Author Topic: Prerelease 3.155 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)  (Read 4733 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 3.153:
(Cumulative release notes since 3.120 are here http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta)

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

    *  Fixed an overflow error in the adjusted score calculations which sometimes was resulting in players with invalid reported scores.
          o Note: in the process, this also makes some subtle changes to how adjusted scores are calculated, but the effects should be minor overall.

    * Fixed an obscure crash bug relating to ship movement.

    * In the last version, Mark II engineers were still using 3000 energy instead of 500. Fixed.

    * In the last version, any time a shot hit its destination it was causing an explosion sound effect. Fixed.

    * A significant new early-out performance improvement has been made for range checks. Especially when there are a lot of ships that are out of range of a battle on a planet (such as those at other guard posts), this now has a notable boost to performance.

    * In the last version, munitions boosters and shield boosters were a couple of orders of magnitude too strong. Fixed.

    * Scouts and Cloaker Starships now have a much-increased cloaking booster range. This does not affect how many other ships these units can boost, however, as there was already a finite cap on that.

    * Cloaker Starships also now provide both counter-sniper and counter-dark-matter protection, in addition to their cloaking duties.

    * The energy use of Zenith Electric Bombers has been reduced from 10k to 1k (except for the Core variant, which is now 2k).

    * Remains Rebuilders and Cleanup Drones now use 25 energy each instead of 0. Mobile Builders now use 100 instead of 0.

    * Attrition Emitters can no longer be paused, and now only use 10k energy instead of 18k.

Updates in 3.155:

    *  Fixed a very longstanding subtle bug (from the 2.0 days) with net energy fluctuating when ships are passing through wormholes. This was extremely tough to track down, and in the end we completely rewrote the net energy handling to fix it.

    * Ships in transports now still cost the normal energy they would cost outside the transport.
          o Previously, transports could be used to too great of effect in terms of minimizing energy needs simply by loading ships into them.

    * When the energy count is being shown for ships (either by pressing Alt+A, or via the net energy being low for you), transports now show their own energy plus that of all the ships inside themselves.
« Last Edit: May 28, 2010, 03:02:16 pm by x4000 »
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Offline Ktoff

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Re: Prerelease 3.154 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #1 on: May 28, 2010, 01:04:26 pm »
The electric bombers sound much more worthwhile now.

i only ever got them through zenith reserves and usually paused or scrapped them so i cannot really say anything about them.

Maybe now i will learn to love their benefits (until they get more expensive or nerfed in the next update :-) )

You guys do a terrific work!
« Last Edit: May 28, 2010, 01:22:31 pm by Ktoff »

Offline x4000

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Re: Prerelease 3.154 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #2 on: May 28, 2010, 01:13:57 pm »
Many thanks!
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Offline superking

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Re: Prerelease 3.154 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #3 on: May 28, 2010, 01:28:59 pm »
Quote
    * The energy use of Zenith Electric Bombers has been reduced from 10k to 1k (except for the Core variant, which is now 2k).

hell to the yearh, time to try out some electric bomber builds  :)

ion cannon/mass driver need higher E-cost imo


Offline Ktoff

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Re: Prerelease 3.154 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #4 on: May 28, 2010, 01:34:56 pm »
I agree with the king

(heck i hate it when i agree to nerf stuff :-) )

Offline danando

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Re: Prerelease 3.154 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #5 on: May 28, 2010, 01:35:42 pm »
this game just gets better and better every week ;) always an ai player  8) that is always interested in updates
the game is much much harder that it makes me think ... is the AI really that clever?? on 10 difficulty? then i realised they flank me :| and they are very clever indeed though id want to see the dyson sphere scrapped from the game but it is an option to go off and on so ;)
the AI is almost like a HUMAN ingame ;) i like this feature and with more knowledge needed w/o cheats involved I'm like :o makes the games last much longer :) this game is only for the experienced rts gamers now hehe  :P  though beginners can pick this up no problem at all .
id like to see a feature where if you have more than 1 factory on a planet the building ships queue is split to maximize production of ships built = 2 ships instead of one ships getting built and this also makes manual management of the factory split more useless, anyhow its a suggestion. besides with the amount of ideas splashing through lol similiar ideas will be coming :)
« Last Edit: May 28, 2010, 01:38:33 pm by danando »
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Offline superking

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Re: Prerelease 3.154 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #6 on: May 28, 2010, 01:47:48 pm »
as far as i can tell, you never need more than one spaceport (one spaceport assisted by engineers is always more efficent)

Offline x4000

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Re: Prerelease 3.154 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #7 on: May 28, 2010, 01:49:40 pm »
as far as i can tell, you never need more than one spaceport (one spaceport assisted by engineers is always more efficent)

You can maximize speed with 2 or 3, actually, I believe.  But, you really don't need a ton of them, that's for sure.
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Offline Buttons840

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Re: Prerelease 3.154 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #8 on: May 28, 2010, 01:59:28 pm »
Paused spaceports don't use much energy, and space ports are cheap.  I only have multiple spaceports when I want to create ships closer to the front lines, and there is no reason not to do so.

And I'm glad to see that a few bug reports have been solved in under 12 hours, in typical Arcen fashion.  :)

Offline x4000

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Re: Prerelease 3.155 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #9 on: May 28, 2010, 03:02:23 pm »
Updates in 3.155:

    *  Fixed a very longstanding subtle bug (from the 2.0 days) with net energy fluctuating when ships are passing through wormholes. This was extremely tough to track down, and in the end we completely rewrote the net energy handling to fix it.

    * Ships in transports now still cost the normal energy they would cost outside the transport.
          o Previously, transports could be used to too great of effect in terms of minimizing energy needs simply by loading ships into them.

    * When the energy count is being shown for ships (either by pressing Alt+A, or via the net energy being low for you), transports now show their own energy plus that of all the ships inside themselves.
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Offline wyvern83

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Re: Prerelease 3.155 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #10 on: May 28, 2010, 03:22:44 pm »
    * Ships in transports now still cost the normal energy they would cost outside the transport.
          o Previously, transports could be used to too great of effect in terms of minimizing energy needs simply by loading ships into them.

Would low-power mode ships still only cost the low-powered amount? Or I guess I should ask can you stick low-powered ships in transports, seeing as I've never done it.

Offline triggerman602

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Re: Prerelease 3.155 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #11 on: May 28, 2010, 03:45:04 pm »
Quote
* Ships in transports now still cost the normal energy they would cost outside the transport.
          o Previously, transports could be used to too great of effect in terms of minimizing energy needs simply by loading ships into them

Aww i had a transport with 200 science labs that i used as a super instant research station. Guess that's not going to work anymore.

Offline x4000

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Re: Prerelease 3.155 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #12 on: May 28, 2010, 03:47:50 pm »
    * Ships in transports now still cost the normal energy they would cost outside the transport.
          o Previously, transports could be used to too great of effect in terms of minimizing energy needs simply by loading ships into them.

Would low-power mode ships still only cost the low-powered amount? Or I guess I should ask can you stick low-powered ships in transports, seeing as I've never done it.

Yep, that would work fine.

Quote
* Ships in transports now still cost the normal energy they would cost outside the transport.
          o Previously, transports could be used to too great of effect in terms of minimizing energy needs simply by loading ships into them

Aww i had a transport with 200 science labs that i used as a super instant research station. Guess that's not going to work anymore.

And yeah, that's a great example of what is being intentionally nerfed. ;)
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Offline Winter Born

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Re: Prerelease 3.154 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #13 on: May 28, 2010, 03:49:31 pm »
as far as i can tell, you never need more than one spaceport (one spaceport assisted by engineers is always more efficent)

You can maximize speed with 2 or 3, actually, I believe.  But, you really don't need a ton of them, that's for sure.

got me to thinking on this so I ran some tests using pause on a starship factory and up to 39 mk 1 engineers
 data at: http://arcengames.com/forums/index.php/topic,5642.0.html
Didn't do a spaceport test.



Updates in 3.155:

    * Ships in transports now still cost the normal energy they would cost outside the transport.
          o Previously, transports could be used to too great of effect in terms of minimizing energy needs simply by loading ships into them.

Thank god the Z electric bombers are no longer 10k energy each

Offline Signata

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Re: Prerelease 3.155 (Perf+, Cloaker Star+, Elec Bombers+, Bugfixes)
« Reply #14 on: May 28, 2010, 05:36:24 pm »
I'm getting what I think are CPWs even though I'm *fairly* certainly I had that disabled in my current game. I recently knocked out the two warp gates next to my home planet, and now I'm getting waves to "???" which end up eventually jumping into my home planet after a few minutes. That sounds like a cross planet wave but I've never played with the feature turned on.

As an aside: is there any point to knocking out warp gates if CPW turned on? Seems like you might as well save the AI Progress and at least know when it is coming.
« Last Edit: May 28, 2010, 05:38:54 pm by Signata »