Author Topic: Prerelease 3.156 (Performance increases, bugfixes)  (Read 2436 times)

Offline x4000

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Prerelease 3.156 (Performance increases, bugfixes)
« on: May 30, 2010, 10:35:28 pm »
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 3.155:
(Cumulative release notes since 3.120 are here http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta)

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

    *  Fixed a potential desync.

    * Minorly improved the performance of a few central parts of the code.

    * Fixed a rare arithmetic overflow exception.

    * Black hole machines will no longer appear on planets with dyson spheres, as this was causing a huge build-up of non-decaying dyson gatlings that didn't want to destroy the black hole machine (since that would cause AI progress, etc) and were thus more dangerous than intended when "freed".

    * Some performance increases, notably for cases where there are a ton of human ships on a planet with no AI ships. These changes may result in it taking a little longer for a ship's protections (being under a forcefield, counter-shooter, etc) to update, and for engineers to find something to auto-assist when idle.
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 Baleur

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #1 on: May 30, 2010, 10:39:03 pm »
If every indie game was updated as frequently as this, well, i dont know how to end this sentence, but it would be awesome.  ;D

Offline x4000

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #2 on: May 30, 2010, 10:39:30 pm »
:)
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Offline keith.lamothe

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #3 on: May 30, 2010, 10:55:17 pm »
If every indie developer did it, the interwebs would explode.

By the way, the performance increases may have some less than desirable impact on how long it takes a variety of "other" target searches, like tachyon emitters.  I'm working on making that better so if you run into anything terrible it will likely be remedied by sometime tomorrow.
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 Buttons840

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #4 on: May 30, 2010, 11:14:48 pm »
What about the remains rebuilders costing 0 energy?

Offline keith.lamothe

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #5 on: May 30, 2010, 11:26:30 pm »
What about the remains rebuilders costing 0 energy?
The rebuilder union is playing hardball.
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 Buttons840

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #6 on: May 31, 2010, 12:15:31 am »
What about the remains rebuilders costing 0 energy?
The rebuilder union is playing hardball.

Great.  When they come back from strike I'll probably fire them all, that was I can have my 0 energy rebuilders back.

Offline Goekhan

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #7 on: May 31, 2010, 12:51:04 pm »
After Black Hole Machine and Dyson Sphere marriage ruined my game several times, finally a fix :P

Offline keith.lamothe

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #8 on: May 31, 2010, 12:58:59 pm »
The Dyson Sphere exists to make the game more fun.  In the DF sense ;)
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Offline superking

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #9 on: May 31, 2010, 01:06:21 pm »
unlocking MKIII scouts and rushing to free the dyson sphere is the stratergy of champions

Offline Goekhan

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #10 on: May 31, 2010, 07:12:50 pm »
unlocking MKIII scouts and rushing to free the dyson sphere is the stratergy of champions

We did it once with a friend, but our scouts weren't able to go beyond that Dyson's sector. Dyson was struggling in a IV planet, then after a few hours, they managed to "takeover" that mark IV planet. But there was a Black Hole Machine, and their numbers were growing, at that time, there were 30ish Dyson Spawns. So, we decided to take them down, and let the system filled with friendly Dysons. As soon as we took out command station, I realized that is a Core Border...

Well, that game ended there, as one of AI home planet was having 5k+ ships :P

However, on another game, I saw a Dyson Sphere and rushed to it. Later on, as we developed & secured our pockets, we started to advance... Only to discover that Dyson managed to wreak havoc on all but AI homes & borders. That was a fun game lol.
« Last Edit: May 31, 2010, 07:14:33 pm by Goekhan »

Offline Buttons840

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #11 on: May 31, 2010, 07:25:04 pm »
Can you build black hole machines while the trader is passing through?

Also, instead of forbidding BHMs on the dyson planet, couldn't you just make the Gatlings immune to the BHM?

Offline keith.lamothe

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #12 on: May 31, 2010, 07:29:48 pm »
Hmm, yea, making them BHM immune would have made more sense, actually ;)
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Offline superking

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Re: Prerelease 3.156 (Performance increases, bugfixes)
« Reply #14 on: May 31, 2010, 07:46:17 pm »
also, I'm not sure where else to mention this, it would be nice if all varieties of mine did not count towards your kill/death
ratio

Flak Turrets currently lack all the tags that other turrets have, such as immune to blades, immune to instant-kill etc

Basic Turrets and beam cannons are not immune to instant kill (other turrets are)

dyson gattlings will not attack Core turrets for some reason

the AI currently seems to use Electric Bombers in the similar numbers as it would any other unit. this makes an AI that was unlocked elec bombers disproportionately powerful since elec bombers are much more powerful than normal units. In my current game, one AI has electric bombers and one does not. the one with electric bombers has over 20x the kills of the other, a huge proportion of which were inflicted by MKIII electric bombers. In light of this, it might be cool for the AI should use electric bombers in smaller numbers than it does currently

ion cannons attack dyson gattlings but do neither engine damage nor instant-kill, it would be better (less annoying when ion cannon is on dyson world) if ion cannons no longer targetted dyson gattlings

tiny waves of munitions boosters still occour!

impulse emitters have effectively suffered a 90% reduction of damage VS electric bombers since the 10,000e--->1000e change
« Last Edit: June 01, 2010, 03:01:48 am by superking »