Author Topic: Prerelease/Expans 2.001C (2 AI Types, 3 AI destroyables, 4 starships, 1 AI mod)  (Read 4891 times)

Offline x4000

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The latest prerelease is available at http://www.arcengames.com/share/AIWar2001C.zip

That version is an upgrade from version 2.000, so you have to already have 2.000 (or greater) installed. Just unzip it into your game folder (usually C:\Program Files\Arcen Games\AI War\ unless you specified something else). Please make sure that your unzip process keeps the folder structure from the zip file, rather than just unpacking all of the files into the base target directory.

F.A.Q. Answers:
1. If you have the base game, and install this, you will go into trial mode of the expansion.  Feel free to explore the expansion that way, but if you want to go back to full mode without buying the expansion, simply go into Settings, Expansions, and turn off the expansion.
2. All upcoming prereleases for the next few months (until the expansion fully releases) will have a mix of both expansion and non-expansion content.  If you just want the latest non-expansion content, see #1.
3. If you want to preorder the expansion (and get your full license key), see this page.  It's $9.99 USD (or equivalent), and requires a valid copy of the base game to play.
4. If you want to know all about the expansion in general, see that same page.
5. This prerelease version is compatible with any other version of the game -- Steam, Impulse, whatever.
6. If you use this with your Steam copy of the game, however, you will be asked to enter your AI War CD key (which Steam provides, but normally you do not have to enter), and also the integration with Steamworks leaderboards and achievements may be disabled.  So you may want to make a separate install of the preorder version if you use Steam, at least for the moment.


What's new since 2.001B:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-Golems are now immune to sniper shots and minor electric shots, and can no longer be boosted by munitions boosters.

-Since version 2.0, it was possible to select ships that were not your own (and not belonging to a disabled player) by single-clicking them.  Fixed.

-The internals of the wave name logic have been revamped so that they are more consistent and accurate, and so that they are now fully localization-friendly.  Additionally, waves now show what tech level they are, since now with the new Raid Engines the tech level of waves can vary by planet.  Waves that are incoming to non-visible planets now still show up in the list of incoming warps, but with a destination of "???"  Previously, those waves showed up in the wave count, but not in the list of incoming waves.  

-New expansion-only Ship: Raid Engine. Launches brutal waves against its own planet or any adjacent planets, if those planets are not controlled by AI players, or if the human players have a significant fleet there.  If human players don't have warp sensors on these planets, the waves may well arrive unanncounced.  These waves arrive around every four minutes, contain a broad mix of AI ships, and use the tech level of the planet if that is higher than the current wave level for the controlling AI player.

-New expansion-only AI type: Raid Engine.  Uses Raid Engines on a huge number of their planets.  Makes for very frequent, short-term brutal waves in addition to the normal waves unless players carefully kill these engines.

-New expansion-only Ship: Alarm Post.  When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the guards at the current planet will desert their posts and go on the attack.  If the alarm post itself is attacked and destroyed, there is only a 50% chance of it alerting the guards.

-New expansion-only Ship: Special Forces Alarm Post.  When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the "special forces" ships in the entire galaxy will turn aggressive and attack the humans.  If the alarm post itself is attacked and destroyed, there is only a 50% chance of it alerting the special forces ships.

-New expansion-only AI type: Alarmist.  Uses alarm posts (special forces or regular) on all of their planets.  Makes for massive cross-planet attacks unless players carefully kill these alarms.

-An icon is now shown for wormholes at far zoom, making them far easier to click (previously players had to zoom all the way in to effectively click them).  Holding the Ctrl key now pops the far zoom icon to the front, as well as the text.

-New AI Type:  Random Harder Non-Technologist.  A random AI type that includes only the higher-difficulty types, but none of the "technologist" types.

-New AI Type:  Random All Non-Technologist.  A random AI type that includes all types except the technologist types.

-New AI Modifier:  Reveal Random AI Types.  When a random AI type is chosen, the name of the randomly-selected will be visible to players (normally it would be obscured).

-The range of spire starships has been increased from 3000 to 7000.  The speed of the spire starships has also been increased from 18 to 24.

-The display of strong/weak data had some glitches in it previously for turrets and starships.  Fixed.  Starships were still giving nonuseful data, however, so the algorithm for checking those has been changed to a good degree.  Future exports of data for starships, heavy defense, golems, and force fields should be more informative.

-All of the tachyon beam emitters, including the tachyon drone and the decloaker, now have mine avoidance to make them a bit more useful and require less micro.

-New expansion-only Starship:  Stealth Leech Starship.  Same as the base Leech Starship, but cloaked, with a little more health, and double the firepower.

-Three new expansion-only Starships:  Cloaker Starship I-III.  Very fast starship that cloaks other ships near it, even if those ships normally do not have cloaking.

Revenantus: Expansion price updated.
« Last Edit: November 09, 2009, 07:12:02 pm by x4000 »
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Offline Revenantus

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-Three new expansion-only Starships:  Cloaker Starship I-III.  Very fast starship that cloaks other ships near it, even if those ships normally do not have cloaking.

These sound great. I know that there's been lots of previous discussion on making the AI assign escorts to its starships, but these provide a huge incentive to do so. I'd love to see the AI make good use of these on raids.

Offline Kjara

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You reduced the cost I think? Need to update the cost you list in here :).

Offline Revenantus

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You reduced the cost I think? Need to update the cost you list in here :).

Good catch. Thanks, kjara.

Offline x4000

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-Three new expansion-only Starships:  Cloaker Starship I-III.  Very fast starship that cloaks other ships near it, even if those ships normally do not have cloaking.

These sound great. I know that there's been lots of previous discussion on making the AI assign escorts to its starships, but these provide a huge incentive to do so. I'd love to see the AI make good use of these on raids.

Oh, I forgot to mention with these three specifically -- these are human-only at the moment, the AI doesn't use them (it does use the other new starship).  Really, I see the benefit of these cloakers as being for humans that want to do clever things and do stealth raids without stealth ships, etc.  For the AI, it already has a much more effective stealth raid mechanic with a couple of AI types, and with using the stealth ships in general, to the point where I think having it use these starships would be redundant in terms of gameplay and not really worth the programming time.

I've got a number of new AI behaviors planned centering around the Zenith, the Golems, and all of the new specialized AI ships that are planned, but they each carve out a gameplay niche that is legitimately new.  When something is hard to program and has a low payoff for what the AI is likely to be able to do with it, that's the sort of thing that becomes human-only (like the warheads).  I view it as a good compensation for all the various unique ships that the AI has, that would be difficult in turn for a human to use effectively (or just wouldn't make sense or would be game breaking, whatever the case).  Asymmetry at work! :)
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Offline Spikey00

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I'll have myself dedicate more time in testing these new additions and fixes/improvements. 

I will test this anyways hopefully tomorrow but does the message that informs the players of mismatch versions appear, instead of a blank lobby?  I will test 2B to 2C.


Thanks once again for providing the community with pre-releases!
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Offline Fiskbit

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Quote
-Since version 2.0, it was possible to select ships that were not your own (and not belonging to a disabled player) by single-clicking them.  Fixed.

Aw. I was hoping this would be kept and that holding space bar would let you follow that ship around, much like your own ships. :(

The rest of the list looks awesome; looking forward to trying these out!
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Offline x4000

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I will test this anyways hopefully tomorrow but does the message that informs the players of mismatch versions appear, instead of a blank lobby?  I will test 2B to 2C.

If it's not in the release notes, it's not in there -- I haven't gotten to this one yet.

Thanks once again for providing the community with pre-releases!

No problem!
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Offline x4000

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Quote
-Since version 2.0, it was possible to select ships that were not your own (and not belonging to a disabled player) by single-clicking them.  Fixed.

Aw. I was hoping this would be kept and that holding space bar would let you follow that ship around, much like your own ships. :(

The rest of the list looks awesome; looking forward to trying these out!

This was the root cause of your being able to use someone else's colony ship, and actually you could put ships you did not control into low-power mode, etc -- a pretty bad exploit.
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Offline Kalzarius

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-The range of spire starships has been increased from 3000 to 7000.  The speed of the spire starships has also been increased from 18 to 24.

*sigh* More overpowering of already over-powered ships...

Offline Volatar

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-The range of spire starships has been increased from 3000 to 7000.  The speed of the spire starships has also been increased from 18 to 24.

*sigh* More overpowering of already over-powered ships...

They cost a LOT of knowledge for a good reason :)

Offline Spikey00

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Quote
-Since version 2.0, it was possible to select ships that were not your own (and not belonging to a disabled player) by single-clicking them.  Fixed.

Aw. I was hoping this would be kept and that holding space bar would let you follow that ship around, much like your own ships. :(

The rest of the list looks awesome; looking forward to trying these out!

This was the root cause of your being able to use someone else's colony ship, and actually you could put ships you did not control into low-power mode, etc -- a pretty bad exploit.

I actually liked it--was surprised when it actually wasn't a feature.  I am more of a trustworthy partner, and I used to monitor my allies power and toggle them if possible (OCD again) and be careful to monitor them when they need more or less power.

I was going to even ask if you could give ships to yourself from other people, because again, I was thinking of sharing Science vessels in opposed to requesting a player to build you one, then give you one, etc. by using the build queue of an allied Command Station to construct a Science Lab, then ask them to give you it quickly with a flare.


Spires are a huge economy drain (36K Metal/108K Crystal), and require 10K Power to function, along with Zenith Starships, costing the most power from all Starship types.  Ship cap is limited to two.
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Offline Kjara

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Honestly the spire change helps the ai more than the player.  I find that the ai usually has at least 2 spires, and usually more on its homeworlds.

Offline quickstix

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Quote
-Since version 2.0, it was possible to select ships that were not your own (and not belonging to a disabled player) by single-clicking them.  Fixed.

Aw. I was hoping this would be kept and that holding space bar would let you follow that ship around, much like your own ships. :(

The rest of the list looks awesome; looking forward to trying these out!

This was the root cause of your being able to use someone else's colony ship, and actually you could put ships you did not control into low-power mode, etc -- a pretty bad exploit.

I actually liked it--was surprised when it actually wasn't a feature.  I am more of a trustworthy partner, and I used to monitor my allies power and toggle them if possible (OCD again) and be careful to monitor them when they need more or less power.

Wasn't this also enabling players to mess around with build queues on other players' constructors, letting them add stuff the owner hadn't unlocked yet, but with the resulting ships belonging to the owner of the constructor? I seem to remember it being mentioned a little while back.

Offline Revenantus

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Wasn't this also enabling players to mess around with build queues on other players' constructors, letting them add stuff the owner hadn't unlocked yet, but with the resulting ships belonging to the owner of the constructor? I seem to remember it being mentioned a little while back.

Yes - you could also unlock technologies for another player using their knowledge points via one of their science labs. Thread here - http://arcengames.com/forums/index.php/topic,1901.0.html