Author Topic: Prerelease/Expans 2.001Q (3 ship classes, .NET 2.0, font+, balance+, planet gfx)  (Read 9985 times)

Offline x4000

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Important! This version of the game now uses .NET 2.0 instead of .NET 3.5.  You probably already have this installed, but in the event not you will need to download that from the link just mentioned (either the x86 Redistributable if you are on a 32bit OS, or the x64 Redistributable if you are on a 64bit OS).  Please see here for more information about why this shift was made.

The latest prerelease is available at http://www.arcengames.com/share/AIWar2001Q.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 2.001N:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-All remaining usages of LINQ have been replaced with raw list sorts instead, which are faster.

-The Microsoft .NET Framework 2.0 is now used instead of the .NET Framework 3.5 SP1.  This should ease installation woes for those who have trouble installing the bulkier .NET 3.5, and it should also provide better compatibility with Linux and Mac-based systems under WINE and/or Mono.  Players who previously had .NET 3.5 installed but not .NET 2.0 will be inconvenienced by having to install .NET 2.0, but in general this should be a positive change for the playerbase, especially over time.

-A new font is now used for the game text, giving it a more professional sci-fi look: Gputeks.

-The resource display has been adjusted a bit with how the unused metal/crystal harvester spots and the exhausted science labs show.  These should now be easier to see at a glance.

-The function of F1 has been altered somewhat to account for the large amount of new ships in the game:
F1:      Cycle through pages of planetary summary help icons.
Shift+F1:   Jump back to the non-help view of the planetary summary.

-Planets that are cloaked via a planetary cloaking device now have a special cloaked graphic for the planet itself.

-There are now two different destroyed planet graphics that are used for various destroyed planets.

-Three new general-use planet graphics have been added to the game.

-Previously, damage smoke could give away the position of large damaged ships on planets that a player did not have visibility to.  Fixed.

-In the past release, the starting color of players was not being shown correctly in the lobby.  Fixed.

-A wide variety of new player colors have been added.  Some of them are a bit too close together to be comfortably used in the same game as one another (depending on player monitor settings and vision in general), but having more options will allow players to get a setup more like they want, color-wise, in general.

-Previously, non-combat ships were drawing an attack range.  Fixed.

-The version number of the game is now shown on the splash screen as the game is loading; this should make it more obvious to players what version they are running when questions come up.

-In recent releases, when players connected to a host with a different version of the game, they would erroneously go into an empty lobby.  Now it properly kicks them back out to the "find lan games" window with a message about what version they need to run in order to connect.

-The expansion-related text has been moved into a more final format that will be easier to handle with localization partners.

-The effectiveness of melee ships is no longer decreased by their being under protecting force fields.

-New Ship Class (expansion only): Zenith Viral Shredder.  Melee ship that generates build points as it attacks, spawning a free copy of itself when enough are accumulated.

-New Ship Class (expansion only): Impulse Reaction Emitter.  Attacks with ammo that reacts with enemy energy sources, doing much higher damage to ships with higher energy usage.

-New Ship Class (expansion only): Acid Sprayer. Fires an acid shot at close range. Excellent at dissolving organic components found in all Zenith ships.

-Previously, the metal/crystal costs of core ships was irrelevant, because players could never build them.  Now the cost of core ships is normalized to 3x the cost of the mark iv version of its ship type.

-The StrongWeak.xml export now only includes the actual main ship types and bonus ship types once again, as it was always supposed to.

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

-IKP_VulcanDiamond and IKP_RockyDarkMoon have been updated by the author.

-Zenith Mirrors are now unable to reflect missile attacks.  This makes them still extremely formidable in general, but not so much so against every ship class.

-Cutlasses and Vampires now have a bit of a bonus against Zenith Mirrors, to make them prefer targeting them more.

Updates in version P:

- The description of the Impulse Reaction Emitter has been corrected; it was saying it does more damage to those ships with "higher shielding" in version O, which was incorrect.

-There is now a FontSizesInPixels.xml file in the Fonts folder.  This lets people manually adjust the font sizes (in pixels) used by the game.  This is particularly useful when players may wish to use an alternate font beyond the default.

Updates in version Q:

-A more descriptive error message is now thrown when a font size could not be properly parsed by the game engine.

-Command station cores are now selectable via the B hotkey.

-Beam weapons now interact properly with force fields.  A beam that cuts across many ships in under a forcefield will hurt the forcefield more, but will no longer erroneously hurt the ships under the forcefield.

-The attack power of beam frigates has been halved.

-Beam Frigates now have a mild attack penalty against starships, a middling attack penalty against command stations, and a heavy penalty against heavy defenses and force fields.

-The attack power of beam frigates is now adjusted properly for each ship that it hits with its beam.

-The ship cap of beam frigates has been reduced a bit more, given their power.

-Ship bonuses/penalties against command stations also now apply to command station cores.

-The sizes of the fonts used have been improved some from version O and P.

-In versions O and P, the cloaked planet graphic could be used to tell if a planet had a planetary cloaker on it without scouting.  Fixed.

-In version P, non-American number format settings on the OS could cause the game to crash.  This should now be fixed.
« Last Edit: December 05, 2009, 09:05:00 pm by Fiskbit »
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Offline x4000

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Why .NET 2.0?
Okay, so this .NET 2.0 thing is something new that I'm trying.  Basically, until now we've been using .NET 3.5 because of its support of LINQ.  However, .NET 3.5 is not installed via automatic windows updates (unlike .NET 2.0) except on Vista and Windows 7, and the 3.5 version is also much bulkier to download, and the 3.5 version is also less compatible with Linux.  The hope is that by dropping to .NET 2.0, we'll at least be closer to Linux support for the game -- but we'll see what happens there.

The game is technically able to run on the .NET 2.0 or 3.5 codebases, but this version is compiled to .NET 2.0.  I don't know what will happen if you just have .NET 3.5 installed and you try to run this version; if you find yourself in that situation, can you let me know how it goes?  I think I may have read that .NET 3.5 includes .NET 2.0 inside it, but I'm not positive on that.  But most people have .NET 2.0 as a critical windows update, anyway.  Why Microsoft didn't continue that trend with .NET 3.5, I'm not sure.

Anyway, please let me know if you have any issues with this, or if there are any questions/comments about it.  I can easily switch back to .NET 3.5 if this causes a lot of pain and doesn't solve any issues, but I thought this was worth experimenting with.

Why The Font Change?
There were a variety of reasons for the font change.  First of all, a lot of people found our prior font (Arial) horribly ugly and unprofessional.  The new font is much more professional looking, in terms of what you expect for a game, and is also more sci-fi looking.  It is also more localization-friendly, because not all non-English-language versions of Windows come with Arial installed on them.  We previously tried to address that by packaging the Arial font with the game, but I have recently realized that 1) that didn't fix the problem anyway, and 2) that's technically against the license agreement of the Arial font, even though using it if it was already on the system was fine and even though almost everyone has it anyway, and you can download it from anywhere.  So I moved to correct that.  

Before anyone asks, no, there is no chance of us going back to the old font, and I'm also not planning dual font support (whenever any visual change is made, someone inevitably wants it back the way it was before, to my continual surprise).  But if you find some aspect of the new font hard to read, let me know and we can look into making adjustments to that part of it.  You can also replace the font with a font of your own choosing (just replace the files in the Fonts folder), although there's a good chance that will cause sizing issues throughout the game if the font doesn't have very similar size characteristics to our currently-used font (Gputeks, incidentally).  Hopefully you guys like the new font, but let me know what you think.  This was amazingly more work to get set up than you might expect, but so it goes -- that's a story for another day, I'll try to write a blog article about that.

Status of Added Ships
As of this version 2.001O, there are now 74 new ships that have been added for the expansion, our of our goal of around 110.  You can see the others that are still upcoming here.  However, this is a particularly notable release because this is the last of the new Bonus Ship Classes for the expansion.  There are 13 of those in all, each having either 4 or 5 ships in it (depending on whether there is a Core variant or not).  So that's a large portion of those 74 ships that have been added so far; the rest of the ships are all singles, many of them capturables or Golems or such.  My goal is to really start cranking those out next week, as many of them are easier than the Bonus Ship Classes, which take longer to code out and design the details of (and test balance for).  Speaking of balance, the Bonus Ship Classes are all here now, but their balance is still not final.  That's something that is going to be revised over the coming weeks until everything is settled as it should be.  Feedback on those are always welcome, too!
« Last Edit: December 04, 2009, 03:45:44 pm by x4000 »
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Offline Snowman

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OK,

I have installed 2.001O and I´m running with NET 3.5. So far it just works, so NET 2.0 is most likely a subset of NET 3.5 .
Old and mean ....

Offline x4000

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That's great to hear, thanks!
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Offline quickstix

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-Previously, non-combat ships were drawing an attack range.  Fixed.
Ah, so it was a bug. That would explain a bit. ;D

A quick google of backwards compatibility of .NET 3.5 with a program compiled in 2.0 suggests everything should be alright due to 3.5 being built on top of 2.0.

Sources:
http://answers.yahoo.com/question/index?qid=20090925202218AANpl9u

http://social.msdn.microsoft.com/forums/en-US/netfxsetup/thread/8005a7c8-a8d4-433b-a8d7-27e22785b31a
« Last Edit: December 04, 2009, 06:33:01 pm by quickstix »

Offline RCIX

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so THAT's why you took so long to release this!
As far as LINQ goes, you can use something called LINQBridge in case you're ever inclined to use it again. (i think).

Great to hear that you've got a new font, can't wait to see it :)
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Offline x4000

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The latest prerelease is available at http://www.arcengames.com/share/AIWar2001P.zip

Updates in version P:

- The description of the Impulse Reaction Emitter has been corrected; it was saying it does more damage to those ships with "higher shielding" in version O, which was incorrect.

-There is now a FontSizesInPixels.xml file in the Fonts folder.  This lets people manually adjust the font sizes (in pixels) used by the game.  This is particularly useful when players may wish to use an alternate font beyond the default.
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Offline x4000

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By the way -- thanks, quickstix, for the info about .NET 2.0 being a part of .NET 3.5; that is great news for existing customers.

And, RCIX, thanks for the note about LINQBridge; that's very interesting, I did not know that was around.  Though, I really don't have any intent of ever using LINQ in a game again, now that I'm not using it anymore in AI War.  So it goes! :)
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Offline eRe4s3r

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Mhh, by the way - heres some things i noticed from a quick play

1) Bombers are vastly outclassed by beam frigates (which i love)
- Because of range
- Because of HP
- Because of damage

And, because beam frigates don't have a distance penalty against tractor turrets (which bombers can't destroy at all)

2) Beam Frigates can trick forcefields! when you have things inside and outside shields but something OUTSIDE is shot at, the buildings/ships INSIDE can still take damage from the area effect - which when its your MK3 power gen, is very very annoying

3) The new font makes small numbers (in the build bar) (like 8 or 1040 or 2x) nearly unreadable
as well as HOME (for example) basically all small text is unreadable ;)

4) The fancy new loading screen actually displays fine all the time now, awesome ;)
- Because stuff is loading visibility, load time appears shorter (nicely done ;p)

5) The colony ship has a very excessive white out when in damaged (the smoke is blended wrong to begin with ;p)

6) The early game combo MK2 Cruisers and MK2 Beam Frigates is *GOD LIKE* and the bombs are super awesome ;)

-------

x4000 when you are done with unit coding and all that are you still considering revising some effects (especially the smoke/sparks/missile trails)

When you have some free time coding wise it might be interesting to experiment with glow/overglow sprites applied over some effects (explosions/shots) - also the way the beam frigate shoots atm could still become a lot fancier ;p

But i don't want to bother you with more "effect fluff" suggestions until the expansion is pretty much finished ;p
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Offline RCIX

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Mhh, by the way - heres some things i noticed from a quick play

1) Bombers are vastly outclassed by beam frigates (which i love)
- Because of range
- Because of HP
- Because of damage

And, because beam frigates don't have a distance penalty against tractor turrets (which bombers can't destroy at all)

2) Beam Frigates can trick forcefields! when you have things inside and outside shields but something OUTSIDE is shot at, the buildings/ships INSIDE can still take damage from the area effect - which when its your MK3 power gen, is very very annoying

Hey! there's a topic for this (which i started)! :D
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Offline eRe4s3r

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Yeah sorry ;) With the totally confusing sub cats i don't find anything anymore... :(
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Offline Fiskbit

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The new cloaked planet graphics make it possible to tell if a planet has a planetary cloaker without scouting.

Also, I have mixed feelings about the current font. The space between some letters is really questionable (too many letters can touch. Look at MANAGER in COMMUNITY MANAGER, in particular, or DESIGN in PROGRAMMING AND DESIGN), and the amount of space between words or after punctuation can be way too small, sometimes making several words look like just one long string of characters. There's also an awful lot of space after f's, which makes it look like it's its own word, separated from the following letters. I'm getting used to it, but my initial reaction is that readability has gone down a bit with this font because of spacing.
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Offline damador

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2009-12-05 15:11:08 (2.001P)
-----------------------------------CurrentDomain_UnhandledException-----------------------------------System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
   at System.Single.Parse(String s, NumberStyles style, NumberFormatInfo info)
   at System.Convert.ToSingle(String value)
   at AIWar.Direct3DRenderer.GetFontSize(String FontSizeName) in C:\vcprojs\AIWar\Framework\Direct3DRenderer.cs:line 322
   at AIWar.Direct3DRenderer.InitFonts(Boolean IsForFamilyOnly) in C:\vcprojs\AIWar\Framework\Direct3DRenderer.cs:line 258
   at AIWar.GameForm..ctor() in C:\vcprojs\AIWar\GameForm.cs:line 410
   at AIWar.Program.Main() in C:\vcprojs\AIWar\Program.cs:line 20
2009-12-05 15:11:18 (2.001PTrial)
-----------------------------------CurrentDomain_UnhandledException-----------------------------------System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
   at System.Single.Parse(String s, NumberStyles style, NumberFormatInfo info)
   at System.Convert.ToSingle(String value)
   at AIWar.Direct3DRenderer.GetFontSize(String FontSizeName) in C:\vcprojs\AIWar\Framework\Direct3DRenderer.cs:line 322
   at AIWar.Direct3DRenderer.InitFonts(Boolean IsForFamilyOnly) in C:\vcprojs\AIWar\Framework\Direct3DRenderer.cs:line 258
   at AIWar.GameForm..ctor() in C:\vcprojs\AIWar\GameForm.cs:line 410
   at AIWar.Program.Main() in C:\vcprojs\AIWar\Program.cs:line 20

Offline AcidWeb

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.NET 2.0? Awesome. I will try WINE ASAP.

Offline x4000

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   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)

Thanks for reporting this, but without some context I am not sure exactly what is going on here.  If you've just applied the patch and it threw this error, then your error is this:  http://arcengames.com/forums/index.php/topic,2530.0.html  Basically, for whatever reason your unpacking of the zip file did not preserve the directory structure; simply unpacking it again with the built-in windows zip tools, or using something like 7-zip, etc, will fix it.

Alternatively, if you were editing that file to get font sizes the way you want, and then you got this exception, then please check your edits to make sure that you don't have anything but numbers and periods inside the xml sizing tags.  If you have extra whitespace in what you type, or if you have commas instead of periods for decimal places (the European way), then it will break the font settings. I'll need to make that more robust so that it gives a better error message in version Q, though.  Hope that helps!
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