Author Topic: Prerelease 3.152 (Science Lab Mark III, More Knowledge/Lab Changes)  (Read 7343 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 3.150:
(Cumulative release notes since 3.120 are here http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta)

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

    *  Science Lab AIP-on-death from last version removed.

    * Science Lab, Science Lab Mk II,and Advanced Research Station can no longer gather knowledge from AI-held planets.

    * Added Stationary Science Lab (Mk III) that can gather knowledge from AI-held planets, but costs nearly 4x as much as a MkII lab and normal construction takes half an hour.
          o Also, it doubles the reinforcements of the AI at that planet, and enrages all of their ships so that they'll attack the lab. You really need a solid beachhead and a lot of incentive (or to have neutered the planet already) to do a knowledge raid now.

    * Science Lab Mk II move speed from 16 to 20, knowledge gather rate from 2 to 3.

Updates in 3.152:

- Fixed a crash bug in 3.151.
« Last Edit: May 25, 2010, 03:22:34 pm by x4000 »
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Offline Buttons840

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So if a planet is empty meaning neither you, and ally, or the AI controls it then I can gather knowledge there?

Of course, if you've spent the AIP needed to destroy the AI on that planet, you should capture the planet.


I like the changes overall.

Offline keith.lamothe

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So if a planet is empty meaning neither you, and ally, or the AI controls it then I can gather knowledge there?

Of course, if you've spent the AIP needed to destroy the AI on that planet, you should capture the planet.
Yea, in general you should build a command station, but in any event the I/II knowledge gathering works on planets with no command station at all.  One case where this actually matters is the dyson planet.  This way you can get the knowledge there after destroying the AI command station without capping the planet (and ticking off Mike Dyson).

Quote
I like the changes overall.
I see the brainwashing has proven effective.  Excellent. ;)
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Offline Ozymandiaz

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I like these changes better then the last one ;)

This brigns a whole new mechaninc to knowledge gathering tho, chaning the quick raids to long ones that need lots of resources.

Its different, for sure, can be interesting to test it.

One potential thing I see however is that it might be harder to gather knowledge in the start of some games where knowledge raiding is important to get the edge; like a new MK line of ships gives you, or some mroe defences. But thats why I download betas, to test :D
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Offline Buttons840

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Yea, in general you should build a command station, but in any event the I/II knowledge gathering works on planets with no command station at all.  One case where this actually matters is the dyson planet.  This way you can get the knowledge there after destroying the AI command station without capping the planet (and ticking off Mike Dyson).

Quote
I like the changes overall.
I see the brainwashing has proven effective.  Excellent. ;)

You mean holding the Dyson Planet for several minutes wouldn't be worth the 2,000 knowledge?

Also, I think you should reconsider who was brainwashed....  :)

Offline keith.lamothe

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You mean holding the Dyson Planet for several minutes wouldn't be worth the 2,000 knowledge?
Have you tried holding the Dyson planet for several minutes since I changed evil-dysons into home-command-station-hunting death machines? ;) (that was before 3.120 so it's in the latest official)
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Offline Buttons840

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You mean holding the Dyson Planet for several minutes wouldn't be worth the 2,000 knowledge?
Have you tried holding the Dyson planet for several minutes since I changed evil-dysons into home-command-station-hunting death machines? ;) (that was before 3.120 so it's in the latest official)

Yes, perhaps you remember my thread entitled "The Dyson ruined me!"

Offline keith.lamothe

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Ah, so that was you.  Sorry I didn't recognize you, not even the dental records were sufficient after that ;)
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Offline Ozymandiaz

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You mean holding the Dyson Planet for several minutes wouldn't be worth the 2,000 knowledge?
Have you tried holding the Dyson planet for several minutes since I changed evil-dysons into home-command-station-hunting death machines? ;) (that was before 3.120 so it's in the latest official)

Yes, perhaps you remember my thread entitled "The Dyson ruined me!"

The evil-dysons are nasty! :S
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Offline x4000

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Updates in 3.152:

- Fixed a crash bug in 3.151.
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 3.151 (Science Lab Mark III, More Knowledge/Lab Changes)
« Reply #10 on: May 25, 2010, 03:24:17 pm »
One potential thing I see however is that it might be harder to gather knowledge in the start of some games where knowledge raiding is important to get the edge; like a new MK line of ships gives you, or some mroe defences. But thats why I download betas, to test :D

It's not any harder than it was ever supposed to be.  If you need to knowledge raid early in the game, then you're probably in trouble or possibly playing on a difficulty you shouldn't be. ;)
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Offline Ozymandiaz

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Re: Prerelease 3.151 (Science Lab Mark III, More Knowledge/Lab Changes)
« Reply #11 on: May 25, 2010, 03:39:07 pm »
One potential thing I see however is that it might be harder to gather knowledge in the start of some games where knowledge raiding is important to get the edge; like a new MK line of ships gives you, or some mroe defences. But thats why I download betas, to test :D

It's not any harder than it was ever supposed to be.  If you need to knowledge raid early in the game, then you're probably in trouble or possibly playing on a difficulty you shouldn't be. ;)

Not that I do that, my strategy manages just fine on my perfered difficulty with initial knowledge and knowledge form the first planets I take, but i see your point (just trying to think things over :P;)

But I could argue that using the games mechanincs to gain some edge that allows me to play successfully on a harder difficulty is a valid option in some cases (so its not a negative comment on this change, just my obeservation that it changes the flow of the game somewhat) ;)
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Offline keith.lamothe

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Re: Prerelease 3.152 (Science Lab Mark III, More Knowledge/Lab Changes)
« Reply #12 on: May 25, 2010, 03:42:56 pm »
Yea, playing on the higher difficulties is all about finding effective strategies that the more common player may not know about or be able/willing to grasp and use to the fullest.  This particular one was outside the range, though ;)

But we don't just nerf every strategy that's any good... *checks history* um, well, I think so at least ;)
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Offline x4000

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Re: Prerelease 3.152 (Science Lab Mark III, More Knowledge/Lab Changes)
« Reply #13 on: May 25, 2010, 03:43:26 pm »
All good, Ozymandiaz. :)
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Offline Aegis

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Re: Prerelease 3.152 (Science Lab Mark III, More Knowledge/Lab Changes)
« Reply #14 on: May 25, 2010, 03:56:24 pm »
So no more gathering Knowledge on planets that border in the opening game? How am I supposed to amass that 50 K for the achievement now?