Author Topic: Prerelease 3.080 (Aggregate targeting, sniper focus fire, other tweaks)  (Read 4345 times)

Offline x4000

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Important:  This update contains some experimental new targeting code.  We'd love your help finding any issues that might be there with it, but just fair warning.  Best bet is to keep the old copy of your AIWar.exe in case you want to revert, not that we think there's anything that seriously wrong with the targeting.

The latest beta is available via the Updates window in version 3.060 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 3.060 or greater, you can download 3.060 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 you can easily create your own manually-installable beta patch!

To create your own manual beta patch, you'll want to download the latest Beta Director Xml File.  Then you need whatever the most recent patchis at the time (the same version number as this post, at a url such as http://aiwar.s3.amazonaws.com/updates/Beta/3.0.8.0.zip, as a sample).  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.  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.  Please note that "Beta" in the filename is case-sensitive.

What's new since 3.060:
(Cumulative release notes since 3.060 are attached at the bottom)

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

-Added system for aggregate targeting, if a ship is near enough to a ship of the same type that is owned by the same player and has already computed its target list, it just uses that list instead of computing its own.  Currently this is used mainly to speed up the rate at which large groups of ships get their target lists (particularly noticeable on loading a game), but we could shift this to a cpu savings if it seems necessary.

-Added "Sniper Focus Fire" control node that makes units with infinite range (sniper turrets, snipers, etc) use an alternate autotargetting behavior to focus on maximizing rapid enemy casualties.

-Added "Non-Sniper Focus Fire" control node that makes non-sniper units use an alternate autotargetting behavior to focus on maximizing rapid enemy casualties.  This behavior was developed for sniper units, so use with caution.

-All forcefield creating units are now listed as immune to tractor beams (anything under a forcefield is already immune to tractors, but it doesn't show in the tooltip).

-AI self-building units now temporarily suspend construction if damaged, to make it less likely that overkill-prevention will result in the AI ship not being destroyed.  This construction-suspension rule does not currently apply to non-AI ships.

-Fixed some inaccuracies/omissions in Riot module descriptions.
« Last Edit: March 04, 2010, 08:25:58 pm by x4000 »
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Offline keith.lamothe

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Chris asked me to investigate aggregate targeting, and it is a significant step forward for large battles, but it's my implementation and it's a pretty core piece of ship behavior so I'm certain there are some pretty serious problems that will pop up (despite a number of hours of testing on my end).  So this prerelease could be more "experimental" than most, but that's why I wanted to get it out at the beginning of the DLC cycle for the month rather than closer to the official at the end.

Short version:  There are bugs.  Find them.  Kill them. :)
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Offline x4000

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Good point, Keith.  I put up a variant of my general "this is an experimental release" warning up there so that people will notice quicker, hopefully.
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Offline triggerman602

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does sniper focus affect spider turrets as well?

Offline keith.lamothe

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No, but only because spider turrets use the somewhat recent "maximize engine-dead ships" alternate algorithm.

Edit: well, to clarify, it does impact spider turret logic, but only in cases where the engine-shredder algorithm says "I don't care which of these two ships you shoot at".  Also, it does remove the usual inhibitions about focus-firing, so you may see more significant differences in firing on ships with high engine health that take more than, say, 5 shots to disable.
« Last Edit: March 03, 2010, 11:42:07 pm by keith.lamothe »
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Offline Ozymandiaz

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Focus fire.

Very interesting.

Do the AI use it as well? it would seem that if I use it I get a good advantage over the AI in regards on how quickly I can kill his ships, since I take out one afte the other while he spreads his fire all around.

For the snipers it sounds awesome tho, I like that.
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Offline keith.lamothe

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The AI doesn't build control nodes, and thus doesn't use the focus fire algorithm.

If y'all find that the focus fire thing is useful we could look at having the AI use it (not through a node).

A human player having the option of the alternate behavior is fine even if it's highly non-optimal because of some bug or design flaw, because you don't have to build the node.  Changing the AI's firing behavior has considerably wider impact ;)
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Offline TheWordWillSetYouFree

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New AI type maybe then :P

Offline keith.lamothe

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Perhaps, or have the Experimentalist AI use experimental targeting algorithms ;)

That would be a funny bug report:

"Report: The experimentalist AI ships made tons of really odd mistakes and I won the game."

"Response: It was beta testing new code."
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Offline Goekhan

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I still want area attack :P

Offline keith.lamothe

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Re: Prerelease 3.080 (Aggregate targeting, sniper focus fire, other tweaks)
« Reply #10 on: March 04, 2010, 01:16:42 pm »
Area attack?
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Offline Lancefighter

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Re: Prerelease 3.080 (Aggregate targeting, sniper focus fire, other tweaks)
« Reply #11 on: March 04, 2010, 01:26:46 pm »
Sit <here> and blow up anything within y range.
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Offline keith.lamothe

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Re: Prerelease 3.080 (Aggregate targeting, sniper focus fire, other tweaks)
« Reply #12 on: March 04, 2010, 01:28:14 pm »
Is that not the normal behavior for an idle ship?  Or does it chase?  Or do you mean tell it not to fire until the enemy is within Y range?
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Offline triggerman602

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Re: Prerelease 3.080 (Aggregate targeting, sniper focus fire, other tweaks)
« Reply #13 on: March 04, 2010, 07:56:43 pm »
you should state the Beta in the file name of the outer zip for a manual patch is case sensetive. took me 15 minutes to figure out why i was getting a filename mismatch on a perfectly good manual patch named beta.zip

Offline x4000

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Re: Prerelease 3.080 (Aggregate targeting, sniper focus fire, other tweaks)
« Reply #14 on: March 04, 2010, 08:26:16 pm »
you should state the Beta in the file name of the outer zip for a manual patch is case sensetive. took me 15 minutes to figure out why i was getting a filename mismatch on a perfectly good manual patch named beta.zip

Ah, good call -- sorry for the confusion there, I updated that.
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