Author Topic: Prerelease/Expans 2.001H (co-op+, MTU+, z mirror, z paralyzer, autotarget+)  (Read 2424 times)

Offline x4000

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The latest prerelease is available at http://www.arcengames.com/share/AIWar2001H.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 2.001G:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-Autocannon Minipods are now a bit more expensive, and they now have an even lower base attack strength, but they now have a 2% cluster attack bonus, which makes them extremely much more powerful in large swarms.  Their internal ship bonuses have also been adjusted.

-Human home planet command stations now have "Home" written on their icon, making them easier to identify at a glance compared to other kinds of command stations.

-Major new co-op mechanic:  In a multiplayer game, when a human player loses his/her home command station(s), they now will get a new "Orbital Command Station Home Core." which produces more energy and resources than the original orbital command station.  These ships are also mobile and can move between planets, and don't have any bearing on capturing planets unlike regular full command stations.
   There are three different levels of orbital command station home core, and each produces more resources and has more health.  The higher-level cores are granted when the AI tech level is higher (the core that is granted is equal to the highest current tech level of the AIs).  
   If the core of a player is lost, there is an AI Progress hit that is also larger than the hit from losing the original home command station, but a replacement core is immediately granted.  Cores are always created on the safest allied home planet possible.

-Major new co-op mechanic:  When a new player is added to an existing co-op game, they will be given an orbital command station home core" right from the start, since they do not have a home planet command station.  This gives late-added players a significant resource income right from the start, and makes them no longer completely dependent on gifts of ships from allied players.  This gets newly-added players up and running more quickly, and also avoids having the game slow down too much for the short time right after their addition.

-Holding shift while clicking a ship to sub-select in the "Selected ship types" popup listbox now sub-selects the entire ship class (e.g., all fighters), rather than just the individual ship type clicked (e.g., fighters mark II).

-There were previously two spelling errors on the network sync popup tooltip.  Fixed.

-Added some minor performance improvements to the target chasing logic and targeting in general, and to speed calculations.

-The MTU of the application networking is now 1400 instead of 1459, which should provide better network performance across some internet connections, and no change to those that were already fine.

-New Ship Class (expansion only): Zenith Mirror (and core).  Extraordinarily weak main attack, but has the unique ability to reflect all incoming shots against its attackers.  With its shielding, can often deal out significantly more damage that it actually receives in this way. Mirrors are very weak to area-of-effect or melee attacks, however, since those cannot be reflected.

-Ships that damage engines should now do a better job of preferring to target ships whose engines can actually be damaged.

-Ships are now more intelligent about how they will try to autotarget enemy ships that are paralyzed (and thus which temporarily can't shoot back).

-New Ship Class (expansion only): Zenith Paralyzer (and core).  Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits. Great when combined with other ship types.

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

-Previously, ships with an attack bonus or penalty (sentinels and electric bombers) only had their values updated when attacking.  Now it updates those immediately, so that it is less confusion.

-Previously, ships with an attack bonus or penalty (sentinels and electric bombers) calculated their bonuses or penalties for their entire ship class (all mark levels).  Now the bonuses and penalties are only based on the individual mark level of each ship.

-Previously, the advanced warp sensor on sentinel frigates was not working properly.  Fixed.
« Last Edit: November 17, 2009, 05:24:13 pm by x4000 »
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Offline Haagenti

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What happens if you encounter Mirrors and you have neither a melee nor a splash ship?
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Offline RCIX

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I'm guessing that won't happen because he cleverly placed that class in the Complex or Normal ship class setting and thus there will always be melee and/or area damage weapons at the AIs (or your) disposal :)

But if you encounter a planet without any of those? You can pwn... :D :D :D
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Offline Haagenti

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They are available, in the sense that I could select one at start. Does that mean that I'm forced to choose a melee/splash special at start to counter possible AI Mirrors?

Or am I misreading the unit description and mirrors do get damaged by enemy shots but have high shielding and will therefore be well-protected against damage and will dish it harder than they take it.

And: what happens when a mirror fires on a mirror?
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Offline Ktoff

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Apparently they die easily (according to RCIX, have not tried them myself yet) so i would expect them to take damage, but to dish out more :)

Offline keith.lamothe

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Yea, sounds like they still take damage, it's not an invulnerability thing just a mutual pain thing ;)

But with those shields I wouldn't want to find my 600 fighter swarm near those things.

But one question about the mirrors: wouldn't smart auto-targetting be to essentially never target them unless they're the only thing left and the firing ship can do a decent ratio of damage-done-damage-taken?  My point is that if the auto-targetting in this particular case gets to be significantly worse than what good micro can do, there will be a large motivation to micro battles where the enemy has mirrors.
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Offline x4000

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Those are the only two hard counters, yes -- but there are other ships that will also be against them.  Also a good point that ships should prefer not to autotarget them given the choice, I'll add that in.
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Offline Vaos

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The two new units are interesting, one question about the paralyzer however : the auto targeting always make them focus one or two enemies (locking them up for minutes!), and that's not useful at all when I've got hundreds of them and I could lock as much ships instead of just 2 or 3. Would it be possible to change the auto-targeting for these guys so they spread out their fire? They are very useless if they don't, and the only way to properly use them is to micro a lot. And we know micro is a very bad thing in this game.

The "Orbital Command Station Home Core" is pretty good, and will help letting people in or out of games more easily. Very good for letting people join games past the early point without much pain!

Offline x4000

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The two new units are interesting, one question about the paralyzer however : the auto targeting always make them focus one or two enemies (locking them up for minutes!), and that's not useful at all when I've got hundreds of them and I could lock as much ships instead of just 2 or 3. Would it be possible to change the auto-targeting for these guys so they spread out their fire? They are very useless if they don't, and the only way to properly use them is to micro a lot. And we know micro is a very bad thing in this game.

They should only get them up to 10 seconds of paralysis before switching targets, if there is another valid target.  That may not be working correctly, from the sounds of it.

The "Orbital Command Station Home Core" is pretty good, and will help letting people in or out of games more easily. Very good for letting people join games past the early point without much pain!

Yeah, it should be good to balance stuff out, I'm excited to see it in games where people lose their command stations but the team is still going, too.  Happened in my game last weekend, actually -- myself and my uncle lost our command stations in the first two hours of play (d'oh).  Was rather a tough map, but the other two in our group are still going.  But for my uncle in particular, his economy was so ravaged as to make him useless for a good while after the first attack.  Should settle that out more now.
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Offline x4000

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Offline inchoate

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Re: Prerelease/Expans 2.001H (co-op+, MTU+, z mirror, z paralyzer, autotarget+)
« Reply #10 on: November 17, 2009, 06:54:01 pm »
I had Mirrors appearing in H as a possible starting ship selection when the expansion content was disabled, though they are meant to be expansion-only? (Haven't checked the I release yet)

Offline x4000

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Re: Prerelease/Expans 2.001H (co-op+, MTU+, z mirror, z paralyzer, autotarget+)
« Reply #11 on: November 17, 2009, 07:14:07 pm »
They are expansion-only, but evidently that is a bug -- thanks for pointing that out, I'll try to get that resolved for the next release.  Someone else had mentioned it with a different ship class.
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