Author Topic: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)  (Read 7381 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 3.083:
(Cumulative release notes since 3.060 are attached at the bottom)

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

-To prevent unintentional difficulty against cloak-heavy AI types that also have Zenith Mirrors, Decloakers are now immune to shot reflection.

-Added new AI modifier: No Wave Warnings, which simply causes the normal wave timers to not be shown.  The total number of ships in incoming waves is still shown.  This can greatly increase the challenge of the game and should be used with caution.

-Added new AI modifier: Cross Planet Waves, which causes all AI waves to spawn on an AI planet and travel across normal space rather than spawning at one of your wormholes.  This is the logic normally used when there are no warp gates adjacent to a human-controlled planet.  This can greatly increase the challenge of the game and should be used with caution.

-Ion Cannons now do a better job of disabling the engines of ships when no insta-kill targets are available, rather than trying to kill ships with normal damage.

-Core Warhead Interceptor health dropped from 150 million to 75 million, and now dies with the command station.

-Previously tractored ships were often "fighting" the tractor by moving the opposite direction if the tractoring ship moved.  This was particularly odd for ships towed by friendly tugs.  Fixed to move smoothly at the same rate as the tractoring ship.

-Previously the game would sometimes stop auto-incrementing AI progress despite game settings, fixed.

-AntiArmor MkIII health was low compared to other anti armor ships, raised to compensate.

-The game no longer clears out the various error txt files in the game directory when starting up, to help prevent cases where testers were losing the info because they restarted the game before opening the file.

CHANGES TO PAST PRERELEASES
=======

-More changes to forcefield collision logic, hopefully will produce fewer strange results while still avoiding the various units-getting-stuck and other problems.

-In previous versions a bug in the aggregate targeting code was sometimes causing significant performance slowdown over time (it was a death by a million cuts situation), fixed.
« Last Edit: March 16, 2010, 06:36:58 pm by x4000 »
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Offline triggerman602

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #1 on: March 16, 2010, 09:02:25 pm »
cant wait to try out those AI modifiers...


in combination...


with schizo...


and 2x waves. ;D

Offline Rod Serling

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #2 on: March 16, 2010, 09:16:01 pm »
against 2 level 10 vicious raiders

:P

Offline triggerman602

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #3 on: March 16, 2010, 09:19:46 pm »
nah I'm going to do couple of 10 mad bombers. i bet i can make it past 15 minutes

EDIT: i made it to 13:20, then a huge amount of bombers attacked me.
« Last Edit: March 16, 2010, 09:29:31 pm by triggerman602 »

Offline keith.lamothe

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #4 on: March 16, 2010, 09:37:49 pm »
Yea, those two modifiers could make for a pretty on-edge game (particularly together).  Out of curiosity, how much of an idea did you have that you were about to be drowned in bombers?  Was it still giving you too much of a warning (with the total wave counter or whatever)?
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Offline Rod Serling

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #5 on: March 16, 2010, 09:47:37 pm »
11:57 with those settings.

They massed bombers and Laser Gattling.

I massed fighters to counter any bomber threat from the very start, but when you got 1,000 enemies breaking down your door 10 minutes in, and they got Laser Gattlings, there's not much you can do except try the "Double forcefield invincibility" trick.

They took down the forcefields too fast though :P

I like these new AI modifiers already, I thought I had more time and it caught me off-guard a bit ;]

I'll love to see it when I don't know what system they're going to hit in addition to not knowing when :D

Kieth, I think I had about 1:40 until the wave spawned, faster than I was expecting, but I'm not sure they actually spawned in an adjacent sector. I had enough time to think "Hmm, they should be here" once it changed to "Threat" and for me to send a scout to the sector I thought it was coming from. I didn't notice a massive force there until I checked again a few seconds later. I think they spawned one or two hops out (Judging by how their threat numbers "Jumped" similar to the energy fluctuations when players go through wormholes.)

I think the Wave counter wasn't too much of a warning, might try testing it on a slightly lower difficulty before making that judgment however.
« Last Edit: March 16, 2010, 09:50:42 pm by Rod Serling »

Offline triggerman602

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #6 on: March 16, 2010, 10:07:53 pm »
i had schizo on so the only thing i predicted was me getting destroyed.

my only suggestion is that you take out the sound that plays when the wave countdown begins.

Offline keith.lamothe

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #7 on: March 16, 2010, 10:38:09 pm »
I'll love to see it when I don't know what system they're going to hit in addition to not knowing when :D
If it ever lets you have more than one system ;)

Quote
Kieth, I think I had about 1:40 until the wave spawned, faster than I was expecting, but I'm not sure they actually spawned in an adjacent sector.
Yea, in my tests they would often spawn one planet further out, which may be a holdover from how it calculates which planet to drop the ships at when there's no usable adjacent warpgate.  Honestly I'm not sure I mind that, it makes it even harder to know where the ships actually dropped into the game.

But I can make them more likely to spawn in an adjacent system if you think that would help.

Quote
I think the Wave counter wasn't too much of a warning, might try testing it on a slightly lower difficulty before making that judgment however.
Yea, I could just have it not draw at all (like the alert box-- though I probably need to make it draw some of the alerts like mining golem and decloaking human colony), but I think this way you can at least know if you need to expect guests somewhere.  But if you want to go really hardcore... ;)



Quote
i had schizo on so the only thing i predicted was me getting destroyed.
That's what I want to hear ;)

Quote
my only suggestion is that you take out the sound that plays when the wave countdown begins.
Yea, I thought of that but figured it would help make some people jump in their seat ;) Can take it out, though.
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Offline Rod Serling

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #8 on: March 16, 2010, 11:02:18 pm »
Yea, in my tests they would often spawn one planet further out, which may be a holdover from how it calculates which planet to drop the ships at when there's no usable adjacent warpgate.  Honestly I'm not sure I mind that, it makes it even harder to know where the ships actually dropped into the game.
The only thing about that is I may be able to trap a single gated planet in a corner and it may not launch attacks on me (Or try to jump over one of my systems to hit something deeper) Basically, it could lead to some deeper-seeded issues.

Kind of interesting really, but it also gives more advanced warning. Once the Warp changes to Threat, you know it's immanent, and with them spawning one system out, gives you a last second to prepare.

Really, on the one hand, that could allow for the last moments of desperate building if you know you have the a little more time, on the other hand, if you know you don't have time, you might scrap building turrets that wont make it... I honestly don't know, I'm kind of on the fence on this one as well. It might actually be cool to allow either.

You expect it to hit a little later, but they spawn directly adjacent, and you don't get all the time you'd like... or
You expect it to hit sooner, and you cancel building projects (Like turrets up close that aren't close to finishing) and get prepared, only to have to wait a stressful few minutes that you wish you would've known you had.

I've only gotten attacks coming from non-adjacent sectors (one hop away) so far, maybe just balance it so attacks from the adjacent sectors are more likely than currently.

Yea, I could just have it not draw at all (like the alert box-- though I probably need to make it draw some of the alerts like mining golem and decloaking human colony), but I think this way you can at least know if you need to expect guests somewhere.  But if you want to go really hardcore... ;)

Lol, that might be a little excessive, while possible, things like mining golems are big enough for "basic intel" to pick up, and Rebelling Human Colonies are TRYING to be found (by friendlies). So I think we can leave those alerts in, for now ;]

No matter what way you decide to go with it though, I think that these two AI modifiers are awesome. :D
« Last Edit: March 16, 2010, 11:06:47 pm by Rod Serling »

Offline Mánagarmr

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #9 on: March 17, 2010, 04:19:43 am »
Absolutely fantastic changes! I LOVE the new AI modifiers! I was always a tad miffed by the warnings, since I'm not too keen on the whole tower-defence kinda gameplay. I like to be surprised, and having the enemy attack at random without me knowing about it might teach me to plug those holes better :D

Thank you so much for this! This is something I've been longing for since day one! <3
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Offline dumpsterKEEPER

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #10 on: March 17, 2010, 11:46:12 am »
This is a purely anecdotal report and I didn't have a long time to play this release last night, but I think it played noticeably smoother for me than it has for the last couple releases. It might be that I was just looking for it, but I think the fix to the aggregate targeting code really made a difference. The previous time that I played (using 3.083) the game was feeling slightly rougher than normal, but I never got the spikes that other people were reporting, so it wasn't anything explainable or reproducible.

I always appreciate performance fixes and improvements!

Offline keith.lamothe

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #11 on: March 17, 2010, 11:48:09 am »
Glad that folks like the new ai modifiers :)

For no-wave-alert games, the alert box with non-AI-attack alerts will be back for 3.085, this was just a quick implementation to see if it would meet the need.

Will also look at having the cross-planet-waves pick randomly between adjacent planets and more-distant planets.  I may also decrease the wave timer a bit to compensate for the travel time, dunno.

And yes, the performance impact of that aggregate targeting bug was... let's just say, significant ;)  I honestly don't know why that wasn't causing catastrophic failures much earlier in people's games.
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Offline Draxis

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #12 on: March 17, 2010, 03:19:19 pm »
Friend of mine got an unhandled exception:

17/03/2010 19:14:52 (3.0.8.4)
-----------------------------------Application_ThreadException-----------------------------------System.NullReferenceException: Object reference not set to an instance of an object.
   at AIWar.GameSoundGroup.Play(SoundType Type) in C:\vcprojs\AIWar\DX\GameSoundGroup.cs:line 155

Offline keith.lamothe

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #13 on: March 17, 2010, 03:29:38 pm »
Weird, I don't think we've changed anything in that area lately, no idea how that GameSound array element could be null now and not before.  For 3.085 I've put in a check to just not play the sound if it gets a null.

By the way, is that the entire stack trace?  It would be helpful to see all of it.

Edit: oh, and thanks very much for reporting the crash, we want to kill those asap.
« Last Edit: March 17, 2010, 03:38:54 pm by keith.lamothe »
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Offline Draxis

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Re: Prerelease 3.084 (2 New AI Mods, Balance tweaks and bugfixes)
« Reply #14 on: March 17, 2010, 03:58:23 pm »
17/03/2010 19:14:52 (3.0.8.4)
-----------------------------------Application_ThreadException-----------------------------------System.NullReferenceException: Object reference not set to an instance of an object.
   at AIWar.GameSoundGroup.Play(SoundType Type) in C:\vcprojs\AIWar\DX\GameSoundGroup.cs:line 155
   at AIWar.GameForm.PlaySound(String Filename, SoundType Type) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:line 2783
   at AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 720
   at AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 294
   at AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:line 276
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Dragon said his wireless headset had just been disabled due to a conflict with some other wireless device, probably wont happen often :p