Author Topic: Prerelease 3.083 (Transport Balance, ClearType!, MTU Conf, Bugfixes and Balance)  (Read 4704 times)

Offline x4000

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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!  Please note that current betas can only be successfully applied to version 3.060 of the game or later (if you later wish to revert to the official version for any reason, you can download the full raw files from the above link to do so).

To create your own manual beta patch, simply download these two files:
1. Current Beta Director Xml File.
2. Current Beta Zip File.

If you try to open that zip file, it 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 3.082:
(Cumulative release notes since 3.060 are attached at the bottom)

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

-Transports:
Capacity from 100 to 200
Energy cost from 5000 to 10000
Metal/Crystal cost from 5000/3000 to 10000/6000
Now unloads a maximum of 10 ships per game second if out of supply, still unloads all if in supply or scrapped/destroyed.
Now loses 12.5% of max health when traversing a wormhole to a planet that is out-of-supply.
Now regens health very quickly (30 seconds from 1hp to full) when on a planet controlled by its team that is in supply.

-Riot Control Starship Riot Shield modules now automatically regenerate (fairly quickly, once the regen kicks in, which is unlikely while in actual combat).

-Core Warhead Interceptors are now non-capturable.

-The game now pops open the unhandled errors text file if it crashes, making it so players don't have to hunt that down in the rare cash of a crash.

-The game no longer preloads sounds, and now loads sounds in a more efficient way in general, which makes the game load vastly faster.

-The game now uses ClearTypeNatural text, which should make it look vastly better, though the font sizes had to be redone to a fair degree to make this work.

-Target list request throttling now counts minor faction ships completely separate from human and AI players, even if they internally share player numbers.

-Zenith Viral Shredders now display effective build points required to build (this exceeds the "normal" requirement when the number of shredders of that mark on that planet exceeds the ship cap) and a note if they lack sufficient health to replicate.  The unit type description has also been updated to reflect the more complex replication rules implemented some time ago.

-Zenith Viral Shredder cost scaling changed from exponential to linear with percent-over-cap-on-planet.  Will probably tune this back up in future prereleases.

-Added Heavy Beam Cannon MkIV, with a ship cap of 1, that costs 6000 knowledge, 250000 metal, 400000 crystal, 20000 energy, and worth every penny.

-Units placed because of auto-build control nodes (engr I,II,III and remains rebuilder nodes) now are more aggressively pushed away from potential collision with the command station or other objects nearby (notably, to prevent displacing a forcefield generator).

-Previously it was possible for a unit held in a tractor beam to displace a forcefield generator (or other object) regardless of other collision priorities.  Forcefield generators now share the same level of non-displaceability as objects held in tractors and immobile objects.

-The MTU (Maximum Transmission Unit) network parameter is now configurable via the settings screen, right below the UDP port number.

-Unlock cost for Counter Dark Matter Turret reduced from 1125 to 1000 and for Lightning Turret MkIII reduced from 2200 to 2000.  Since no other unlock cost was not a multiple of 250, these had an artificially inflated opportunity cost.

CHANGES TO PAST PRERELEASES
=======

-Heavy Beam Cannons now have 1.5x damage multiplier against starships.

-AI turret choice probabilities tweaked, particularly towards fewer Heavy Beam Cannons.

-In previous versions the aggregate targeting was not aggregating melee ships, fixed to aggregate them if within 200 * move_speed range.

-Fixed a divide by zero bug with heavy beam cannons firing at something right on top of them.

-AI will now not build Heavy Beam Cannon MkIIIs (just Is and IIs).
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 Garthor

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The XML file appears to be from 3.082 and so it won't update.

Offline x4000

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The XML file appears to be from 3.082 and so it won't update.

It took me about 15 minutes after I originally posted this topic before the actual files were online -- long story -- but by the time you posted this it should have been working fine for a while.  I just tested it, and seems to be working for me.  My guess is you hit it right in that earlier period when it wasn't fully up yet.  Sorry for the confusion!
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Offline triggerman602

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Heavy Beam Cannon MkIV
 :o

uh where did riot starships go?
« Last Edit: March 13, 2010, 11:28:07 pm by triggerman602 »

Offline Lancefighter

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Reguarding warhead interceptors..

Pretty please tell me these die when the planet they are on is captured? Pretty please?


They are a pony to get rid of.. Especally when playing with.. a peacemaker ... ... ...
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Offline keith.lamothe

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They (Riots) still show up (in the build menus, I assume you mean) for me.  Could you give a screenshot of where they should be but are not?
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Offline keith.lamothe

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Reguarding warhead interceptors..

Pretty please tell me these die when the planet they are on is captured? Pretty please?


They are a pony to get rid of.. Especally when playing with.. a peacemaker ... ... ...
They just stay as is right now, if people find it too ridiculously annoying that could be changed.
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Offline RCIX

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They (Riots) still show up (in the build menus, I assume you mean) for me.  Could you give a screenshot of where they should be but are not?
Yeah this threw me for a loop a few times when that menu was introduced...
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Offline keith.lamothe

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Yea, when we had to add templates to prevent a riot (no pun intended) there was no reasonable way to keep all the starships on the same tab.
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Offline Draxis

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I have noticed that when I have a shield covering a wormhole, any AI ships coming through the wormhole are displaced quite a ways away from the wormhole.  I can probably provide a save if you cant reproduce this.

- EDIT -

It also looks like the targeting for Ion Cannons is a little off - I had a level I cannon, and a heap of tech II AI ships on the planet, and the cannon persistently hit one of the ships.  Shouldnt it to fire enough shots to kill the engines on one, then move on to another?
« Last Edit: March 14, 2010, 06:14:49 pm by Draxis »

Offline keith.lamothe

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I have noticed that when I have a shield covering a wormhole, any AI ships coming through the wormhole are displaced quite a ways away from the wormhole.  I can probably provide a save if you cant reproduce this.
Is this just one forcefield or more than one?  I had to add some non-optimal handling of ff collisions to fix some other bugs, and this has caused other issues; right now the displace-aways-to-the-right logic is intended, though hopefully something better will be possible soon.

Quote
It also looks like the targeting for Ion Cannons is a little off - I had a level I cannon, and a heap of tech II AI ships on the planet, and the cannon persistently hit one of the ships.  Shouldnt it to fire enough shots to kill the engines on one, then move on to another?
It doesn't use the normal engine-damage-focused firing algorithm that spiders and Riot modules use, but since the "prefer instakillables" logic comes before the engine-damage branch, I've told it to do so for 3.084.
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Offline Draxis

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Is this just one forcefield or more than one?

Just one forcefield - Sometimes the ships are displaced more than others.  I dont know if this issue is caused by loading a v3.060 game (this is the first beta I have tried), but I have a save before and after a wave got bounced.

Save Game - Before the attack
Save Game - After the attack

Offline Doddler

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The warhead interceptor not being captured is a real bummer.  It's not so much that I liked the fact that it's a 150m HP target for AI ships to kill, its the fact that killing a 150m target when you need it dead is totally unreasonable for what it does.  Is there any particular reason why it's not like, 5m-10m like the other instant kill cannons?  I mean it isn't even really effective at it's job, it won't stop you from nuking/emp'ing a system, it just makes it impossible to move the missle past the system.  As such, I'm not sure why it's absurdly hard to kill because it doesn't really serve any purpose beyond making it annoying after you capture the system.

Offline keith.lamothe

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Ok, for 3.084:

-Core Warhead Interceptor health dropped from 150 million to 5 million.

Chris may want to change this back up, but it's quick to do.
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Offline orzelek

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I have question - is this normal that after bunch of enemies gets caught on my tractor beams near wormhole they will "move" around once - like if some kind of collision detection was done so that they don't overlap?