Author Topic: Prerelease 3.106 (Borg square removal, anti-armor, MLRS, autobomb, engr buffs)  (Read 3762 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 3.103:
(Cumulative release notes since 3.060 are attached at the bottom)

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

-The balance of anti-armor ships has been completely reworked.  Their costs have been reduced a bit, they now have bonuses against force fields, starships, and heavy defense, their attack power has been doubled, their  attack speed has been reduced by about 1/5, and their ship cap has been increased substantially.  They are still quite fragile, but they are easier to churn out now, they do more damage before they die, and with their middling range they are less likely to die so fast.

-The balance of MLRS ships has been majorly reworked.  Their attack speed has been halved, their health has been increased 6x, their attack power has been increased 4x, and their ship cap has been reduced slightly.

-The assistance boost rate of Mark II engineers is now 2.0 instead of 1.5.  The assistance boost rate of Mark III engineers is now 3.0 instead of 2.0

-The energy costs of the higher-level engineers now goes down instead of up, the shield rating of the mark II tier is now doubled, and the metal/crystal costs and time to build the higher-mark engineers is now reduced instead of increased versus the lower-level engineers.

-The metal and crystal costs of Zenith Autobombs have been halved.

-Updated auto-shape move from ugly borg-square to filled-in-circle.

CHANGES TO PAST PRERELEASES
=======

-The strong vs and weak vs data has been recalculated.

Updates in 3.105:

-"Planetary roamer" type ships are now able to be special forces like normal.  This includes most melee ships, starships, and similar.

-Starships and fortresses/superfortresses now act as unit coordinators, and will recruit other, smaller ships to be their entourage.  The coordinators have various sorts of other ships that they prefer to bring with themselves.

-The transport numbers now only appear above allied ships, not enemies.

-Schizophrenic waves were not working in conjunction with cross-planet waves.  Fixed.

Updates in 3.106:

-AI Unit coordination has been disabled, as it was causing lockups.
« Last Edit: April 24, 2010, 03:47:46 am by x4000 »
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Offline Ozymandiaz

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Nice engineer tweaks. I like them.
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Offline RCIX

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-The balance of anti-armor ships has been completely reworked.  Their costs have been reduced a bit, they now have bonuses against force fields, starships, and heavy defense, their attack power has been doubled, their  attack speed has been reduced by about 1/5, and their ship cap has been increased substantially.  They are still quite fragile, but they are easier to churn out now, they do more damage before they die, and with their middling range they are less likely to die so fast.

-The balance of MLRS ships has been majorly reworked.  Their attack speed has been halved, their health has been increased 6x, their attack power has been increased 4x, and their ship cap has been reduced slightly.

I think i found me some new candidates for favorite ships! :)
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Offline x4000

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Glad the changes are a hit! :)
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Offline superking

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sweeet, fast release!

glad to see borg cubes are on their way out

I'm running out of wishlist, it just keeps coming true...  ;D


what wishes remain:

MRS being selectable as military ship for easy grouping would be nice

tractor beam turrets need to scale differently (right now mk1 are energy efficency failure while mk3 are the bomb)

golems need to suck less (instant AI planet renforce with 5x normal reinforcement is terrible..)


Offline Kalzarius

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-The balance of anti-armor ships has been completely reworked.  Their costs have been reduced a bit, they now have bonuses against force fields, starships, and heavy defense, their attack power has been doubled, their  attack speed has been reduced by about 1/5, and their ship cap has been increased substantially.  They are still quite fragile, but they are easier to churn out now, they do more damage before they die, and with their middling range they are less likely to die so fast.

-The balance of MLRS ships has been majorly reworked.  Their attack speed has been halved, their health has been increased 6x, their attack power has been increased 4x, and their ship cap has been reduced slightly.

-The assistance boost rate of Mark II engineers is now 2.0 instead of 1.5.  The assistance boost rate of Mark III engineers is now 3.0 instead of 2.0

-The energy costs of the higher-level engineers now goes down instead of up, the shield rating of the mark II tier is now doubled, and the metal/crystal costs and time to build the higher-mark engineers is now reduced instead of increased versus the lower-level engineers.

-The metal and crystal costs of Zenith Autobombs have been halved.

-Updated auto-shape move from ugly borg-square to filled-in-circle.

CHANGES TO PAST PRERELEASES
=======

-The strong vs and weak vs data has been recalculated.


AWESOME.  I can't say how glad I am that MLRS ships finally got tweaked.  Awesome changes to the engineers, too.  :)  :)

Offline x4000

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:)

Glad those are happy changes, Kalzarius.

superking, I don't plan on making scout starships or MRS selectable with the main fleets by default; the logic is that they have to get guns to be considered military ships.  And I think that violating that in one-off cases is likely to be confusing (and I'm certain that a number of players use the MRS as sort of a fixed base unit with other ships moving to and fro around it).  BUT, you can simply hold Ctrl while dragging a selection box, and all ships are selected instead of just military ships.  That's the function you're looking for, I think, in that situation.

Tractor beams, also, are something I am really happy with the balance for.  You get the mark Is for free (knowledge wise), so of course their energy efficiency is worse compared to the many-tractors that you get later.  That's what you are buying with that knowledge you spend on the higher level ones. ;)  People in the past felt like the Mark IIIs/IIs did not add much except capacity (rather like the engineers of late), so that shift was intentionally made -- rather like the engineers now.  I don't find it unnatural that a higher-mark ship would have advantages over lower-mark ones. :)

Golems may get some more work in the coming months, I'm sure, but not before the next official release.  I think they are probably quite useful at this stage, and people just are not using they correctly yet.  We shall see. :)
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Offline Mánagarmr

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Agree with Chris there on the Tractors. What reason would there be to unlock the higher mark items if they weren't better than their lower tier ones?
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Offline lanstro

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Agreed on tractor beams.  Tractor 1s are still useful despite their energy efficiency.

Offline x4000

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Updates in 3.105:

-"Planetary roamer" type ships are now able to be special forces like normal.  This includes most melee ships, starships, and similar.

-Starships and fortresses/superfortresses now act as unit coordinators, and will recruit other, smaller ships to be their entourage.  The coordinators have various sorts of other ships that they prefer to bring with themselves.

-The transport numbers now only appear above allied ships, not enemies.

-Schizophrenic waves were not working in conjunction with cross-planet waves.  Fixed.
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Offline Doddler

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Very cool changes. :)

I had AI war lock up on me about 20 minutes into a game though after installing the patch, no error, just frozen.  Might not be a game issue, I'll keep an eye on it!

Offline madpinger

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Yo,  Tried a few times with the 3.105.  Just freezes no matter what.

Let me know if you want any info's from me. ^.^

Offline x4000

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I wasn't seeing this, but I'm sure I know what the lockups must have been related to.

Updates in 3.106:

-AI Unit coordination has been disabled, as it was causing lockups.
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Offline madpinger

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Aww,  Well.  Tis Beta after all ;)

I'll give it a shot.  Cheers \o/

*edit*

Aye, seems you were spot on,  Has ran longer than any of the attempts with 3.105 so far.  So, 3.106 seems to be the ticket with that change.
« Last Edit: April 23, 2010, 10:54:11 pm by madpinger »

Offline x4000

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Excellent -- thanks! :)
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