Author Topic: Prerelease 3.149 (Resource Gifting, Auto-explore+, non-cleartype option, fixes)  (Read 6069 times)

Offline x4000

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Note: as of version 3.145, these betas contain BOTH new networking code as well as arithmetic overflow checking.  See that link for the possible consequences to both.  We really appreciate any errors you report on these, as they are both notable changes, but the intent is for them both to lead to long-term better performance and fewer errors in a few niche areas in general.  Already that seems to be the case, but as with any major change of this sort, there is some risk of making things worse for a brief time before they get better.  

If you're worried about it, best thing to do is back up your copy of AIWar.exe and AIWar.pdb from 3.144 or 3.120 or whatever before you upgrade to 3.145.  That way if you do run into a show-stopper, you can always report it, revert to the older build, and keep playing.  Hopefully there will be no showstoppers, but there you go.


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 3.146:
(Cumulative release notes since 3.120 are here http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta)

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

    * Auto-explore is now non-random and much more even in deciding between equidistant planets of the same level of "I need to scout this". So if you have 5 unexplored (or unscouted, in an everything-starts-explored game) planets connected to your home world and build 10 scouts there and put them on auto-explore, 2 each will go to each of those 5 planets. At least, that's the idea.

    * Fixed bug in paint-attack implementations that was preventing the attack-target-set sound from playing in previous prereleases.

    * Added "Give Resources" item to X+right-click context menu:
          o Check the players you want to give to (you can give to more than one player at once, but it gives the designated amount to each, not the total split amongst them).
          o Left-click and Right-click the metal/crystal amounts to increase/decrease them (left = increase, right = decrease). Normal clicks are units of 1,000, ctrl-clicks are units of 10,000, alt-clicks are units of 100,000.
          o Left-click "Execute" to send the resources. It will add a note in the chat log of the amounts actually given (you can't give more than you have, etc).

    * Fixed divide-by-zero bug (which manifested as an arithmetic overflow) in CustomScrollbarVertical and CustomScrollbarHorizontal.

    * Added "Use non-Cleartype Fonts" checkbox to the graphics tab of the settings menu.

Updates in 3.148:

    * MkIV scout now no longer evades after exiting a wormhole.

    * Fixed arithmetic overflow relating to the devourer golem's auto-target logic.

Updates in 3.149:

    *  Some of the internal calculations for how ships wait at wormholes have been reworked, in hopes of making them never get accidentally stuck in cold storage or stuck just waiting permanently at a wormhole.
          o For super-high AI Progress games there was a check in particular that was causing issues here.
          o Freed AI ships are now vastly more effective at traveling between their own planets in fluid groups now.

    * AI players are no longer allowed to reinforce their planets if there are more than 175,000 ships currently in the game.

    * A semi-major new "Scrap Wave" mechanic has been added for the AIs. Any time there are more than 150,000 ships currently in the game, and comparably little is going on in terms of threat/attack/wave counters, the AI will scrap a large number of its ships and then send a wave that is half the size of the number of ships scrapped.
          o The AI is prejudiced toward scrapping and sending the lowest-tech mobile military it has, but that will really vary based on what it has available. If all the AI has is Mark V stuff, this will be a much worse event than if the AI still has a lot of lower-tech stuff.
          o In general, the size of these waves is 1,000 ships multiplied times the difficulty of the first AI player. The number of scrapped ships will be about twice that.
          o Generally if there are more than about 1,000 threat/attack/wave ships already out in the galaxy, then the AI won't do a scrap wave. Otherwise it will do continuously scrap waves, one after the next, until it is back down to fewer than 150,000 ships.
          o In the end, if you're like most AI War players you'll never-ever see this mechanic at all. But if you've got a beast of a machine and love playing 30+ hour-long games on the largest maps, then this will help keep things from bogging down completely.
« Last Edit: May 20, 2010, 03:04:37 pm by x4000 »
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Offline danando

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give resources (cooooool) nice update btw :P
[img width= height=]http://s11.postimage.org/qg9dneyrn/sig.jpg[/img]
>>one does not simply listen to nightcore and stop<<

Offline keith.lamothe

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Yea, give resources is one of those you-really-can-just-gift-harvesters-you-know features, but it won a DLC poll, so here it is ;)
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Offline vonkolberg

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Hi--

Two quick thoughts about this latest update.  It strikes me that implementing a "gift-resources" button might actually *confuse* new teams trying to learn to play together.  They might keep gifting cash back and forth, not realizing that the same players that used all their resources will quickly use them again, and the players who are not building/researching/fighting enough will soon have another surplus.  The existence of the Mercenary space dock confirms that having huge stockpiles you quickly spend is not really an optimal strategy in most cases.  Much better to force them to build the right sort of flow-based economy.

The other point is about the right-click context menu.  Except for the single-planet builder nodes, the rest of the global control node options would be elegantly replaced by a series of "starrable" options on the context menu, perhaps even saveable so favorite settings like "no friendly evade" could persist across game sessions (however some of the economy-based ones might still be more sensible as per-game choices).

Offline keith.lamothe

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Two quick thoughts about this latest update.  It strikes me that implementing a "gift-resources" button might actually *confuse* new teams trying to learn to play together.  They might keep gifting cash back and forth, not realizing that the same players that used all their resources will quickly use them again, and the players who are not building/researching/fighting enough will soon have another surplus.  The existence of the Mercenary space dock confirms that having huge stockpiles you quickly spend is not really an optimal strategy in most cases.  Much better to force them to build the right sort of flow-based economy.
Well, yes, we've not implemented this for a long time because we didn't really see it as a need with the ability to give harvesters already there, etc, etc.  But it did pretty well in the 3/21 DLC poll, so its the other players you have to convince on this one ;)

Quote
The other point is about the right-click context menu.  Except for the single-planet builder nodes, the rest of the global control node options would be elegantly replaced by a series of "starrable" options on the context menu, perhaps even saveable so favorite settings like "no friendly evade" could persist across game sessions (however some of the economy-based ones might still be more sensible as per-game choices).
Yea, most of them would fit there just fine, however we have to represent those sim-affecting persistent options as ships (control nodes) to avoid significant additional drains on development time getting them to sync properly, etc.

By the way, you can use the new construction template feature to build common sets of control nodes so you just have to place the set you like at the beginning of the game and go :)
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Offline Winter Born

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[snip]
By the way, you can use the new construction template feature to build common sets of control nodes so you just have to place the set you like at the beginning of the game and go :)


Looking forward to trying these out.

Offline keith.lamothe

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Glad to hear it :)  I've really been looking forward to the templates too.  Give them a try and let me know if it explodes or something ;)
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Offline superking

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pretty sure I brought this up before, but please remove booster types as the primary content of AI waves... not only are they support units, but they are always sent in ludicrously small numbers.

nothing like a wave of 612 Electric Bombers being followed a wave of 12 Munition Boosters for annhilating my immersion  :(

Offline ShadowOTE

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Haven't had a chance to check it yet, but what happens if you try to send resources that would put a player over their cap? standard overflow rules? Or does it just not send any resources beyond the amount that would put them at cap?

Offline ShadowOTE

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pretty sure I brought this up before, but please remove booster types as the primary content of AI waves... not only are they support units, but they are always sent in ludicrously small numbers.

nothing like a wave of 612 Electric Bombers being followed a wave of 12 Munition Boosters for annhilating my immersion  :(

Heh, I've seen that happen. Kinda funny, but still a problem.

Offline keith.lamothe

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My guess is that it would go over the cap for that instant, and the excess would be processed normally (i.e. distributed or lost if no one is left with room) on the next cycle.
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Offline Giegue

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I think that there should be predefined construction templates, you know, like the riot starships have. and as soon as the proper tech is unlocked, said template would be unlocked in the menu.

also: perhaps there could be a template menu next to the single planet control nodes. all you would do is click the template you want, no need to place.

Offline keith.lamothe

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Well, the number of riot modules is very limited, and even there I don't think the list of predefined templates really captures all the roles I would like to use it for (but it's close, I-KP picked pretty good ones).  The number of structures eligible for construction templates is tremendously more than that, to the extent that I'm not sure it's possible to maintain a meaningful or useful set of standard templates.

I'm hoping to provide a relatively easy way for folks to export/import them, though (probably via txt file, so semi-advanced-users), so y'all could establish what you consider to be standard templates.
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Offline Winter Born

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Well, the number of riot modules is very limited, and even there I don't think the list of predefined templates really captures all the roles I would like to use it for (but it's close, I-KP picked pretty good ones).  The number of structures eligible for construction templates is tremendously more than that, to the extent that I'm not sure it's possible to maintain a meaningful or useful set of standard templates.

I'm hoping to provide a relatively easy way for folks to export/import them, though (probably via txt file, so semi-advanced-users), so y'all could establish what you consider to be standard templates.


Import/Export awsome ... Thumbnail viewer of said template ... Over the top cool (tossing the idea into the que for someday).

BTW dragging/chaining planets in galaxy view is my fav new feature by far  :D

Offline x4000

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Updates in 3.148:

    * MkIV scout now no longer evades after exiting a wormhole.

    * Fixed arithmetic overflow relating to the devourer golem's auto-target logic.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!