Arcen Games

Games => AI War Classic => Topic started by: x4000 on August 17, 2010, 11:42:34 PM

Title: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 17, 2010, 11:42:34 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 (http://www.arcengames.com/aiwar_buy.php).  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 (http://arcengames.com/forums/index.php/board,58.0.html) 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 (http://arcengames.com/forums/index.php/topic,4192.0.html) 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 (http://aiwar.s3.amazonaws.com/updates/Beta/Director.Xml).
2. Current Beta Zip File (http://aiwar.s3.amazonaws.com/updates/Beta/3.1.8.3.zip).

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 3.181:
(Cumulative release notes since 3.120 are here http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta (http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta))

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

    *  When a large new AI Barracks is created, that can cause a momentary lag in the time, which we forgot to mention last game. Now there is also a message shown of "AI Barracks Created With Units: 1200" or similar, to let players know what is going on. These lag spikes are really temporary, not all that common (except when loading old savegames with tons of units over the ship cap), and lead to better performance on an ongoing basis in that savegame.

    * Previously, AI Barracks were not allowed to be created except when the attack + threat level was already over 1500. Before that point, it would cause border aggression only, which could be rather catastrophic with older savegames, especially longer ones. Now the AI Barracks are allowed to kick in at any time regardless of the attack + threat levels. This also will make the barracks more likely to be used during the course of normal games started in 3.181 or later.

    * Previously, Border Aggression could be really vicious, sending vast quantities of ships cumulatively into threat when there are a lot of planets all with fewer than 200 excess ships on them (the minimum to make a barracks). And it could also be really vicious in sending a lot of core or mark IV ships at the players when they were used to seeing mark I or II ships in a game.
          o Now the Border Aggression will never kick in at all if the attack + threat level is already 500 or more.
          o Additionally, when ships would be released via border aggression, and those ships have a tech level that is more than 2 marks higher than the current tech level of that AI player (so, mark IV/V ship with a mark I AI tech level, or mark V ship with a mark II AI tech level, basically), then these excess ships are simply exploded rather than being released. This keeps the ship caps pruned as needed without causing a ridiculous spike in difficulty and without having players ever get swarmed with core ships early in the game.

    * Refactored the ship category buttons at the bottom of the main screen to a two-tier model letting the player drill down to either the full list, the low-power list, the non-low-power list, or a list of a specific ship-type.

    * Command Stations and Guard Posts now get their own line of icons in the intel summary in the galaxy map. This prevents them from completely overwhelming all of the other special ship icons by their presence.

    * The ships that show up with an icon on the intel summary view have their own text line directly below in purple, but they were also still showing up in the larger lists of my/allied/enemy ships further down. Now they have been removed from those lower lists (but not the counts of enemy ships by mark level), so as to make those lists more focused and easier to read.

    * The non-core guard posts now have white borders like other ships. The core guard posts will soon.

What's new since 3.182:
(Cumulative release notes since 3.120 are here http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta (http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta))

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

    *  Since the ship-type quick buttons at the bottom now have a category-based first-tier, the "low power" button now lists manufactories, energy reactors, and constructors again.

    * The ship-type quick buttons at the bottom now sort ship types by category and then mark level, rather than the other way around.

    * Hybrid spawn time increased from 20 minutes to 25 minutes, to give the player a little bit more time before they start facing walls of hybrids blocking their advance.

    * Mark III, IV, and V Ion Cannons are no longer seeded on planets next to human homeworlds (they won't be removed from existing savegames, though).

    * Recent prereleases had a crash bug in the stats window code if playing a game where you had killed any of the old guard posts. Fixed.

    * The borders of the far zoom icons have been made consistent between all the various screens, including the lobby and the intel summaries, and in general look a little less ragged.

    * The lobby has been completely reworked in a way that will be easier to port to unity coming up, and in a way that avoids potential rendering problems that a minority of players were suddenly seeing based on the old way the lobby was redirecting window output from one window handle to another.

    * Added some basic alert messages when a human planet is under attack by Hybrids, Preservation Wardens, (hostile) Roaming Enclaves, or hostile warheads.

    * Neinzul Preservation Warden youngling build rate reduced to 1/3rd of what it was.

    * Neinzul Preservation Bomber attack power increased quite a bit (was like a mark I bomber, was intended to be more like a mark III bomber). Also applies to Neinzul Bombers spawned by bomber clusters seeded by the Neinzul Cluster Bomber AI Type.

    * The infiltrator bonuses have been nerfed about 10x, especially against heavy defense units, as mid-sized groups of infiltrators could kill them in mere seconds.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 17, 2010, 11:42:44 PM
My narrative text: http://arcengames.blogspot.com/2010/08/ai-war-prerelease-31823-ship-type.html

Copied:

This release is actually a pair of releases, one released this morning and the other released tonight.

This release pair has a lot of important stuff in it, but it's nothing game-changingly exciting.  The 3.181 release had an issue that would cause some long-running savegames to become absolutely unwinnable within a few minutes of being loaded (thanks to over-aggressive border aggression), and consequently these releases include updates to really revamp both the border aggression and the AI barracks for the better.  There are numerous other balance adjustments here for the base game and CoN -- important stuff, but individually minorish tweaks.

The Intel Summary in the galaxy map has seen some improvements, as has the lobby for launching games, based on making things easier, fixing a few bugs, and preparing for the Unity 3D changeover.  The ship category buttons along the bottom of the screen have also been revamped to have sub-categories now, which fulfills a few long-running requests.  There are also some new warnings that now pop up when planets are under attack by the new CoN minor factions: hybrids, preservation wardens, and so on.

Lots of important progress and polish, in other words, but it's not as new-toy exciting as the last couple of releases.  Still, for those players who were finding their savegames unplayable in 3.181 because of the AI incursions that was causing, this was exciting in a different way!
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Rustayne on August 18, 2010, 12:37:21 AM
* The infiltrator bonuses have been nerfed about 10x, especially against heavy defense units, as mid-sized groups of infiltrators could kill them in mere seconds.

Wanted to let you know that it is much more realistic now.  a MK2 guard post was taking me about 25-30 seconds to take down, with some pretty heavy losses, with 700 of them.   They still work well, but they aren't as overpowered as they were before.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 18, 2010, 12:38:52 AM
Wonderful to hear! :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Vinraith on August 18, 2010, 01:03:53 AM
The new sorting options on the bottom button row are fan-freaking-tastic. In the past those had frequently been too clunky to be worth using, now they're too handy to ignore.

Also, having finally played a bit on the 3.182 patch tonight, I have to say I love the barracks. Those things are genuinely threatening, and make you think carefully about how (and whether) to tackle a high-level system that contains one.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Ozymandiaz on August 18, 2010, 04:23:16 AM
<3

I also tried a game against two Neinzul type AIs. I am glad I took Zenith Beam Frigate as my unit. They really help out against all thoos masses of units swarming me.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Sunshine! on August 18, 2010, 04:54:21 AM
While I'm sad to see Infiltrators get nerfed, they were quite ridiculous before, so it's probably for the best.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 18, 2010, 09:15:44 AM
 ;D
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 09:17:39 AM
Yea, those infiltrators were a bit much.  For them to have destroyed something the size of a FortressIII in that few shots they would have had to be firing chunks of antimatter or something ;)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: carlosjuero on August 18, 2010, 09:40:06 AM
3.182 fixed the problem with the massive game ending swarm on my 25 hour game :) - thanks much X. Now the threat only gets to about 2200 - tons (and I do mean tons, well over 10,000 ships) of ships are put into barracks which turns the start of the game into a crawl, but at least I don't get whiped by core and IV ships a few minutes after load now.

Do barracks have a unit limitation? Each hiccup was accompanied by a message of 1,200 ships or less being put into a barracks in various systems. Was that due to a limitation w/ the barracks or with the unit cap being more than 1200 over the new standard on those planets? (about 7 planets put 1200 units into storage, another 5 or so put > 600 into storage).

Haven't updated to 3.183 yet, probably later today. I was wondering about the Unity switch - the lobby changes are to prep for that, does that mean y'all have a timeline in mind for it? I want to have another copy of the game installed for that eventuality, in case Unity and I don't get along :) [I am sure it will go fine but I am always a little paranoid about the little things]
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 18, 2010, 10:08:12 AM
3.182 fixed the problem with the massive game ending swarm on my 25 hour game :) - thanks much X. Now the threat only gets to about 2200 - tons (and I do mean tons, well over 10,000 ships) of ships are put into barracks which turns the start of the game into a crawl, but at least I don't get whiped by core and IV ships a few minutes after load now.

Excellent!  That's more or less the expected behavior, with the first load of an older game.  The 2200 from threat shouldn't be at all from border aggression, as it's only allowed to even kick in if there are fewer than 500 ships in threat + attack.  So those presumably were already around, I don't know.

At any rate, I'm not surprised that in a game that length you're having 10k+ ships put into barracks, I had 12k put in from my 17 hour multiplayer game.  In some player savegames I've seen, I think it would put upwards of 40k ships into barracks.  The slowness on load is only the very first load of that savegame, once you save it again and load it again in the future, it will be faster to load than it was before, and with no lag at the start from barracks.

Do barracks have a unit limitation? Each hiccup was accompanied by a message of 1,200 ships or less being put into a barracks in various systems. Was that due to a limitation w/ the barracks or with the unit cap being more than 1200 over the new standard on those planets? (about 7 planets put 1200 units into storage, another 5 or so put > 600 into storage).

Yeah, I put a 1200 unit cap on them just to keep things reasonable -- I figured that more than that would slow the game to a crawl right when players pop them open.  You might wind up with multiple barracks on one planet because of that, each one will only ever have between 200 and 1200 units inside.  It's not really a technical limitation per se, but that was just the range that "felt right," per se.

Haven't updated to 3.183 yet, probably later today. I was wondering about the Unity switch - the lobby changes are to prep for that, does that mean y'all have a timeline in mind for it? I want to have another copy of the game installed for that eventuality, in case Unity and I don't get along :) [I am sure it will go fine but I am always a little paranoid about the little things]

It will probably be a good month before the Unity version is actually ready for public consumption, is my best guess at present.  Bear in mind that we won't be supporting the non-Unity versions in any fashion after the switch -- no bugfixes, updates, etc.  Really, a big part of the Unity switch is to make it more compatible with everyone's stuff, rather than the other way around, so we'll be doing everything we can to make sure that works well.  If Tidalis is any indication, it's a much more elegant solution than what we'd been doing, and we've not had anyone who just couldn't play Tidalis or anything like that.

The first few betas of the Unity version of AI War are rather to be rather buggy, though, so that's something we'll be labeling really clearly so people know what they are getting.  With any change that huge, the likelihood is that we'll be having some short-term issues, and that's why I then want 2-4 weeks of testing with the game on Unity in the hands of the public before we actually do the official 4.0 release.  Should be very exciting!  I understand the skepticism, but I think you'll be pleasantly surprised. :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 10:10:55 AM
Yea, if any of you are concerned about unity apps not running on your system, you can try the Tidalis trial version and see what happens.  If you run into any problems, please let us know :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: strangelight on August 18, 2010, 10:51:23 AM
Feels like you're adding a crazy amount of content for a 'mini' expansion

I'm not complaining though
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 18, 2010, 10:53:35 AM
Some of it's not expansion-related, though -- some of it's mainly as part of our big "4.0" push that will add the OSX support, etc.  So we wanted that to be notable even outside of what we're doing with the mini-expansion, too.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 10:54:44 AM
Yea, it is a pretty crazy amount, probably more than a lot of games get in a normal-size expansion.  But probably at least half of what we've done during CoN's development has been for the base game (i.e. free DLC), so that's a large part of why the release notes have been so big lately.

We are pretty much done with adding new CoN stuff (except for the Neinzul Trader), and now are shifting towards refinement and fixes, etc.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: carlosjuero on August 18, 2010, 11:23:15 AM
Hmm - seems y'all did something to trim down the size of save files as well right? My 25 hour game save went from 1.2MB to <700KB  :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 18, 2010, 11:24:50 AM
Hmm - seems y'all did something to trim down the size of save files as well right? My 25 hour game save went from 1.2MB to <700KB  :)

That's the barracks at work.  All of those ships that were free-standing had a huge amount of data associated with them.  When they get loaded into the barracks, it just keeps track of what type of ship they are, and that's all -- when they are released from the barracks, they are then recreated from scratch.  Definitely keeps the file size down! :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 11:25:13 AM
The units that are "stored" in the barracks are actually totally destroyed, and the barracks just tracks the counts of each ForegroundObjectType within them (so, 10 FighterII's, 20 FighterIII's, 45 BomberIV's, etc).  Saves quite a lot in both ram and save-disk-size :)

Man, I'm getting ninja'd a lot lately ;)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 18, 2010, 11:29:51 AM
Man, I'm getting ninja'd a lot lately ;)

 ;D
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: carlosjuero on August 18, 2010, 12:01:21 PM
Heh - thanks Keith & Chris :)

I thought about that very fact about 10 minutes ago O.o, my brain is very slow waking up today - maybe I should just let it sleep.

[Upgraded to latest update because I caught that crash bug w/ the scores screen... I never even knew it was a problem till I read the patch notes a little more thoroughly :p]
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: carlosjuero on August 18, 2010, 12:03:50 PM
Oh yeah, wanted to post a screenshot of a system summary w/ the updated save file showing the Guard Post variety... apparently the AI decided this one planet needed quite the mix of Guard Post styles :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 18, 2010, 12:05:08 PM
Oh yeah, wanted to post a screenshot of a system summary w/ the updated save file showing the Guard Post variety... apparently the AI decided this one planet needed quite the mix of Guard Post styles :)

Oh yeah, that will definitely happen. :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 12:07:30 PM
Quote
apparently the AI decided this one planet needed quite the mix of Guard Post styles

Oh, that must be the new Feng-shui AI Type ;)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Diazo on August 18, 2010, 01:08:56 PM
Just had a thought about the new Military and Logistics command stations. Technically this should be in the 3.178 thread but I figure this thread's replaced that one.

It struck me as the FF should be on the Military outpost rather then the Logistics outpost.

My reasoning is that a military outpost is one you build in either a partially cleared system or a border system that's in danger. You have to build additional defenses around the command post anyway, (unless you gave it an ion cannon level weapon which would be OP), so the gun on the current military station doesn't matter really. However, if the mmilitary station came with a built in FF, all of a sudden it's worth building in a system with hostile ships still flying around in. The FF would have to weaker then the actual Mk I FF structure, but for me, this would make the military command worth building because it's actually worth it, as opposed to the current situation where the pop-gun it has makes it always better to build an economic station. Normal attack power reduction would apply to this force field IMO.

No real thoughts on the logistics station yet. It's pretty much a late game station you use to move your fleet around faster and I haven't reached that point in my test game yet.

D.

Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 01:11:13 PM
We're actually removing the ff from the logistics station, it's too fiddly since the mechanics for an ff generator kinda place it in the path of danger even when defended by other things.  Other things are being done with the mil and log stations now ;)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Ozymandiaz on August 18, 2010, 01:20:13 PM
We're actually removing the ff from the logistics station, it's too fiddly since the mechanics for an ff generator kinda place it in the path of danger even when defended by other things.  Other things are being done with the mil and log stations now ;)

But do we get to keep the awesome speed of the log one? :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 01:20:57 PM
Yea, the only thing actually being removed is the ff :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: superking on August 18, 2010, 01:37:59 PM
I'm starting think polarisers are mahoosive OP... they shred turrets of all kinds, starships of all kinds, bombers, any ship with half decent shielding and hives with incredible ease. their main counters have little or no bonus against them. I have a new favorite unit  ;)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Diazo on August 18, 2010, 01:38:26 PM
We're actually removing the ff from the logistics station, it's too fiddly since the mechanics for an ff generator kinda place it in the path of danger even when defended by other things.  Other things are being done with the mil and log stations now ;)

Well, good to hear things are coming down the pipe, even if they nullify my idea.  ;)

That's how I envisioned it working though, you throw the military station (with FF) up in a system you just captured or a border system without a lot of defenses yet, so the command station is the only structure of importance in system and it's what your defense is centered around, with the FF buying you time to solidify your hold on the system.

Moot point now as you've already decided what to do with both the military and logistics stations it seems.

D.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 01:42:24 PM
Yea, the military and logistics stations aren't really intended to defend other stuff, but rather to provide significant bonuses that go with their theme.  But Chris has given me the go-ahead on a line of modular command stations that will be able to (and will probably be slanted towards) be beefy fortresses in their own right, with their own forcefield generator (module) and guns of various kinds.  So we'll see the idea come back :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Diazo on August 18, 2010, 01:44:23 PM
Nice!

More new features! More! MOAR!!!!!

 ;D

D.



edit as per below (Feeling like I'm spamming the forum here.):

No worries, it's not like you guys haven't given us enough new features to tide us over.....  ::)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 01:45:30 PM
Haha ;)  It will probably be post-unity-port before I get to the modular ones, though, as I want to do some interface improvements on how players interact with modules.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: carlosjuero on August 18, 2010, 01:52:21 PM
Hmm - new idea for C Stations sounds interesting, the current state of M & L stations doesn't quite work in my mind [it makes more sense, if you look at the picture rather than reality, for a Military Station to have an FF since its only real bonus is an attack whereas the L station has the speed boost]. The idea of possibly [not going to hold y'all to something that may turn out to be un-doable] having modular C stations is intriguing :)

I personally have stopped using the variant C Stations and just stick with Econs right now. Speed boost is nice, but I need every scrap of resources I can get and the trade off just isn't worth it (to me). Of course, an advent of modular C Stations might just change my mind :)

[Know what I would love? Some way to 'upgrade' a Military/Log C Station to a Eco C Station - that way they could be M/L on border worlds and changed to Eco when the world is put 'behind the lines' so to speak ;)]
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 01:54:21 PM
[Know what I would love? Some way to 'upgrade' a Military/Log C Station to a Eco C Station - that way they could be M/L on border worlds and changed to Eco when the world is put 'behind the lines' so to speak ;)]
Easy: build colony ship, scrap command station, build econ station ;)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: carlosjuero on August 18, 2010, 02:16:03 PM
But.. but... that requires more than one click!!! /tantrum

;)

[Not to mention my luck would bring me a capped wave just as I destroyed the CS >.>]
[Know what I would love? Some way to 'upgrade' a Military/Log C Station to a Eco C Station - that way they could be M/L on border worlds and changed to Eco when the world is put 'behind the lines' so to speak ;)]
Easy: build colony ship, scrap command station, build econ station ;)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Ozymandiaz on August 18, 2010, 03:30:56 PM
I am not 100% sure the Harvester Mk II and III is getting sufficient bonuses for the knowledge levels.

With the 4000 knowledge I can get 156 more metal and crystal from 6 economic command IIs, and to match that in Harvester Mk IIs I would need approx 40 to 50 planets before I get any noticeable more income. Maybe 14 at MK II and 16 at MK III would be better?
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 18, 2010, 03:35:45 PM
I am not 100% sure the Harvester Mk II and III is getting sufficient bonuses for the knowledge levels.

With the 4000 knowledge I can get 156 more metal and crystal from 6 economic command IIs, and to match that in Harvester Mk IIs I would need approx 40 to 50 planets before I get any noticeable more income. Maybe 14 at MK II and 16 at MK III would be better?


I had been back and forth on that very question, but you are probably right.  Keith, would you mind making the shift?
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: zebramatt on August 18, 2010, 03:38:05 PM
[Know what I would love? Some way to 'upgrade' a Military/Log C Station to a Eco C Station - that way they could be M/L on border worlds and changed to Eco when the world is put 'behind the lines' so to speak ;)]
Easy: build colony ship, scrap command station, build econ station ;)

I actually concur with Carlos. At the very least it would be nice if using a colony ship to build a new command centre on one of your own planets scrapped the existing command centre automatically.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 03:38:59 PM
I am not 100% sure the Harvester Mk II and III is getting sufficient bonuses for the knowledge levels.

With the 4000 knowledge I can get 156 more metal and crystal from 6 economic command IIs, and to match that in Harvester Mk IIs I would need approx 40 to 50 planets before I get any noticeable more income. Maybe 14 at MK II and 16 at MK III would be better?


I had been back and forth on that very question, but you are probably right.  Keith, would you mind making the shift?
Sure :)  For 3.184:

* Metal and Crystal Harvester Marks I/II/III now produce 12/14/16 instead of 12/13/14.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 18, 2010, 03:45:38 PM
[Know what I would love? Some way to 'upgrade' a Military/Log C Station to a Eco C Station - that way they could be M/L on border worlds and changed to Eco when the world is put 'behind the lines' so to speak ;)]
Easy: build colony ship, scrap command station, build econ station ;)

I actually concur with Carlos. At the very least it would be nice if using a colony ship to build a new command centre on one of your own planets scrapped the existing command centre automatically.

Keith, if you have time, that would be convenient.  It's been on my "someday" list for a long time to do something like that.  Right now I'm still bogged down with Tidalis stuff today, and then I have a different set of AI War stuff for later.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 18, 2010, 03:47:20 PM
My concern with that one is that less experienced players will build a colony station, click one of the build buttons, and place the command station and not realize that it means scrapping the one that's there.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 18, 2010, 03:49:51 PM
True.  And it would have to have specialized logic to NEVER do that with home command stations, etc.  The current approach does act as something of a safety switch.  Let's leave it as-is for now.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: RedrumJackle on August 18, 2010, 05:09:41 PM
12/14/16 still doesn't seem beefy enough to have that great of a draw to spend knowledge on and to rebuild the harvesters for.

In fact I find myself never needing to get those bonus harvesters.

If perhaps it were more like this... 10/15/20

the 10 would actually make you wish you had more, driving you to buy the next level for that nice boost of resources for that area. However if that still wasn't enough, then tier three looks just as pleasing as well.

Or perhaps something like this to give that extra push to actually spend your worthwhile knowledge on the resources.... 7/14/28

To be honest, a minor improvement isn't seen worthwhile. anything<4 = hard to be interested in. o.O! I think perhaps its a math ideal where the mind thinks anything below 4 isn't as great, but 5 can mean rounding up so it gets that + spark. =P Also x1.5 or x2 seems more idealistic for a logical improvement for resource gain.

All I'm saying is, right now it doesn't seem worthwhile, nor needed to make you actually think you need to go through for decision making on spending where you need your knowledge.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 18, 2010, 05:15:19 PM
Well, the main idea is for it not to be TOO good, or it would be easy to just get these and then do military or logistics command stations.  There's less decision process there.  But, if these are a marginal value, just not a super value, then people who are having economic troubles but who also are having military troubles are in more of a bind, which is the goal. ;)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: snrub_guy on August 18, 2010, 05:24:34 PM
Agreed. I think in the development of A.I war, it's been said fairly regularly that if a tactic or an unlock is so good that it's always the right choice, then something is wrong. It takes the point of the choice away, and de-values a lot of the other technologies that are available. A +5 gain for each harvester is massive, and would always be the route to go.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: zebramatt on August 18, 2010, 05:27:30 PM
My concern with that one is that less experienced players will build a colony station, click one of the build buttons, and place the command station and not realize that it means scrapping the one that's there.

Probably could just cover that in a note at the bottom of the tooltip; "Note: You may only have one command centre on each planet. Building another will automatically scrap your current one." Or something similar. I figure the way it is now is even less illuminating to the player - scrapping your own core building and relinquishing control of a planet just to change your comm centre feels totally unnatural!

That said, I hadn't really considered the implication on the home comm centre. Might be too much risk for a mild improvement in intuitiveness!
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: RedrumJackle on August 18, 2010, 05:29:50 PM
understandable. but you could just reduce what the mk1 gives you, and then improve it so you feel its necessary to get the next level if your in a bind.

However, I'm cool. Just thought I'd criticize it a bit. =P! Though if you do reduce it >.> I could be in the heat for flaming now that I think about it. Its like one of those episodes where 'who the heck wanted it lower?!' *finds this out and gasps* you! XD

rofl

Agreed. I think in the development of A.I war, it's been said fairly regularly that if a tactic or an unlock is so good that it's always the right choice, then something is wrong. It takes the point of the choice away, and de-values a lot of the other technologies that are available. A +5 gain for each harvester is massive, and would always be the route to go.

Now, it was just an Idea. However, I never said it would replace the idea of making critical choices of knowledge in game. But I do feel you there. But its not quite to good to be true. As where you spend your knowledge on them, you can end up without a back bone of star ships or mk3 ships right away to help you against difficulty 8+ x2 waves. XD

I feel it shouldn't be as daunting, and yet should be even more daring with a bit of greater value yet more of a fine edge if your hurting for knowledge. Perhaps a boost on the Knowledge costs to compensate?
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Diazo on August 18, 2010, 05:37:39 PM
I can't agree with boosting the knowledge on the Mk II/III extractors.

The time you really need them are in the early game when you have fewer systems, and so less knowledge.

This kind of thing I very much want a small knowledge cost for a small gain over a large knowledge cost for a large gain.

I think they will be about right at the 12/14/16 levels (will confirm once I get a chance to play it.)

D.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: RCIX on August 18, 2010, 05:57:57 PM
I'm starting think polarisers are mahoosive OP... they shred turrets of all kinds, starships of all kinds, bombers, any ship with half decent shielding and hives with incredible ease. their main counters have little or no bonus against them. I have a new favorite unit  ;)
But they do almost no damage to fleet ships and focefields, which definitely limits them in that regard. I curbstomped a 2k wave of Polarizers Mk1 (i was building a core ion cannon on my world :P) thanks to my fleet slowly shredding every single one. It didn't go as fast as, say, bombers vs fighters, but it was doable.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: superking on August 18, 2010, 06:12:29 PM
I'm starting think polarisers are mahoosive OP... they shred turrets of all kinds, starships of all kinds, bombers, any ship with half decent shielding and hives with incredible ease. their main counters have little or no bonus against them. I have a new favorite unit  ;)
But they do almost no damage to fleet ships and focefields, which definitely limits them in that regard. I curbstomped a 2k wave of Polarizers Mk1 (i was building a core ion cannon on my world :P) thanks to my fleet slowly shredding every single one. It didn't go as fast as, say, bombers vs fighters, but it was doable.
[/quote

well, they are highly effective against alot of fleet ships- bombers and anything else with decent shielding: teleport raiders & battlestations, tanks, armour ships, grenade launchers etc
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: RCIX on August 18, 2010, 06:42:33 PM
I'm starting think polarisers are mahoosive OP... they shred turrets of all kinds, starships of all kinds, bombers, any ship with half decent shielding and hives with incredible ease. their main counters have little or no bonus against them. I have a new favorite unit  ;)
But they do almost no damage to fleet ships and focefields, which definitely limits them in that regard. I curbstomped a 2k wave of Polarizers Mk1 (i was building a core ion cannon on my world :P) thanks to my fleet slowly shredding every single one. It didn't go as fast as, say, bombers vs fighters, but it was doable.

well, they are highly effective against alot of fleet ships- bombers and anything else with decent shielding: teleport raiders & battlestations, tanks, armour ships, grenade launchers etc
Then don't use those :)
Use frigates and fighters, and anything spammy you can get. Acid Sprayers work too i think.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: zebramatt on August 18, 2010, 06:51:36 PM
I'm starting think polarisers are mahoosive OP... they shred turrets of all kinds, starships of all kinds, bombers, any ship with half decent shielding and hives with incredible ease. their main counters have little or no bonus against them. I have a new favorite unit  ;)

Neinzul Youngling Commandos cut those to ribbons!
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: quickstix on August 18, 2010, 07:39:44 PM
Pre-ordered. Been looking forward to the next installment of AI War, and we get to support a charity as well. :)

Now I'm going to go look for a Hybrid Hive to see what all the fuss is about.  :P
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Diazo on August 18, 2010, 08:00:24 PM
Ohhh, hybrids are always fun when you first run into them. :)

Just a note that I've updated to 3.183 and continued my game  as found here. (http://www.arcengames.com/forums/index.php/topic,6741.msg52673.html#msg52673).

D.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: RedrumJackle on August 19, 2010, 12:42:30 AM
I can't agree with boosting the knowledge on the Mk II/III extractors.

The time you really need them are in the early game when you have fewer systems, and so less knowledge.

This kind of thing I very much want a small knowledge cost for a small gain over a large knowledge cost for a large gain.

I think they will be about right at the 12/14/16 levels (will confirm once I get a chance to play it.)

D.

I can't agree at the moment. o.O I see people use them and I'm like 'why? just why?' Before it was a 1 and 2 gain. Now its a 2 and 4 gain. But I have to say i feel its perhaps inadequate.

Though I'm not asking for a massive boost on knowledge costs for a bit more.

You know what would be really cool, would be the tech to gain a IV that produces both metal and crystal and equips to crystal, and metal harvest points. Then I'd be like 'ok, yea thats something I would like to have.' Or perhaps just a new set of harvesters themselves that you have to unlock before they can be used. Like how you start with mk1 generally off the bat, these ones you have to unlock before you can even use mk1. Even if they had a slight handicap at first and eventually rounded up to something nice. *shrugs* just an idea.

I guess i'll have to give them a shot. With the new settings they may be a bit more worthwhile. But they just seem barely better.

Maybe my opinion will change after using them, who knows.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Giegue on August 19, 2010, 12:56:48 AM
you're gonna need updated cheats. preferably one for each level of nuke, and one for each new faction. the nuke thing is simply for the sake of "I don't wanna accidentally blow up the entire galaxy" like I ran into.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 19, 2010, 12:58:25 AM
Yes, we plan to add cheats, just working on other stuff right now.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Diazo on August 19, 2010, 01:02:41 AM
I think we have different ideas of what the Mk II and III extractors purpose is.

You are looking for something that gives a large boost so it's viable middle to late game, as compared to me where I'm looking for something that gives you a boost early game at the expense of not being worth much late game.

I don't know how your economy runs, but in my current game I just hit 2:30:00 play time, I have spent 2:29:00 of that bottomed out on either metal or crystal. Once I get 3 or 4 more systems captured I'll start getting reserves even with only Mk I extractors, the Mk II and III are there to give me that boost until I can capture those few more systems.

Looking at my current game where I only have 2 systems captured for a total of 3 systems giving me about 10 of each extractor, just the Mk II's is over a 5% increase in income of resources, that's huge in the early game. (Using the Mk II's with 14 income from 3.184).

That same 5% boost (or bigger boost for more knowledge) isn't worth as much late game in my opinion because you have a higher absolute resource flow at that point.

Again, comes back to what you want the Mk II and III extractors to be and what looks to be implemented is what I agree with.

D.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: platinawolf on August 19, 2010, 05:01:08 AM
Hmm... Not really sure where to post this ^^* The core Roaches dont have a zoomed out icon ^^* Just a huge uggly square that limits view ^^* Very bad when busting nests :P
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Kjara on August 19, 2010, 05:30:10 AM
Honestly I thought mkII extractors were worth it at the 12/13/14 level, mainly due to the halved build time, rather than mainly for the increased generation.  If you don't assist them with engineers, having the mk II as opposed to the mk I is worth ~ 150*13 ~= 2k resources every time you lose a harvester.  I honestly don't think that getting a free upgrade of all existing harvesters when you unlock them would be hugely overpowered though and would reduce micro?  Of course, with this logic, the mkIII are in some sense worth less than the mkII's while costing more knowledge, which makes them not really worth unlocking(aka since you only save 75 seconds of build time now, rather than 150).  Imo the mkIII's need an extra boost of some sort, either making them 12/14/18? or perhaps giving the mkIII's a hp or shield boost or perhaps cutting the build time by even more and/or reducing the build cost.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Mánagarmr on August 19, 2010, 06:23:11 AM
Bit late in on the extractor discussion here, but I feel that the current numbers are probably lot more in line than 10/15/20. 20 per extractor would be extremely massive and completely OP, even for the high knowledge cost. 12/14/16 might not be enough, but it is definitely a lot better than 12/13/14. I'm something of a resource junkie and therefor always unlock the economic command stations, and as soon as we got extractors I went for these as well and was left feeling they were somewhat lacking if you didn't have a sprawling galactic empire. This slight bump might change that.

Good move!
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Mánagarmr on August 19, 2010, 06:23:48 AM
Hmm... Not really sure where to post this ^^* The core Roaches dont have a zoomed out icon ^^* Just a huge uggly square that limits view ^^* Very bad when busting nests :P
That would probably be in bug reports. Thanks for noticing though!
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: RedrumJackle on August 19, 2010, 11:45:33 AM
Well on diff 8, random everyone except technologists and core. I have always been able to maintain a steady flow of economy even at the start. Sometimes I may hit the dumps, but I've been getting better at that. Placing smaller increments rather than larger all at once.

To be honest, if your sitting for 2 hours in the game without a couple more planets. Then what are you doing? O_o?

Honestly I thought mkII extractors were worth it at the 12/13/14 level, mainly due to the halved build time, rather than mainly for the increased generation.  If you don't assist them with engineers, having the mk II as opposed to the mk I is worth ~ 150*13 ~= 2k resources every time you lose a harvester.  I honestly don't think that getting a free upgrade of all existing harvesters when you unlock them would be hugely overpowered though and would reduce micro?  Of course, with this logic, the mkIII are in some sense worth less than the mkII's while costing more knowledge, which makes them not really worth unlocking(aka since you only save 75 seconds of build time now, rather than 150).  Imo the mkIII's need an extra boost of some sort, either making them 12/14/18? or perhaps giving the mkIII's a hp or shield boost or perhaps cutting the build time by even more and/or reducing the build cost.

A extractor that came with a greater amount of HP/shielding would perhaps draw me in to get them early game. But then again there is already the exo for those that don't last very long imo. I just let my harvesters take the hit, they're not really so important.

However, I see I'm not the only one looking for something more 'eye popping' to drive one to get. If your hitting rock bottom right off the bat, your building to much and not enough ships. I watched someone in my game roll on hardly anything but turrets. about an hour in the game.. Another and Myself had about 7 planets ready for take over... however he wasn't the greatest at knowing what he was doing it seemed as he had TP raiders he could have easily handled most incoming waves with that amount of turrets. Only had that one planet though.

We were giving him 100k-200k resources every so often to splurg on and get him moving along. Counting the other guy we had maybe 4-5 planets already taken over and I was moving in taking more before sealing a choke point. I had improvised to force the AI through one wormhole very early in the game towards the guy who was bunkering in.

If your this kind of person, then you'd probably rage quit like he did when nearly 4k ships, a min apart per 2k walked right in and just obliterated your defenses that you spent nearly 2hours on. Wouldn't you? =P

Well that is exactly what happened, and I asked him if he'd be alright and to be sure his ships were on defense mode since they can tp and help out. first wave hit, he struggled... without his ships btw. XD but he managed so i didn't think he'd be whipped. Next thing I know i'm taking over more planets, and a msg says someone lost a home. I'm like O_O! what?! *looks over seeing barely any ships near the home CMD, no shield, and no home base of the turret guy* what happened? 'i don't know, wasn't paying attention to my cmd' <..<

Heh.. then he said he had to go. Haven't seen him since. XD
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: carlosjuero on August 19, 2010, 12:01:10 PM
To be honest, if your sitting for 2 hours in the game without a couple more planets. Then what are you doing? O_o?
Taking their time, being a turtle, thinking out each step of a larger plan... the list can go on and on (in my mind ;))

I am at ~26 hours in one game and only 9 planets conquered :).

Taking your time also can have the side effect of making the game a bit tougher - the AI planets alerted to you have more time to bolster their defenses making it harder to break through.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Vinraith on August 19, 2010, 12:05:23 PM
I play pretty slowly too, but if all you're doing is "thinking out each step of a larger plan" you should really be paused. :) No reason to let the AI build up if all you're doing is planning.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Diazo on August 19, 2010, 12:07:12 PM

To be honest, if your sitting for 2 hours in the game without a couple more planets. Then what are you doing? O_o?


Well, between the Mk III ion next door one way, the other system being covered by a special forces alarm post and the hybrids and preservation wardens wailing on me?

And then scrambling to fix my defenses when the Warden Bombers pretty much one-shot the Ion cannon I had captured to build my defenses around?

I've probably spend a little over an hour of this game back on my heels on the defensive between various things and now that I'm on the attack, the system I want has 12-16 hybrids in it.

If I can just break this system with all the hybrids, I should capture 3 systems in about 30 minutes.

Note that I'm playing solo, single system start.

I did expect something like this as I am playing to test all the new toys, many, like the preservation wardens, I had never seen before.

And yes, the new toys are much fun, even if they leave you scrambling the first time you encounter them.

D.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: carlosjuero on August 19, 2010, 12:12:21 PM
Ah yes, and there is "being pwned by Keith's crazy new experimental life forms" :)

To be honest, if your sitting for 2 hours in the game without a couple more planets. Then what are you doing? O_o?


Well, between the Mk III ion next door one way, the other system being covered by a special forces alarm post and the hybrids and preservation wardens wailing on me?

And then scrambling to fix my defenses when the Warden Bombers pretty much one-shot the Ion cannon I had captured to build my defenses around?

I've probably spend a little over an hour of this game back on my heels on the defensive between various things and now that I'm on the attack, the system I want has 12-16 hybrids in it.

If I can just break this system with all the hybrids, I should capture 3 systems in about 30 minutes.

Note that I'm playing solo, single system start.

I did expect something like this as I am playing to test all the new toys, many, like the preservation wardens, I had never seen before.

And yes, the new toys are much fun, even if they leave you scrambling the first time you encounter them.

D.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Diazo on August 19, 2010, 12:19:02 PM
Ah yes, and there is "being pwned by Keith's crazy new experimental life forms" :)

But... but... it's so much fun to lose to these things!  ;D

Hmmm, I really should go a see how much of the recent patch notes I can look at and say "I did that".

I suspect it would be scarily long.  ;)

D.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Ozymandiaz on August 19, 2010, 02:16:42 PM
I am about to finish of one of my AIs, I encountered the Zenith Fortress Core post, nasty.

But the Neinzul one? Omg (see attached image). Its doing nasty thing to my fleet. Are they supposed to be this good? 1200 of them, and now they are everywhere, seems very harsh ^^.

Also, I think the roached are lacking an icon for the far away zoom ;P (I also attatched a save game for it).

Edit: for some reason it will not let me attach the save game..... gonna try some other stuff
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: carlosjuero on August 19, 2010, 03:07:02 PM
How big is your save file? There is file size limit to attachments.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Spikey00 on August 19, 2010, 03:10:42 PM
Oh, just to point out here, the Golemite AI desc. needs to be updated in regards to AIP being incurred due to Golems being repaired.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 19, 2010, 03:14:57 PM
Oh, just to point out here, the Golemite AI desc. needs to be updated in regards to AIP being incurred due to Golems being repaired.
Good catch, got it :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Ozymandiaz on August 19, 2010, 03:23:34 PM
How big is your save file? There is file size limit to attachments.

No more then the limit actually. 2.3 MB

"Your attachment couldn't be saved. This might happen because it took too long to upload or the file is bigger than the server will allow.

Please consult your server administrator for more information."

Is all I get :/


Also, might I suggest the icon for the Avenger be reduced in size a tiny bit? It looks rather big :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: carlosjuero on August 19, 2010, 03:34:49 PM
Any special characters in the file name? Try renaming it something like testsave.sav and see if it gets accepted, otherwise you could zip it up and try - maybe there is a per attachment limit on top of a total limit.
How big is your save file? There is file size limit to attachments.

No more then the limit actually. 2.3 MB

"Your attachment couldn't be saved. This might happen because it took too long to upload or the file is bigger than the server will allow.

Please consult your server administrator for more information."

Is all I get :/


Also, might I suggest the icon for the Avenger be reduced in size a tiny bit? It looks rather big :)
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Ozymandiaz on August 19, 2010, 04:19:06 PM
Any special characters in the file name? Try renaming it something like testsave.sav and see if it gets accepted, otherwise you could zip it up and try - maybe there is a per attachment limit on top of a total limit.
How big is your save file? There is file size limit to attachments.

No more then the limit actually. 2.3 MB

"Your attachment couldn't be saved. This might happen because it took too long to upload or the file is bigger than the server will allow.

Please consult your server administrator for more information."

Is all I get :/


Also, might I suggest the icon for the Avenger be reduced in size a tiny bit? It looks rather big :)

Nope, still nothing. And I even tried two different computers on two different networks. Strange behavior.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 19, 2010, 04:53:52 PM
The attachment message says it allows 8MB or something like that, but in practice only allows about 2MB.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Ozymandiaz on August 19, 2010, 05:00:14 PM
The attachment message says it allows 8MB or something like that, but in practice only allows about 2MB.

Ahhh, that explains it then :)

ty

guess I can try and compress the file
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: Giegue on August 19, 2010, 08:15:48 PM
for some strange reason, my save file keeps on freezing about (wild guess) 15 minutes after I load it. the music is still playing fine, and I can move the mouse, and there aren't enough units to justify a frozen state like that, but its frozen.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: carlosjuero on August 19, 2010, 08:25:08 PM
Might want to attach a save to your post so that X or Keith can take a look at it.
for some strange reason, my save file keeps on freezing about (wild guess) 15 minutes after I load it. the music is still playing fine, and I can move the mouse, and there aren't enough units to justify a frozen state like that, but its frozen.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: keith.lamothe on August 19, 2010, 08:31:27 PM
Yes, please post a save, we want to fix that freeze asap and it's pretty much impossible for me to reproduce those circumstances without a save.
Title: Re: Prerelease 3.182/3 (Ship Type Buttons+, Balance+, Bugfixes, Lobby Code Revamp)
Post by: x4000 on August 19, 2010, 08:50:28 PM
New version: http://www.arcengames.com/forums/index.php/topic,6779.0.html