Author Topic: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)  (Read 12709 times)

Offline Ancestral

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Re: Prerelease 3.174 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #15 on: August 06, 2010, 05:10:16 pm »
Purchased ! New Campaign start...
Dysons are coming !

Offline x4000

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #16 on: August 06, 2010, 05:38:12 pm »
Updates in 3.175:

    *  Previously, both eyebots and commandos were being selected like scouts because they have the scout ability. Now they are instead selected like regular mobile military ships.

    * A new Neinzul Youngling Vulture I-V has been added for the expansion:
          o This low-powered ship does damage equal to (full damage * ( (101 - target health percentage) * 10 ) ). This makes it very effective at finishing off high-health targets when mixed into a regular fleet, but it's barely able to hurt enemy ships that aren't wounded.

    * Because they are so short-lived and so inexpensive to build, all Neinzul Younglings are now worth 10x less in terms of build and kill score.

    * All Neinzul Younglings now have health has been tweaked downward a bit, to make them easier to one-shot kill. They also now take more damage from all incoming shots.
          o These changes put more emphasis on using them in a disposable, repeated-construction fashion (given their low cost and the new mobile space docks, this makes sense).

    * A new Neinzul Youngling Weasel I-V has been added for the expansion:
          o This inexpensive, low-powered ship attracts all incoming missiles to itself from the nearby area.

    * Neinzul Regeneration Chambers now work 10x more quickly than before.

    * When Neinzul Youngling ships are included in waves, 10x more of them are now included than normal.

    * Ships that have a negative regen rate now show up as having a Self Attrition ability to make it clear what is happening. Before, nothing was being shown at all.
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Offline quickstix

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #17 on: August 06, 2010, 08:25:50 pm »
Woah.

I just checked out the feature list for CoN and almost fell off of my chair. Between this and the Unity port, it's exciting times again for AI War.

 ;D

Offline Frozen Critical

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #18 on: August 06, 2010, 08:55:49 pm »
Preordered
AMERIKEAN AM TELEFONMAST

Offline triggerman602

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #19 on: August 06, 2010, 09:40:20 pm »
Neinzul Regeneration Chambers dont seem to be working. Ships enter but dont come out and hitting the unload button just kills everything inside. They are a death trap.

Offline Fox Soul

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #20 on: August 06, 2010, 10:38:19 pm »
When I preorder it, I do get a Key for it?
It does remove the 3 hour trials?
AI War - A good offense is a good defense.

Offline Vinraith

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #21 on: August 06, 2010, 10:59:31 pm »
When I preorder it, I do get a Key for it?
It does remove the 3 hour trials?

Yes and yes.

Offline x4000

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #22 on: August 07, 2010, 09:25:24 am »
Neinzul Regeneration Chambers dont seem to be working. Ships enter but dont come out and hitting the unload button just kills everything inside. They are a death trap.

Hmm, I had fixed that prior to the last prerelease, I thought, but maybe something regressed.  The next prerelease will be tomorrow or the next day, I'll fix that in there.  Today is my wife's and my wedding anniversary, so after this cursory check through messages I'm off for today!
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Offline Ozymandiaz

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #23 on: August 07, 2010, 09:54:30 am »
Had to pick up a pre order key myself ;)

I tried a game but got killed by a mass of N. starships with modules on em. Suddenly stormed my defenses. :)
We are the architects of our own existence

Offline superking

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #24 on: August 07, 2010, 10:10:46 am »
LIFE IS GOOD

would it be possible to make mines less valuable for kill/death/score also? (if not already? I raised this a while ago but dont recall if it was tweaked).

insta pre-order when I get home  ;)

edit: hybrid hives.. wow  ;D
« Last Edit: August 07, 2010, 10:15:44 am by superking »

Offline keith.lamothe

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #25 on: August 07, 2010, 10:15:28 am »
I tried a game but got killed by a mass of N. starships with modules on em. Suddenly stormed my defenses. :)
Ah, well done myErr, I mean sorry to hear you lost :)

Just to be clear: did you enable the Hybrid Hives plot?  If so that's what that was.  If you had not enabled them that would be a bug of them overzealously spawning anyway ;)
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Offline superking

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #26 on: August 07, 2010, 10:51:44 am »
aaaand pre-ordered  8)

anyone around for a multiplayer game of newest beta vs hives tonight?

Offline Ozymandiaz

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #27 on: August 07, 2010, 12:20:49 pm »
I tried a game but got killed by a mass of N. starships with modules on em. Suddenly stormed my defenses. :)
Ah, well done myErr, I mean sorry to hear you lost :)

Just to be clear: did you enable the Hybrid Hives plot?  If so that's what that was.  If you had not enabled them that would be a bug of them overzealously spawning anyway ;)

Yes, I did enable the hybrid plot :)
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Offline keith.lamothe

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #28 on: August 07, 2010, 12:28:27 pm »
Yea, they'll eat you alive if you aren't prepared ;)

Has anyone survived their initial rush?  From my own testing it's quite doable, but you have to put a fair bit of effort into being ready, and it really helps if you can capture another planet such that they attack both (and thus divide their forces).  I'm thinking of having the attack-mission logic be more focused on picking one planet for all of them at a time, but I think that would be for later in the game when they can build a coordination facility or something like that, and leave the current early-game logic as-is.

Depending on how people fare I'll probably change variables to make that initial Hybrid rush take a bit longer to get to you (increase hive-spawn time from 15 minutes to 20 minutes, decrease hybrid speed from 50 to 40, increase the first maturation time from 30 minutes to 40 minutes, that sort of thing).
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Offline keith.lamothe

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Re: Prerelease 3.175 (Bugfixes, Neinzul Regeneration Chambers)
« Reply #29 on: August 07, 2010, 04:57:21 pm »
Ok, just did another round of balance testing of "my homeworld" vs the first attacker-hybrid assault (happens around 55 minutes into the game on my map), with a moderate amount of resources thrown at the defense:



(the rest of this post contains some degree of spoilers on how to handle hybrids, by the way)



- Full cap of MkI fighters, bombers, missile frigates, and bonus type (microfighters in my case, kind of mediocre for this use).
- Full cap of MkI MLRS Turrets and Basic Turrets.
- The starting units, notably the Mk I forcefield (without which there is no hope).

So I didn't spend any knowledge, nor use any tractor beams, or sniper turrets, etc.  Also didn't lay any additional forcefields over the command station, doing that would have made things way easier.  All the stuff I used consumed a MkI, II, and III energy reactor with some tens of thousands to spare.

Anyway, on the first test I got totally torn to bits in an embarrassingly small amount of time.  I think I scared off 2 of the hybrids by bombing their forcefields to pieces, and then the rest finished bashing down my own ff and the command station went down in a hurry.

One thing I noticed is that while the Hybrid's 50 speed is very convenient for them actually getting around (remember, some of them are flying all the way from the AI homeworlds), it makes them a little unreasonably quick to catch with normal ships unless you have particular bonus types (the Neinzul Youngster types would do well, I figure).  So I bumped that down to 30 so they'll still outrun most normal stuff but not pass them like paint on a fence.  Also reduced their hull strength a bit (2 mil to 1.5mil) and the damage their weapons do against forcefields (the more siege oriented ones will get other modules that do better ff damage).

A couple more iterations like that and it was to the point where I could scare them all off and even destroy a few of them before they got away, though my ff was in the 40-50% range and I lost my space dock in the process.

Anyway, that seems like a better place for them to be balance-wise for the first attack, the really crushing ones should be later on after they've had a chance to increase in numbers and mature more (at which point you've had a chance to put together a respectable fighting force).

So their current balance is such that you can hold them off, just expect to have to layer forcefields, get MkII (or even III) bombers or other things that can scare them off fast, and generally be creative.  In the next version you'll still have to be ready, but it shouldn't require knowledge expenditure just for the sake of scaring away the first attack.
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