Author Topic: Prerelease/Expans 2.001N (Bugfixes, Performance+, Simulation Export+)  (Read 4230 times)

Offline x4000

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The latest prerelease is available at http://www.arcengames.com/share/AIWar2001N.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:
Note:  This prerelease is intended for both customers of the expansion AND customers of the base game only.  Please see below for details.
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 2.001L:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-It is now possible to run the AI War simulation from the command line by using the "runsim" command line argument.  When running it this way, it splits up the work into multiple processes for multi-core machines, and it runs faster than the in-game simulation in general.

-Previously, there was an error with the time taken for conflicts to resolve in the simulation data (it was showing about half the time it really took). Fixed.

-Previously, the threshold for player ships to trigger an Alert on AI planets was 50 units.  Starships and Golems were not weighted any more highly in the past, but now Starships will count for 25, and the Golems and other "major weapons" (the heavy defense category in general) will trigger the alert all by themselves.

-The internal logic for AI reinforcements has seen a number of internal shifts to make them more intelligent in caes of over-full planets in particular.

-A new performance improvement has been introduced for when players are attacking enemy planets with lots of guarding ships.

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

-In the last prerelease, there was some glitchiness with ship targeting when switching a ship from free-roaming defender to attack-move and back.  Fixed.

-Fixed a variety of bugs with the target acquistion logic, and improved the time-to-find for attack and repair targets.  Yet more performance improvements relating to this, too.

-There may have previously been an issue with incoming fire going through force fields.  Fixed.

-Previously, Beam Frigates were unable to hit must-be-directly-targeted ships.

-In the last prerelease, player ships were unable to hit must-be-directly-targeted ships if there were no autotargetable ships on the same planet.  Fixed.

-In recent prereleases, Backdoor Hackers were not properly getting exo-galaxy wormholes on player planets.  Fixed.

Update: Fixed a few things in a new version N.

-Since the addition of the unified command queue, queing of wormhole commands has sometimes created some invalid travel paths.  Fixed.

-In version M, there was a bug that could cause AI reinforcements to go uncapped at a planet. Fixed.
« Last Edit: November 28, 2009, 01:51:12 am by x4000 »
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Offline Spikey00

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Re: Prerelease/Expans 2.001M (Bugfixes, Performance+, Simulation Export+)
« Reply #1 on: November 27, 2009, 09:25:49 pm »
-It is now possible to run the AI War simulation from the command line by using the "runsim" command line argument.  When running it this way, it splits up the work into multiple processes for multi-core machines, and it runs faster than the in-game simulation in general.

WUT!
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Offline x4000

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Re: Prerelease/Expans 2.001M (Bugfixes, Performance+, Simulation Export+)
« Reply #2 on: November 27, 2009, 09:58:11 pm »
-It is now possible to run the AI War simulation from the command line by using the "runsim" command line argument.  When running it this way, it splits up the work into multiple processes for multi-core machines, and it runs faster than the in-game simulation in general.

WUT!

To clarify, that's the simulation export, for those who aren't sure. That doesn't have any effect on in-game performance whatsoever (though there are other in-game sim improvements in this prerelease), but this particular one makes it incredibly much faster to export the sim data for strong/weak comparisons, etc.  For the data included in M, it only took me 23 minutes to generate it, for instance, compared to probably over 2 hours before.
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Offline Spikey00

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Re: Prerelease/Expans 2.001M (Bugfixes, Performance+, Simulation Export+)
« Reply #3 on: November 27, 2009, 10:17:08 pm »
Nevertheless, a nice update anyways!  (:

esp. -In the last prerelease, there was some glitchiness with ship targeting when switching a ship from free-roaming defender to attack-move and back.  Fixed.
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Offline x4000

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Re: Prerelease/Expans 2.001M (Bugfixes, Performance+, Simulation Export+)
« Reply #4 on: November 27, 2009, 10:30:26 pm »
Yeah, should be good! The game has never been so fast during my large battle test cases as with this version. It's at least a 20% improvement compared to the past.
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Offline Spikey00

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Re: Prerelease/Expans 2.001M (Bugfixes, Performance+, Simulation Export+)
« Reply #5 on: November 27, 2009, 10:47:40 pm »
I highly doubt it will help out with my case though, as good as your post sounds though, haha.  My fault for keeping this 2003 piece of junk and not getting a Summer job to purchase a new one.
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Offline eRe4s3r

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Re: Prerelease/Expans 2.001M (Bugfixes, Performance+, Simulation Export+)
« Reply #6 on: November 27, 2009, 11:36:48 pm »
Theres a pretty bad bug with the new command system involving scouts

- when using shift to plot a scouts course usually you do it like this

hold shift - in gal map click
- target A - Homeworld - Target B - Homeworld - target C - Homeworld - target D - Homeworld

But the command system makes of this
- target A - Homeworld - Target B - Target C - Target D (end)

Completely skipping over the homeworld after it arrived there once - This was with 2.001M and expansion on - should be easy enough to reproduce ;)


--------

Also i have a question, whats Heavy Defense? Turrets?  ??? :)
« Last Edit: November 27, 2009, 11:38:39 pm by eRe4s3r »
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Offline quickstix

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Re: Prerelease/Expans 2.001M (Bugfixes, Performance+, Simulation Export+)
« Reply #7 on: November 28, 2009, 12:37:32 am »
-It is now possible to run the AI War simulation from the command line by using the "runsim" command line argument.  When running it this way, it splits up the work into multiple processes for multi-core machines, and it runs faster than the in-game simulation in general.
I imagine this will make life a lot easier for testing the simulation. Nice work.

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Offline sparkler

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Re: Prerelease/Expans 2.001M (Bugfixes, Performance+, Simulation Export+)
« Reply #8 on: November 28, 2009, 12:47:13 am »
the ai sure doesn't like these new golems there swarming around it and around 20k ships in the system

Offline x4000

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Re: Prerelease/Expans 2.001M (Bugfixes, Performance+, Simulation Export+)
« Reply #9 on: November 28, 2009, 01:41:19 am »
Theres a pretty bad bug with the new command system involving scouts

- when using shift to plot a scouts course usually you do it like this

hold shift - in gal map click
- target A - Homeworld - Target B - Homeworld - target C - Homeworld - target D - Homeworld

But the command system makes of this
- target A - Homeworld - Target B - Target C - Target D (end)

Completely skipping over the homeworld after it arrived there once - This was with 2.001M and expansion on - should be easy enough to reproduce ;)


--------

Also i have a question, whats Heavy Defense? Turrets?  ??? :)

Yep, thanks for reminding me about that bug -- some other players had also reported that.  That's now fixed for version N, which I'll post shortly.

The "Heavy Defense" are things like fortresses, and captive human settlements, and other miscellaneous large-and-planet-bound ships. :)
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Offline x4000

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Re: Prerelease/Expans 2.001M (Bugfixes, Performance+, Simulation Export+)
« Reply #10 on: November 28, 2009, 01:50:12 am »
the ai sure doesn't like these new golems there swarming around it and around 20k ships in the system

Wow, great catch.  With my changes to how the AI prefers where to reinforce, it was able to circumvent the ship caps at command posts.  Whoops!  That is also fixed in version N.
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Offline x4000

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Re: Prerelease/Expans 2.001N (Bugfixes, Performance+, Simulation Export+)
« Reply #11 on: November 28, 2009, 01:51:58 am »
Okay, version N is now up:  http://www.arcengames.com/share/AIWar2001N.zip

With these fixes in there:

-Since the addition of the unified command queue, queing of wormhole commands has sometimes created some invalid travel paths.  Fixed.

-In version M, there was a bug that could cause AI reinforcements to go uncapped at a planet. Fixed.
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Offline x4000

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Re: Prerelease/Expans 2.001M (Bugfixes, Performance+, Simulation Export+)
« Reply #12 on: November 28, 2009, 01:53:31 am »
-It is now possible to run the AI War simulation from the command line by using the "runsim" command line argument.  When running it this way, it splits up the work into multiple processes for multi-core machines, and it runs faster than the in-game simulation in general.
I imagine this will make life a lot easier for testing the simulation. Nice work.

Indeed, quite a relief.  And the best part is that it works with any number of cores, so if in a few years 8 core or 64 core or whatever machines are available, those can use massive parallelism to generate the simulation export quickly.  Of course, for now a quad is plenty for doing a reasonable export, but still. :)
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Offline Fiskbit

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Re: Prerelease/Expans 2.001N (Bugfixes, Performance+, Simulation Export+)
« Reply #13 on: November 28, 2009, 08:12:05 am »
Just FYI, N is labeled in-game as M. It seems to actually be N (can't make invalid planetary paths), but just a heads up to anyone who was wondering.
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Offline x4000

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Re: Prerelease/Expans 2.001N (Bugfixes, Performance+, Simulation Export+)
« Reply #14 on: November 28, 2009, 09:07:40 am »
Just FYI, N is labeled in-game as M. It seems to actually be N (can't make invalid planetary paths), but just a heads up to anyone who was wondering.

Whoops, I forgot to change the in-game value thanks for letting people know! It was very late at night. :)
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