Author Topic: Prerelease 3.141 (X+Right Click Context Menu, Galaxy Map Org Updates)  (Read 2678 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 3.140:
(Cumulative release notes since 3.120 are here http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta)

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

    * Balancing changes to Flak Turret: doubled explosion radius, reduced range by 1500 across the board, reduced metal/crystal cost to about 1/3rd of what it was, much more effective against fighters, has roughly 2x as much health and about 3x higher dps in general.

    * First implementation of x+right-click context menu.

    * Moved arc-move from shift-Q-right-click to an "Arc Move" item in the X+right-click context menu when you have selected ships. This new implementation of the arc move interface allows setting:
          o The radius (which is just the length of the center-to-point-on-circle line).
          o The number of degrees of arc (so 360 for a circle, 180 for a half circle, 90 for a quarter-circle, etc); for this one left click the line to increase the angle by 30 degrees, right click the line to decrease by 30 degrees.
          o The central point of the arc on the circle (which is just the endpoint of the center-to-point-on-circle line).
          o Whether the arc is filled in.
          o Whether the move is group/attack/frd and/or queued.

    * Moved Switch-galaxy-layout-being-viewed controls from Alt+A+# to X+right-click context menu on galaxy map.

    * Fixed bug where floating displays from a previous game were showing after loading/starting another game.

    * Added "Select Ship Modules" item to X+right-click context menu when your selection contains modules or ships with modules. Note that the game does not indicate module selection if you are in far-zoom, this will be revisited later now that there is a reliable way of selecting them in far-zoom.

    * Added "Special Move" item to X+right-click context menu (when you have ships selected, on planet view) that acts as a "normal" (non-arc) move order, allowing setting of group/formation/attack/frd/queued flags via mouse rather than the various (and sometimes obscure) key combinations. Please note that the old key combinations for these DO still work (unlike other functions which are no longer on the keyboard at all).

    * Added "Stop" item to X+right-click context menu (when you have ships selected, on planet view) that emulates the "end" key command that cancels all standing commands, formation (if you're on sticky formations, those don't clear with normal moves), etc. Again, the keyboard key still works for this one.

    * Alternate Galaxy Layout alt-click logic now uses a base radius of 40 instead of 20, to reduce planet info overlap.

    * Alternate Galaxy Layout which-layout-you-are-viewing info line moved from bottom left to top right.

    * Added support for use of "any" as the second parameter of the spawn-immediate-wave cheat, so "warp in the clowns,any,1" will send in a wave of any, but will use the 1 size modifier instead of whatever the AI Progress would dictate at the time. Note that the impact of the size parameter is very different in the "any" case than if you specify an actual ship type; generally it results in much larger numbers (so you probably want to start with using "1" as the size parameter, and work up from there).
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

rubikscube

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sounds like i should be happy for not trying out the flak turret till now

Offline keith.lamothe

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Well, if you used it before against the ships I specifically intended it to kill, you would have been happy.  If you had used it against fighters or other more normal cases you would have been disgusted ;)
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Offline quickstix

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A context menu is appear!  ;D Wasn't expecting to see that. I have to agree some of the newer keyboard shortcuts were somewhat obscure. Lots of potential with it too, like the expanded arc move options.

Offline keith.lamothe

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Yea, definitely just getting started on the context menu (and what's there will see shuffling around, like the Select Modules going under a general "Selection" manipulation item, etc); just wanted to get this release out before working on more :)
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Offline keith.lamothe

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FYI, just realized I forgot to fix a minor bug: if you're looking at your alternate layout, the Galaxy Layout sub-context menu will list the "Switch Layout..." option twice.  Fixed for next prerelease.
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Offline RCIX

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It's like a dream! having context menus and draggable planets all in 2 prereleases! ;D ;D ;D
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Offline keith.lamothe

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It's like a dream! having context menus and draggable planets all in 2 prereleases! ;D ;D ;D
Well, we'll see how much you like the context menus now that you have to use one to be able to use draggable planets ;)
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Offline platinawolf

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Two things: When you go to AI options and drag the option list up and down (by clicking the scroll bar) the background stops moving.

Second, when clicking new map seed enough times (only tested spokes with 120 planets) the game freezes. Its a lot of times but its defenatly possible to do it without actively trying to crash the game (Searching for Parasite next to a 14+ connected world on a spokes map).

Offline RCIX

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Is it possible that you'll get context menu options for moving units in the galaxy view? Also, can we get a "Movement Options control node that lets us set default movement options via context menu?
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Offline keith.lamothe

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Quote
Is it possible that you'll get context menu options for moving units in the galaxy view?
Like what, specifically?  I mean, that right-click doesn't already give you.

Quote
Also, can we get a "Movement Options control node that lets us set default movement options via context menu?
I don't think I understand; you mean sets the defaults for which modes are pre-checked on the context menu?  Currently it's trying to prepopulate it from the modes present in the selection at the time you opened the context menu.
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Offline x4000

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Two things: When you go to AI options and drag the option list up and down (by clicking the scroll bar) the background stops moving.

Second, when clicking new map seed enough times (only tested spokes with 120 planets) the game freezes. Its a lot of times but its defenatly possible to do it without actively trying to crash the game (Searching for Parasite next to a 14+ connected world on a spokes map).

The first is a known issue based on our use of gdi, and we can't do anything about that unfortunately. The second is not something I have ever observed, and we have a lot of map-clicky people around. My guess is that it is some sort of windows gdi thing there, too, but I am not certain. In a couple of months we are porting the game to unity 3d, and so it will mean goodbye gdi and goodbye issues like this. :)
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Offline keith.lamothe

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I think the mapgen freeze may be related to the mapgen fix we did for that bug where it was counting obstacles as part of the planet count.  I'll investigate.
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Offline x4000

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I think the mapgen freeze may be related to the mapgen fix we did for that bug where it was counting obstacles as part of the planet count.  I'll investigate.

Ah, that part could make sense.
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Offline keith.lamothe

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Yea, it looks like the tree render method could eventually get into a condition where it had no more "legal moves", so to speak, but didn't stop trying to find them.
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