05:02:39 am »
The new screenshot function is working pretty well, all my happy snaps are turning out quite nicely. :)

Just out of curiosity, does taking snaps in PNG format use a little more resources than BMP (as I did in FRAPS) because sometimes the sim (not the music) pauses for a second or so when I take a snap, something I never encountered using FRAPS when I took screenies to BMP. It's not an issue and not something I'm at all worried about (I am on a laptop, and not a recent one at that), but I am curious.

Offline keith.lamothe

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Re: Prerelease 3.053 (Release Candidate 2, Bugfixes, Targeting Tweaks)
« Reply #5 on: February 26, 2010, 08:12:12 am »
Yea, we were surprised at the poor performance of the normal screenshot code, at least in SlimDX (Alden Ridge uses MDX and doesn't have that problem).  Our initial attempt took over 10 seconds per snap, this one takes somewhere around 2 seconds per snap.  The performance apparently varies significantly by OS.  Some more info here:

http://spazzarama.wordpress.com/2009/02/07/screencapture-with-direct3d/
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Offline quickstix

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Re: Prerelease 3.053 (Release Candidate 2, Bugfixes, Targeting Tweaks)
« Reply #6 on: February 26, 2010, 08:56:49 am »
Hmm, interesting stuff. That article explains a lot too, thanks for linking that. Looks like a bit of a tricky issue.

Edit: Since you mentioned OS variation, I might just say I'm running Vista 32bit and get between 1-2 seconds per snap.
« Last Edit: February 26, 2010, 08:59:23 am by quickstix »

Offline x4000

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Re: Prerelease 3.053 (Release Candidate 2, Bugfixes, Targeting Tweaks)
« Reply #7 on: February 26, 2010, 10:20:13 am »
Side note, now that you mention it, Keith, I only ever tested the MDX screenshoting with Alden Ridge on XP 32.  So, quite possibly that would have had the same issues as SlimDX on Vista/Win7.
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Offline keith.lamothe

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Re: Prerelease 3.053 (Release Candidate 2, Bugfixes, Targeting Tweaks)
« Reply #8 on: February 26, 2010, 02:33:32 pm »
I'm thinking that is quite likely, so just as well that we encountered the issue now rather than later.
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Offline x4000

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Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!