Author Topic: Prerelease/Expans 2.001G (Bugfixes, upgrading old savegames to enable expansion)  (Read 3487 times)

Offline x4000

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The latest prerelease is available at http://www.arcengames.com/share/AIWar2001G.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.
7. PLEASE NOTE:  The new ships for the expansion are extremely preliminary at this stage.  They are fully functional when added, but they are not well balanced at all just yet.  The balance takes time, playtesting, and a fuller view of more of the ships.  So certain expansion ships are currently underpowered, while others are overpowered.  Your feedback on this is extremely valuable, as this is something we are adjusting at present based on community feedback as well as our own testing, but we don't expect to have things even close to perfectly tuned until sometime in December.  Our first priority is to get everything working and implemented, while honing the balance as much as possible, then to really heavily polish the balance once all the ships are in place.  Just FYI!
8. If you want to update an old savegame to the expansion, simply type "cmd:activate expansion 1" (without quotes).  This includes enabling the expansion ship classes, as well as enabling golems and other new capturables, although the population of those capturables is likely to be different from what it would have been if the expansion had been turned on from the start of the campaign given the same seed and other settings.  There is no way to disable the expansion for an existing game, however, so be sure not to save over your existing file if you want to go back to the non-expansion version of the game.


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

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

-Entering the chat text "cmd:activate expansion 1" (without quotes) now allows for the first expansion to be enabled for a campaign that did not already have the expansion enabled.  This includes enabling the expansion ship classes, as well as enabling golems and other new capturables, although the population of those capturables is likely to be different from what it would have been if the expansion had been turned on from the start of the campaign given the same seed and other settings.

Changes from prior prereleases.
------------------------------

-Previously, ships were not always chasing attack targets they were given in the new unified command queue.  Fixed.

-Previously, ships were not remembering queued commands between save/loads in the new unified command queue.  Fixed.
« Last Edit: November 16, 2009, 08:43:02 pm by x4000 »
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Offline eRe4s3r

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You mean when i type cmd:activate expansion 1 in the chat my pre-expansion late game (15+ hours) can use the shipclasses of the expansion?
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Offline x4000

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You mean when i type cmd:activate expansion 1 in the chat my pre-expansion late game (15+ hours) can use the shipclasses of the expansion?

Yep, exactly.  I had previously thought that would not be possible, but now it is. :)
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Offline eRe4s3r

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Well thats pretty damn awesome ;P  ;D ;D
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Offline x4000

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Yeah, I thought people would like that. :)
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Offline Baleur

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Haha it is indeed. Its funny how a one-man project (in terms of coding) can have a vastly more human-like AI, and allows for the continuation of old savegames with a new expansion, while most (all?) multimillion dollar games fail at even making patches savegame compatible. lol.  ;D ???

Offline x4000

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Sometimes "too many cooks" can lead to some awful gaffes, that is for sure.
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Offline blucoll

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Sometimes "too many cooks" can lead to some awful gaffes, that is for sure.

Indeed.

To see how this game exspand and how playable it is, this 1 man project could be a big company making multibillion dollar games in the future keep up the good work :)

Offline x4000

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We'll try never to get too large, though -- I don't want to be larger than 10-20 people on staff even at our largest, even if we make a ton of money someday.  There's just a diminishing return on the sorts of games I want to create after a certain point.  Of course, if we ever made a ton of money and didn't know what to do with it (aside from charities, etc), I think I'd want to start a fund for helping launch other indie developers.  But, that's pie-in-the-sky way off at this stage.

Also, new version H is now out:  http://arcengames.com/forums/index.php/topic,2312.msg14485.html#msg14485
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