Author Topic: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)  (Read 15688 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 3.176:
(Cumulative release notes since 3.120 are here http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta)

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

    *  In the previous version the player handicap was defaulting to -10%, fixed to default to 0% again.

    * There is now 3,000 knowledge that can be gathered per planet instead of 2,500.

    * The dreadnought starship line, as well as flagships, zenith starships, and spire starships, have all been made more 1000 knowledge more expensive.

    * Mark II fleet ships now only cost 2,500 knowledge to unlock instead of 3,000 knowledge.

    * Mark III/IV fleet ships now cost 5,000 knowledge to unlock instead of 4,000 knowledge.

    * Previously it was possible in rare cases for the CPA-like Waves option to result in the AI wave ships being spawned way, way, waaaaay out in the middle of nowhere. Added some preventative measures to wave positioning to ensure a certain minimal sanity of the initial position.

    * Previously it was possible to add an item to a production queue that was not allowed by the technology of the constructor's owner (by multi-selecting that constructor with constructors owned by a player that did have the technology), fixed to check tech prereqs for each builder in the multi-select case.

    * Further fixes to missing texture problem for Hybrids and Hybrid Facilities. Hopefully it will actually be fixed this time.

    * Added Control Node: Engineers Do Not Auto-Assist Low Power Ships; it doesn't interfere with directly targeted repairs and can be useful in preventing your engineers from spending your entire economy on repairing a golem that's been damaged in battle.

    * Previously it was possible to attempt to save a game with an invalid filename ("CON" is not a valid windows filename, it is a reserved device name), fixed to disallow this and to give the user a clear error message as to why.

    * The ship cap on mark I force field generators has been increased from 5 to 9.

    * Added a new "Home Human Settlement" unit that is only found on the starting human home planets.
          o One of the last free civilian cities, filled with living humans. They aid your cause by producing a moderate amount of metal and crystal, but the AI Progress will go up by 5 if the city is destroyed.

    * Added a new "Human Cryogenic Pod" unit that is only found on the starting human home planets.
          o Due to overcrowding in the last human cities, a good portion of the remaining human population has to remain in cryogenic sleep. After the war is over they can be brought back to life, but for the meantime they contribute to the war effort through the excess solar energy produced as a byproduct of their freeze chambers.
          o The AI Progress goes up by 1 if these are destroyed.

    * The home planet for human players now includes thre major outposts, in order to keep the basic home outpost from getting too overwhelming and to make the home planet more interesting to defend.
          o The first is the one that has been the classic setup for some time now: home command station, energy reactor mark II, mark I forcefield, two mark II engineers, one mark II scout, one science lab, and one space dock.
          o The second is new, and consists of: a mark I force field, mark I energy reactor, ten each of metal and crystal manufactories, a starship constructor, a warhead silo, a mobile builder, and a mercenary space dock.
          o The third is also new, and consists of: a mark I force field, mark III energy reactor, three home human settlements, and thirty human cryogenic pods.

    * Previously, any ships of radius 256 or higher would not be translocatable. That only applied to things like golems and superfortresses, really. Now any ships of radius 120 or higher are not translocatable, so that applies to many starships, all the regular fortresses, etc.
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Offline x4000

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #1 on: August 10, 2010, 05:21:18 pm »
Narrative comments: http://arcengames.blogspot.com/2010/08/ai-war-prerelease-3177-knowledge.html

Copied:

This is another impactful release, mainly for the base game (a lot of CoN work is in progress but not yet ready for even beta release quite yet).

With this release, the knowledge-per-plant jumps from 2500 to 3000.  It wasn't all that long ago that the knowledge increased from 2000 to 2500, but a lot of new knowledge-costly items have been added (like the various new command stations), and the intent is to encourage a balanced and experimentation-friendly play style.  In light of that, the mark II technology unlocks for fleet ships are now only 2500 to unlock instead of 3000, while the mark III/IV technology unlocks are now 5000 instead of 4000.  This makes it 500 knowledge more costly to go all the way to the end of a fleet line, while making it easier to get partially along multiple fleet lines.  This also makes the command stations, turrets, starships, etc, a bit more attractive.  But not all of them -- the dreadnoughts, flagships, zenith, and spire starships have each had their knowledge costs increased by 1000.  The dreadnought changes were supposed to be paired with some increases to their health and the speed of their bullets, but those are not in place quite yet (next prerelease).

As if that wasn't a huge enough change above, the starting situation for human home planets is now a vastly different picture than ever before.  There are now three outposts instead of one, and you start with a lot more on your home planet.  One of the outposts is a completely civilian outpost with a bunch of the new cryogenic pods and home human settlements; both provide you some added resources, but will cost you AI Progress if they are destroyed.  This accomplishes two things: it makes the start a bit faster for you if you're in a good defensive position, and it makes the start a lot riskier for you if you're in a poor defensive position.  Playing with multiple starting home planets just got a lot harder, as did starting in the center of a spokes hub or similar.  Those sorts of starts are still quite possible, but the risk/reward balance is now a lot more appropriate in those scenarios. This multiple-starting-outposts change is also indicative of some future additions we'll likely make over time, to develop out the civilian presence more and in more interesting ways.  That may even be the focal point of a future expansion down the line, we'll see.

For now, there's a lot of pretty significant changes already.  And more additions are coming soon.  Enjoy!
« Last Edit: August 10, 2010, 05:35:25 pm by x4000 »
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Offline Mánagarmr

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #2 on: August 10, 2010, 05:34:01 pm »
Looks interesting! Had some practice with some of the new Neinzul ships. They're tricky buggers to toy around with and make useful but it's always interesting to learn new stuff! I like this new version a lot. You guys never cease to amaze me with coming up with new stuff when I thought the game couldn't get anymore complicated. You have some awesome creativity there!
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Offline x4000

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #3 on: August 10, 2010, 05:37:03 pm »
Many thanks!  And glad you're enjoying it.  My goal definitely isn't complexity just for the sake of complexity, but I feel like having a huge amount of options at any time adds to the strategic richness and variance, and complexity is sort of a byproduct of that.  Same as making the AI more interesting and unpredictable also makes it more complex as sort of a side thing.  But anyway, glad you're enjoying it. :)
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Offline Diazo

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #4 on: August 10, 2010, 06:25:34 pm »
Ummm. Wow!  :D

You guys are releasing too fast!!  :o

But yes, I'll be skipping the 3.176 release entirely since you came out with 3.177 so fast.

That is a good thing though, it looks like a bit more starting resources from the patch notes, which will help me in my vanquish the Hybrids!   ;)

Off to try it now, but I'll be back!

Commentary on the patch itself once I've had a chance to actually try it.

D.

Offline Ozymandiaz

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #5 on: August 10, 2010, 06:37:33 pm »
More knowledge is indeed a good idea now, so much more stuff to play with, and stuff to try. I hardly get time to play one game finished before I want to try another :P

Don't some of the higher tier starship become very expensive now, like the spire? The Dreds I can understand with new changes, since they was kind of cheap already ;)

Can't get any more testing in today, must get some sleep.... :P
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Offline quickstix

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #6 on: August 10, 2010, 07:22:51 pm »
    * Previously it was possible to attempt to save a game with an invalid filename ("CON" is not a valid windows filename, it is a reserved device name), fixed to disallow this and to give the user a clear error message as to why.

Now that is interesting.

Offline snrub_guy

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #7 on: August 10, 2010, 07:55:00 pm »
    * Previously it was possible to attempt to save a game with an invalid filename ("CON" is not a valid windows filename, it is a reserved device name), fixed to disallow this and to give the user a clear error message as to why.

Now that is interesting.

I did that! Look at me- helping.

Anyway- the patch notes are now spookily like mind reading. Earlier I thought: "Hey these new things on the homeworld are cool, but the increased energy needs are a little annoying. And just adding a generator to the start would up my resource consumption. If only there was a one-off free energy producer on the home planet." Get out of my head.

Offline Dragon

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #8 on: August 10, 2010, 08:34:41 pm »
    * The home planet for human players now includes thre major outposts, in order to keep the basic home outpost from getting too overwhelming and to make the home planet more interesting to defend.
          o The first is the one that has been the classic setup for some time now: home command station, energy reactor mark II, mark I forcefield, two mark II engineers, one mark II scout, one science lab, and one space dock.
          o The second is new, and consists of: a mark I force field, mark I energy reactor, ten each of metal and crystal manufactories, a starship constructor, a warhead silo, a mobile builder, and a mercenary space dock.
          o The third is also new, and consists of: a mark I force field, mark III energy reactor, three home human settlements, and thirty human cryogenic pods.


Umm, could we have an option to have them all in one starting spot like before?  As an advanced option?  I would rather have all of those things in one spot, then have them scattered around all over the place.  It also uses up three force fields, and we don't get all that many of them.  When we need forcefields on other planets, we will have to take some from the home world.  This means we would leave the less important stuff uncovered, while having it all under one field would mean that it would be safe.

I know one of the first things I would do if I started a game like that (being a sort of advanced player) would be to delete most of the stuff in the second group.  I would move the mobile stuff to the first group, delete the rest, and rebuild the Mk1 reactor by the home station.  That would make starting defense a lot easier, and also later in the game, when I might actually use them, I can rebuild the merc and starship constructors.

Offline x4000

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #9 on: August 10, 2010, 08:47:35 pm »
Glad it's a hit

As for having options to disable the sparation, that would really defea the purpose of the separation. The idea is to make it difficult or infeasible (preferably impossible) to clump all your stuff all at one place on the home planets in particular. De-blobbing, if you will, has some rather serious strategic implications as you seem well aware. Making the ai homeworlds less of a blob is also something we're going to focus on, too. In both cases, just trying to keep things flowing in the game. You can still entrench, just not quite so easily on your home planet unless you're willing to accept the aip penalty for it. I'm sure the specifics will see some tuning, though, so don't worry that this is the final draft or anything. But the idea here is to make more interesting use of planetary space all around, and this is just another small step in that direction.

Oh, and the spires are really expensive now in k; if it seems too much, we can revisit (or even buff the spire/zenith/flagship a tad), but the values seem pretty okay to me so far. That line was a bit too much of an easy-answer choice lately, I felt like.
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Offline keith.lamothe

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #10 on: August 10, 2010, 08:52:58 pm »
Dragon, also note one of the other release notes: "The ship cap on mark I force field generators has been increased from 5 to 9.", so you actually gain 2 ff's on the overall deal ;)
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Offline triggerman602

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #11 on: August 10, 2010, 08:55:36 pm »
Why do the Human Cryogen pods cost 100 energy when they are supposed to be producing 400 energy. ??? That means that they only produce 300 energy. :(

Kind of silly don't ya think?

Offline Spikey00

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #12 on: August 10, 2010, 08:56:32 pm »
An interesting update!

I'm absolutely fine with the two additional expansions--it adds something new to the early game phase.  The III power plant can easily be toggled off, and the AI usually prioritizes harvester harassment, unless the new additions have it otherwise.  However, the forcefields I do agree need to be revised--perhaps create a new class for them and have them be stationary and non-constructible (or just increase the FF cap, but would unbalance a bit)?

Quote
Dragon, also note one of the other release notes: "The ship cap on mark I force field generators has been increased from 5 to 9.", so you actually gain 2 ff's on the overall deal

Oh.  :)
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Offline keith.lamothe

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #13 on: August 10, 2010, 09:01:10 pm »
Why do the Human Cryogen pods cost 100 energy when they are supposed to be producing 400 energy. ??? That means that they only produce 300 energy. :(

Kind of silly don't ya think?
The main purpose, thematically, is to keep the cryogenics running.  In order to make sure that's possible, its solar panels have 4x the production capacity that's actually necessary.  You get the excess.  Be happy :)
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Offline Spikey00

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Re: Prerelease 3.177 (Knowledge Changes, Civilians, 3 Home Planet Outposts)
« Reply #14 on: August 10, 2010, 09:03:57 pm »
We should wake those bloody slackers and tell them to produce moar energy!
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