Author Topic: Prerelease 3.172 (Bugfixes)  (Read 7264 times)

Offline vonduus

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Re: Prerelease 3.172 (Bugfixes)
« Reply #30 on: June 24, 2010, 11:30:25 am »
I have just emerged from a pretty tough fight (I won). During the fight I saw some messages in the upper right corner, telling me what happened, ai-progress-wise. Which is very cool, thanks for this feature. But being busy fighting I didn't have the time to pay much attention, and now, after the fight, my ai progress is far higher than expected. Is these messages stored in a log somewhere? I have been looking in all folders, but couldn't find anything. It would be very nice to have access to such information.

Is the information in the wiki about ai progress up to date?
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Offline x4000

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Re: Prerelease 3.172 (Bugfixes)
« Reply #31 on: June 24, 2010, 11:42:14 am »
I have just emerged from a pretty tough fight (I won). During the fight I saw some messages in the upper right corner, telling me what happened, ai-progress-wise. Which is very cool, thanks for this feature. But being busy fighting I didn't have the time to pay much attention, and now, after the fight, my ai progress is far higher than expected. Is these messages stored in a log somewhere? I have been looking in all folders, but couldn't find anything. It would be very nice to have access to such information.

These are chat messages, so you can just hover over top of the chat icon to see them, like any other chat messages.  They don't stick around after you close the game, though.

Is the information in the wiki about ai progress up to date?

So far as I know, except for the list of what causes AIP increases (that's accurate as of the last official, but not the last beta).  That one is definitely a bit out of date, there are some things listed there that no longer cost AIP, but there is nothing that now costs AIP (or more AIP) that didn't used to.  It was all AIP reductions, not increases, in other words.
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Offline Buttons840

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Re: Prerelease 3.172 (Bugfixes)
« Reply #32 on: June 24, 2010, 01:25:45 pm »
Yay, new version!

Hopefully AI War can help me escape my recent Dwarf Fortress addiction (yes, I finally understood the game).  I've been tossing and turning all night for the last 2 nights as my brain restlessly tries to make sense of it all, usually resulting in me getting up around 4:30 am to play a season of DF before going back to bed at 5.  (After you wake up a bit you can go back to sleep easier.)

Offline x4000

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Re: Prerelease 3.172 (Bugfixes)
« Reply #33 on: June 24, 2010, 01:54:43 pm »
Well, I'm glad to see that DF has been getting some new fans from these forums, too.  We've certainly gotten many fans from the DF forums, so it's only fair!
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rubikscube

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Re: Prerelease 3.172 (Bugfixes)
« Reply #34 on: June 24, 2010, 04:17:21 pm »
well transports help me get a extreme kill death ratio with losing 10-100 ships during raiding a mk4 planet.

Offline Ozymandiaz

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Re: Prerelease 3.172 (Bugfixes)
« Reply #35 on: June 24, 2010, 05:02:20 pm »
Yay, new version!

Hopefully AI War can help me escape my recent Dwarf Fortress addiction (yes, I finally understood the game).  I've been tossing and turning all night for the last 2 nights as my brain restlessly tries to make sense of it all, usually resulting in me getting up around 4:30 am to play a season of DF before going back to bed at 5.  (After you wake up a bit you can go back to sleep easier.)

I am still working on getting into DF myself.... :P

Figured out that I can use a tileset at least, and that helps me see whats going on. Lots of ascii just looks blurry to me without being used to it ;) I always liked building games as well, and enjoyed Evil Genius (tho it was rather short and had little replay value), and DF seems like the next logical step.

But nothing beats a good game of strategy, more so when I get someone else to join in the fun :D

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Offline zebramatt

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Re: Prerelease 3.172 (Bugfixes)
« Reply #36 on: June 24, 2010, 06:19:55 pm »
Surely not every Prerelease thread can turn into a conversation about Dwarf Fortress!  :D

Offline RCIX

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Re: Prerelease 3.172 (Bugfixes)
« Reply #37 on: June 24, 2010, 06:40:57 pm »
Figured out that I can use a tileset at least, and that helps me see whats going on. Lots of ascii just looks blurry to me without being used to it ;) I always liked building games as well, and enjoyed Evil Genius (tho it was rather short and had little replay value), and DF seems like the next logical step.
Try the Mayday graphical set. It's really good!

But yea, this is an AI war forum, so let's take it to the newly minted DF thread? </offtopic>
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Offline vonduus

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Re: Prerelease 3.172 (Bugfixes)
« Reply #38 on: June 25, 2010, 05:10:29 am »
Hostile marauders took out a gravity well. At least I think so, it was there when I entered the fight, then the marauders showed up, and now the gravity well is gone. I am 99% sure it wasn't me that took it out.

Shouldn't marauders leave such structures in place?
If you miss the alert, you die. If you get the alert, you die. Summa summarum: You die. (Kierkegaard on CPAs)

Offline Valeroth

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Re: Prerelease 3.172 (Bugfixes)
« Reply #39 on: June 25, 2010, 09:15:10 am »
Just a quick idea in here.

Instead of setting hard coding in all the starting knowledge, knowledge gained per planet, and knowledge raiding stuff...  Why not make it an option during game setup. 

Allow players to specify these things when creating the game.  Most of the time people will leave the defaults, but if people wanted to modify it they could.

Offline x4000

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Re: Prerelease 3.172 (Bugfixes)
« Reply #40 on: June 25, 2010, 09:28:08 am »
Just a quick idea in here.

Instead of setting hard coding in all the starting knowledge, knowledge gained per planet, and knowledge raiding stuff...  Why not make it an option during game setup. 

Allow players to specify these things when creating the game.  Most of the time people will leave the defaults, but if people wanted to modify it they could.

This was something floated in another thread, and I responded at length there.  But basically, the problem is that this affects the difficulty to an extreme degree, and balance with other factors such as the AI Progress, etc.  Normally I'm all for customization, but this makes it far too easy for folks to shoot themselves in the foot without realizing it for hours, etc.
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Offline Fleet

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Re: Prerelease 3.172 (Bugfixes)
« Reply #41 on: June 25, 2010, 10:11:17 am »
This was something floated in another thread, and I responded at length there.  But basically, the problem is that this affects the difficulty to an extreme degree, and balance with other factors such as the AI Progress, etc.  Normally I'm all for customization, but this makes it far too easy for folks to shoot themselves in the foot without realizing it for hours, etc.

I can understand you not wanting to put this option out there, to protect the users who won't fully understand how they are changing their game experience.

What about having the options under an advanced menu? As in, the user has to purposefully click some box / button to access the new changes. So, its check a box, and you get a message pop up along the lines of "these changes are experimental and will likely cause game imbalance. For advanced users only." It is then presented clearly to the user what they are getting into, and only after this window (if they accept) do the advanced options show.


Offline x4000

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Re: Prerelease 3.172 (Bugfixes)
« Reply #42 on: June 25, 2010, 10:16:17 am »
Well, and then you get to the scope issues.  We have a limited amount of time, and doing an advanced menu like that isn't very high on my list.  It's something that could be a possibility, but not in the next 1-2 months or so.
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Offline Fleet

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Re: Prerelease 3.172 (Bugfixes)
« Reply #43 on: June 25, 2010, 10:28:43 am »
Sounds good.

Offline vonduus

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Re: Prerelease 3.172 (Bugfixes)
« Reply #44 on: June 26, 2010, 04:17:09 pm »
Kamikaze marauders killed a gravity well, causing 5 aip, now I am 100% sure (I saw it happen). Is this wad, or should I report it as a bug? It is not a big deal, but I wanted to take the well for myself. I know I can turn off the marauders, but I think they are good fun.

Thanks keith for balancing the heavy turrets. They are still a formidable weapon in my hands, but no longer nearly impossible to kill when in the hands of the enemy.
If you miss the alert, you die. If you get the alert, you die. Summa summarum: You die. (Kierkegaard on CPAs)