Author Topic: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)  (Read 5529 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 3.113:
(Cumulative release notes since 3.060 are attached at the bottom)

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

-AI Progress Alert box will now report AI progress reductions from ship destruction (basically just data centers, or the last co-processor) and holding of the super-terminal.

-At some point in the recent past, scrapping stopped giving resources because it was restrained to only AI ships rather than only non-AI ships.  Fixed.

-Added single-planet versions of the auto-build-engineerI|II|III|remains-rebuilder nodes.

-Removed ClosesAttackDistanceTo value from fortresses and superfortresses since they were causing very non-optimal closing behavior, particularly against engine-dead bombers.

-Paralysis time now capped at 2 minutes, to prevent emp minefields and the like from getting too extreme.

-The planetary summary was no longer updating when ships were placed while the game was paused, due to the "only recalculate once per GameSecond" logic and no GameSeconds passing while paused.  Changed to use a separate real-second calculation while the game is paused, so that it should update every second or two while paused.

-Rally posts now have a 900 collision priority (only below immobiles and ShipTypes Force_Field, Command_Station, Command_Station_Core)

-ShipType Heavy_Defense moved down to same collision priority as transports and golems (was up with Command_Station, etc), since the only non-immobile ships in that type are the fortress, superfortress, and astro train, which fit more in the transport tier.  Immobile Heavy_Defense ships still have the normal 10000 immobile CollisionPriority.

-Added new Control Node: No Rallying to allied Rally Posts.

-Added new Control Node: Reclaimed Units Rally to Rally Posts.

-AI ships trapped by a black hole machine will now try to destroy that device rather than just sitting there doing nothing (will sometimes attack other targets in the system first, if available).

-Previously PlanetaryShieldBooster, PlanetaryShieldInhibitor, BlackHoleMachine, RadarJammer, and RadarJammerIIs would continue having their system-wide effects in low-power mode.  Since the effect is based off their presence in the system and actually checking them for low-power mode every cycle would add a non-trivial load to the simulation, they can no longer be put in low-power mode.  They can still be paused during construction, though (and they should not be having their system-wide effects while under construction).

CHANGES TO PAST PRERELEASES
=======

-In previous versions the load-game process was incorrectly discarding most (if not all) traverse-wormhole orders of ships and constructors in the save file, fixed to process those correctly.

-In previous versions the planetary summary mouseover has not been drawing the tooltip for ship types seen recently but not actually present (recently destroyed ships, etc), fixed.
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 x4000

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #1 on: April 28, 2010, 04:25:33 pm »
We are hoping to do an official release sometime this week, probably Friday if it happens at all, so this is the first release candidate for that process.  We do know there are a couple of glitches in this one that really need to be fixed before an official version, though, so obviously this won't be the last release candidate.  If there are too many glitches still around on Friday then we'll delay until next week sometime for the next official release, but we've been in a mostly-bugfixes-and-balance-tweaks phase for a good little while now, and things seem to be settling down with the really severe side of things (the memory usage, targeting issues, etc).

But if you see something that we should know about, as always do let us know!
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 Ozymandiaz

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #2 on: April 28, 2010, 05:30:02 pm »
You release updats so quick we get no time to find the bugs ;)

nice work!
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Offline superking

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #3 on: April 28, 2010, 05:37:09 pm »
^ haha, truth!

I have one tiny suggestion: ION cannons and Mass Drivers are high priority targets, yet have small and fairly indistinguishable icons and weapon FX that makes locating them upon a crowded world difficult. It might be cool if the size of ion/mass driver projectiles was exaggerated when zoomed out so they are clearly visible, as well as givng their icon some kind of visible 'high priority' outline (or forcing their icons to always render on top of stacking icons.)

otherwise I have no complaints, balance seems ok ;D

http://arcengames.com/forums/index.php/topic,5048.msg35318.html#msg35318
« Last Edit: April 28, 2010, 05:48:11 pm by superking »

Offline Doddler

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #4 on: April 28, 2010, 06:02:25 pm »
Very nice fixes!  Crazy how fast you guys get stuff done. :)

Offline ShadowOTE

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #5 on: April 28, 2010, 06:02:31 pm »
Wow, I like the changes. Now I just need another 5 hours in my day so I can test them out sometime soon  :-\

Offline keith.lamothe

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #6 on: April 28, 2010, 07:52:59 pm »
Very nice fixes!  Crazy how fast you guys get stuff done. :)
We try :)  A large part of what makes the quick turnarounds possible is y'all submitting clear bug reports with saves (where applicable) and steps to reproduce; if I can just fire up VS, set some breakpoints, run the program, load the save, and follow the steps, hit the breakpoints, step through the logic... bugs can run, but they can't hide ;)
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 Trezamere

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #7 on: April 28, 2010, 08:51:29 pm »
Visual Studio?  Bleh, its all bloatware; thought I have never done anything like make a game with it so maybe its more useful then I think  ;D

Offline keith.lamothe

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #8 on: April 28, 2010, 08:52:47 pm »
It has a ton of stuff I don't use, but it's still my favorite piece of software ever :)
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 x4000

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #9 on: April 28, 2010, 09:18:13 pm »
It has a ton of stuff I don't use, but it's still my favorite piece of software ever :)

Ditto.  Couldn't have said it better myself.
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 SgtScum

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #10 on: April 28, 2010, 09:34:53 pm »
I will absolutely refuse to install any more beta updates after this goes official. I will finish a large map before I do that again.  8)

Otherwise this has been an awesome run of bugfixes and additional content over the last few months. Kudos to the whole dev crew and those who contributed to the patches!  ;D

Offline ShadowOTE

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #11 on: April 28, 2010, 09:48:53 pm »
Yeah, Visual Studio is one of the better IDEs I've used. The 2010 betas have been pretty sweet so far. Of course, I'm kinda spoiling myself at home... we only use the 2005 and earlier versions at work :(

Offline RCIX

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #12 on: April 28, 2010, 09:58:41 pm »
Visual Studio?  Bleh, its all bloatware; thought I have never done anything like make a game with it so maybe its more useful then I think  ;D
Trust me, when you compare it to anything like Eclipse or SciTE or *shudders* vi/vim/emacs, it's like coding on cloud nine!
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Offline ShadowOTE

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #13 on: April 28, 2010, 11:53:21 pm »
Netbeans is good as well. Very versatile in terms of packages/languages supported, though personally I find VS to have slightly better code complete support. That said, it's a great editor, and I tend to use it for anything not .NET based.

Offline Awod

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Re: Prerelease 3.114 (Release Candidate 1, New Control Nodes, Bugfixes)
« Reply #14 on: April 29, 2010, 02:23:12 am »
Any way to make the AI Alert box somewhat like the chat log icon? Hover over the icon and you can view the info.

If it's possible it would also help that we have one less obscure hokey to worry about :P