Author Topic: Prerelease 3.186 (Cmd Stations+, Transport Nerf, Colored Planet Links, Fixes)  (Read 9209 times)

Offline carlosjuero

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That is the 3 different human outposts. Rather than just having a single outpost on a starting world we now have to think about defending 3.
Am I mistaken or were the "three different human outposts" idea scrapped? Every single game I have started have been the one with Human Cryopods and Suvivor cities.

Offline x4000

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H-how did Chris format that picture to be on the right on a forum!?

Html embedded, admin ability, sorry. ;)

The new Galaxy Map blows me away, the colors really do help. Hopefully this will also make player screen-shots of their galaxy maps equally accessible as I find that if isn't one of my own its hard to read them. This was a great improvement.

Thanks to Doddler for suggesting that months ago, and we finally got to it!
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Offline x4000

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That is the 3 different human outposts. Rather than just having a single outpost on a starting world we now have to think about defending 3.
Am I mistaken or were the "three different human outposts" idea scrapped? Every single game I have started have been the one with Human Cryopods and Suvivor cities.

Yep, it's still there, but the second outpost (with the mercenary dock) doesn't yet have any unique buildings in it.  Soon...
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Offline x4000

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Now out:

Updates in 3.185

    *  Fixed bug where some minor faction units (like the mining golem) were getting orders from the AI thread that conflicted with their proper behavior. The AI thread now no longer issues orders for those units.

    * Some players were running into cases where tractor beams were not acting for a number of seconds after enemies exited a wormhole due to throttling, so moved tractor-beam target-checking throttle into central throttle logic, made more intelligent about how much load the operations actually involve.

    * Now when a constructor is unable to complete the item at the front of its build queue due to insufficient energy, any engineers assisting it will be properly flagged as failing to assist. Assuming they were not directly ordered to assist that constructor, they will shortly start looking for other building projects they can assist (like, hopefully, a new energy reactor).

    * Fixed crash bug from 3.184 that would happen when a unit holding more than one unit in a tractor beam then died.

    * Fixed bug in 3.184 that was setting all the "counter shooter radius" of all tractor beams, forcefields, gravitational turrets, and cloaking boosters to 0. In some cases these abilities were still working (albeit more slowly) but in others like the grav turrets they were not working at all. This was also preventing these units from drawing their proper area during placement, etc.
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Offline MaxAstro

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Shouldn't Z Paralyzers also be in the list of "doesn't show up in homogeneous waves"?

Also I have to agree with Trezamere - as it stands I don't think nukes are EVER worth using.  Not sure how I would go about changing them, but they are much like pre-update Golems - the benefit is basically never worth the cost.  Never mind that the MkII and MkIII nukes might as well have a giant "For cathartic use only" sticker on them.

Tachyon Warheads are also of questionable utility; I'm not sure they are worth costing AIP, but I do see that you wouldn't want people using them on every planet.  I've used them a couple times - mostly in concert with lightning warheads to clear out stealth tachyon emitters when I want to sneak a cloaked fleet onto a planet - but they are definitely rarely worth it.

Offline x4000

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There was another crash bug, so here's another release:

Updates in 3.186

    *  Previously when placing a construction template with cloaked enemy ships obstructing one of the placements, that placement would be randomly bounced away to some place that did fit. It will now simply not build that placement.

    * Tugs are now much less likely to stop hauling a ship just inside MRS repair range (which can be quite a ways off), and instead get closer to the MRS before releasing the towed ship in order to make the repairees easier to defend.

    * "Mines" have now become "minefields." The following changes now apply to all mines, including regular, EMP, and Area mines.
          o The max health of mines is now 8x higher, as is their regen rate.
          o The metal and crystal costs of mines are now 6x higher.
          o The ship caps on mines are now 4x lower.
          o Minefields are now 16x larger than the older mines used to be (256x256 instead of 64x64).
          o The damage dealt by an individual minefield is now 3x what it was before, and is now shown in the tooltip.
          o Minefields now take 3x longer to build.
    * These changes will affect existing savegames, but human players may still have a large number of mines in play that will suddenly look all overlapped and be way above the ship cap for the player. Once these mines are exploded, they won't rebuild if the player would be over ship cap. It's a bit of an advantage to mine-loving players who upgrade older savegames; the mines can simply be scrapped to counteract this.

    * Individual ships are now only able to hit any minefield once per second. So, for example, if Ship A hits minefield 1, and if it survives that hit, it then has 1 second of immunity to pass by minefields 1, 2, 3, etc. If it moves so slowly that it is still touching minefield 1 after a second has passed (and minefield 1 and Ship A are both still alive), then Ship A will hit minefield 1 again. This would also happen if a ship was tractored or paralyzed on top of a minefield -- it would keep getting hit once per second until either the minefield or the ship was exhausted.
          o This is PER SHIP only. So if Ship A hits minefield 1 and gains immunity, that doesn't matter for Ships B or C, which could also hit minefield 1 on that exact same instant.
          o This also does not apply to area effects. So if Ship A hits minefield 1, and minefield one does area damage or paralysis to Ships B, C, and D, then B, C, and D still can hit minefield 1 or other minefields. In fact, Ship B could collide with minefield one, damaging itself and doing area damage to Ships A, C, and D.

    * Mines are no longer all-or-nothing damage, now that they are minefields. If their damage would overkill the ship that hits them, they now only deal the actual damage that would kill the triggering ship. This in turn reduces the amount of damage taken by the minefield itself, and if there is an area damage effect, it also reduces how much area damage is taken by the other nearby enemy ships.

    * Fixed an occasional crash bug in 3.185 relating to waves being generated.

    * On difficulty 5 and up, the AI will now build nests of sniper turrets every so often (like the spider turret nests, except larger).
          o The random occasional sniper turrets are still seeded as normal, because these have some desirable effects such as "pinging" larger ships every so often in order to prevent their healing, as well as knocking off tachyon-revealed scouts, and similar.
          o These will be seeded into existing savegames.

    * On difficulty 7 and up, the AI will now build occasional gravitational turrets of varying marks. These will be seeded into existing savegames.

    * Only the Mark V AI guard posts are now immune to snipers, EMPs, nuclear explosions, and being insta-killed. Previously, it was Mark IV and up.

    * Wormhole guard posts now have 20 million health instead of 2 billion, which means that they can be killed after being stunned via an EMP, but they take a lot of firepower to do so.

    * Special Forces Guard Posts now have 4 million health instead of 400k. Their attack range has been reduced from 1500 to 1000.
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Offline x4000

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Shouldn't Z Paralyzers also be in the list of "doesn't show up in homogeneous waves"?

Yeah, that should probably be the case.  Keith, can you add that?

Also I have to agree with Trezamere - as it stands I don't think nukes are EVER worth using.  Not sure how I would go about changing them, but they are much like pre-update Golems - the benefit is basically never worth the cost.  Never mind that the MkII and MkIII nukes might as well have a giant "For cathartic use only" sticker on them.

Tachyon Warheads are also of questionable utility; I'm not sure they are worth costing AIP, but I do see that you wouldn't want people using them on every planet.  I've used them a couple times - mostly in concert with lightning warheads to clear out stealth tachyon emitters when I want to sneak a cloaked fleet onto a planet - but they are definitely rarely worth it.

Yes, the mark II and III nukes are there mostly as for cathartic purposes.  They are also there to trick people via the anchoring effect.

That said, I know a lot of people who use at least one nuke per game.  It can be the difference between life and death in some CPAs, for example.

Mostly I agree that the tachyon warheads are of limited use, but there again it's the sort of thing that gives people who really need to see stuff on a certain planet, an ability to do so.  When you need it, you REALLY need it, and its cost is no big thing.  In all other circumstances, you may as well ignore it.  I don't know that I've ever found a need for it in one of my games, but that's just me.  Those, again, are also a bit of "candy" that give you interesting effects for very little cost (AIP in this case, though often we do it with knowledge, too), but which will rot your teeth if you use them too much. ;)
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Offline carlosjuero

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    * On difficulty 5 and up, the AI will now build nests of sniper turrets every so often (like the spider turret nests, except larger).
          o The random occasional sniper turrets are still seeded as normal, because these have some desirable effects such as "pinging" larger ships every so often in order to prevent their healing, as well as knocking off tachyon-revealed scouts, and similar.
          o These will be seeded into existing savegames.
GAH! I hate Snipers seeded the way they are now, I shudder to think of how I will feel when encountering a huge glob of them.
    * On difficulty 7 and up, the AI will now build occasional gravitational turrets of varying marks. These will be seeded into existing savegames.
I figured this would happen after seeing a few posts on the subject that set off my "Uh Oh" alarm :)
    * Special Forces Guard Posts now have 4 million health instead of 400k. Their attack range has been reduced from 1500 to 1000.
Um... ouch? can I ask why the huge jump in health? Were they being knocked out too much? too easy?

I hate SF Guard Posts - the ships that do great against them have to get close enough to be seriously damaged by its attack and surrounding ships/turrets. Killing it procs the guard release more often (in my experience) than other posts, and its just a pain in general.

Offline keith.lamothe

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Shouldn't Z Paralyzers also be in the list of "doesn't show up in homogeneous waves"?

Yeah, that should probably be the case.  Keith, can you add that?
Done :)
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Offline Spikey00

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H-how did Chris format that picture to be on the right on a forum!?

Html embedded, admin ability, sorry. ;)

Oh, I was just curious on how you formatted it so wonderfully on a forum!
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Offline x4000

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    * On difficulty 5 and up, the AI will now build nests of sniper turrets every so often (like the spider turret nests, except larger).
          o The random occasional sniper turrets are still seeded as normal, because these have some desirable effects such as "pinging" larger ships every so often in order to prevent their healing, as well as knocking off tachyon-revealed scouts, and similar.
          o These will be seeded into existing savegames.
GAH! I hate Snipers seeded the way they are now, I shudder to think of how I will feel when encountering a huge glob of them.

Well, just think of it as a special challenge, like an ion cannon or a fortress or what have you -- just another interesting thing to knock out.

    * On difficulty 7 and up, the AI will now build occasional gravitational turrets of varying marks. These will be seeded into existing savegames.
I figured this would happen after seeing a few posts on the subject that set off my "Uh Oh" alarm :)

Yeah, but I wouldn't worry too much.  In most cases these are likely to be very ineffectual, and it's just 1-2 turrets per entire planet, generally.  So it's easy to kill them and have done with it, mainly.  It's a very, very small thing overall, though it would be notable when you're trying to attack something via melee ships, for example.


    * Special Forces Guard Posts now have 4 million health instead of 400k. Their attack range has been reduced from 1500 to 1000.
Um... ouch? can I ask why the huge jump in health? Were they being knocked out too much? too easy?

I hate SF Guard Posts - the ships that do great against them have to get close enough to be seriously damaged by its attack and surrounding ships/turrets. Killing it procs the guard release more often (in my experience) than other posts, and its just a pain in general.

Sure, people were spamming them with bombers, etc, rather than taking them out with frigates, and there were comments recently that these strongest of guard posts were actually lately weaker than the others.  If you take out the guard post first, rather than last, at a planet it's much easier to do.  The range reduction on the special forces guard post makes it a lot easier to hit with even mark II bombers now, which will make it go down far quicker than it ever did in the past, and the recent reductions in turret volume also severely weaken it.  So overall, I'd say these have just bumped up in equivalency, and bombers will actually on average be better against them these days.  We'll see!
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Offline Ozymandiaz

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I guess scouts also will be affected by grav turrets? :)
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Offline x4000

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I think they are, but I can't remember for sure off the top of my head.  The likelihood of them actually getting stuck in them is pretty low overall, though.  Not every planet will have them, and they will be so sparse on the planets that do that it's unlikely to interfere all that much.
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Offline Diazo

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That's good to hear.

A couple games ago I played against a grav driller AI. The real difficulty was not in the reduced movement speed of my fleet. Rather it was that the reduced move speed meant all my scouts died as soon as they hit a tachyon emitter, rather then just one or two.

I was reduced to sacrificing a transport to get the scouts through the first system to even scout 3 systems away. I never did find the AI homeworlds that game, I started messing around with the CoN stuff in new games instead.

Was a lot more frustrating then you'd expect being unable to actually plan anything and have to go clear a system just so you could scout down that route.

D.

Offline keith.lamothe

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Was the MkIV scout out of the question due to knowledge cost?
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