Author Topic: Prerelease/Expans 2.001S (Raid Star nerf, Plant Sum+, Rally Posts, Scout Logic+)  (Read 4173 times)

Offline x4000

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Note:  This prerelease is intended for both customers of the expansion AND customers of the base game.  Please see below for details.

The latest prerelease is available at http://www.arcengames.com/share/AIWar2001S.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.

Expansion 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. 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!
6. 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.

Steam/Impulse/GamersGate/Direct2Drive/etc F.A.Q. Answers:
1. This prerelease version is compatible with any other version of the game -- Steam, Impulse, whatever.
2. 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.
3. If you have preordered through Impulse, you should now have access to your beta key (as of 12/9).  They also provide direct beta downloads through their Impulse Client.
4. Steam will carry the expansion later on, and will have (probably beta-less) preorders, but they don't yet have that online.
5. GamersGate is also currently offering the expansion on preorder, and you do get a beta key, but you'll have to download the beta versions from our forums here.
6. Direct2Drive will be offering the expansion on preorder in a manner very similar to GamersGate, but they are not doing so quite yet.

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

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

-The planetary summary has once again been updated, to an even-more-readable colorized layout that makes finding ships easier than ever.

-The health of all the ships in the raid starship line have been reduced.  Additionally, their general-purpose attack power has been vastly reduced, but their specialist attack power against force fields, turrets, and heavy defense has been doubled.  Additionally, they no longer have a penalty against resources, constructors, or heavy defenses.  The net effect of this is a nerf for how humans are able to use Raid starships (though keeping them very useful in many specialist roles), while boosting what the AI is likely to be able to do with them by a small amount (as the AI was previously not all that effective with them).

-Perma-cloaked enemy ships now show up as "Perma-Cloaked" on the galaxy map intel summaries.  The only ship that is this way for AIs presently is Wormhole Guard Posts, which will be enabled even when cloaking is disabled in the lobby (perma-cloaked ships don't really function like other cloaked ships, and so don't count for purposes of that feature).

-When ships go through a wormhole into a planet, if they don't have other orders they tend to just sit at the wormhole and wait for more orders, fighting with whatever is there.  That is great for most ships, but disastrous for scouts.  Scouts in that situation will now flee to the outer border of the planetary area, where they are almost sure to be out of range of tachyon beams and thus can wait for further player orders in relative safety.

-A new ship has been added to the defensive tab: Rally Post. Allied ships that are sent to this planet will gather at this rally post. If there are multiple allied rally posts on a single planet, entering ships will pick one of them at random.
« Last Edit: December 09, 2009, 02:56:24 pm by x4000 »
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Offline Spikey00

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RALLY!!

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Offline Lancefighter

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question about the rally posts: What kind of priority are they for an AI to shoot at? if I place them at wormholes, will the AI shoot them down every time they have troops going through there?


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Offline quickstix

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-When ships go through a wormhole into a planet, if they don't have other orders they tend to just sit at the wormhole and wait for more orders, fighting with whatever is there.  That is great for most ships, but disastrous for scouts.  Scouts in that situation will now flee to the outer border of the planetary area, where they are almost sure to be out of range of tachyon beams and thus can wait for further player orders in relative safety.

-A new ship has been added to the defensive tab: Rally Post. Allied ships that are sent to this planet will gather at this rally post. If there are multiple allied rally posts on a single planet, entering ships will pick one of them at random.

Cool! Wormhole behaviour was the only thing left that was bugging me about AI War. Fantastic work as always.

Raid Starship changes seem fair to me, gives me a reason to actually check out the other starship lines. :P

Offline Lancefighter

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um, am I supposed to start with a zenith power generator now? expansion stuff is disabled on the settings menu.. updating from the last release (r) i believe.
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Offline FFLaguna

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um, am I supposed to start with a zenith power generator now? expansion stuff is disabled on the settings menu.. updating from the last release (r) i believe.

Confirmed. I started up 2.001S and made a new seed/new game, and I start with a Zenith Power Generator. :(

Offline Lancefighter

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"Core Battle Cruiser Fabricator:
Capturable construction unit that allows human players to build a single type of core ship at this one location
This fabricator allows players to build: Fires powerful, long-range missiles, with a quick reload time."

Erm.
This leads me to believe a few things - one, c-fabs are unique per type of unit they make (ergo, not dynamic, cant change like a mark 4 factory), and two, someone put the wrong string lookup somewhere :p
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Offline Velox

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"Core Battle Cruiser Fabricator:
Capturable construction unit that allows human players to build a single type of core ship at this one location
This fabricator allows players to build: Fires powerful, long-range missiles, with a quick reload time."

Erm.
This leads me to believe a few things - one, c-fabs are unique per type of unit they make (ergo, not dynamic, cant change like a mark 4 factory), and two, someone put the wrong string lookup somewhere :p

'

     From what I understand, that's precisely the nature of the core fabricator - it allows you to build a single class of core ship at that one location.

     

Offline dumpsterKEEPER

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um, am I supposed to start with a zenith power generator now? expansion stuff is disabled on the settings menu.. updating from the last release (r) i believe.

Confirmed. I started up 2.001S and made a new seed/new game, and I start with a Zenith Power Generator. :(

There's also no force field over the home command station as in the past. Perhaps this is a tweaked starting position for expansion games? I've only started one game under S so far, and it certainly was nice to have so much energy :)

Offline Lancefighter

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Odd, I had a force field..


Also, the comment about the core fabricator was just me musing about things; As a somewhat fluent modder of x3tc, and a ex-modder of homeworld 2, I look deeper into things than your average player, it seems. A player would look at that and say "yes, it can only build battle cruisers", whereas I look at it and say "thats a waste of resources, having one per type of core ship..."

Although I could be wrong, and it could be a clever use of calling description and name strings in the right place. I'm not quite at the same level of understanding with the ai war engine as I am the engine of x3tc...

Well, in the end, it doesnt truely matter - x4000 has pretty much said thats the point of the core fabricators, so I've nothing really to argue about
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Offline dumpsterKEEPER

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Odd, I had a force field..

Ah, never mind me. I momentarily forgot that I had disabled heavy defense items (which includes force fields) for that particular game. So yes, the power generator is the only different thing that I'm aware of.

Edit: there's also a thread for that discussion here: http://arcengames.com/forums/index.php/topic,2562.0.html
« Last Edit: December 08, 2009, 11:00:31 pm by dumpsterKEEPER »

Offline x4000

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question about the rally posts: What kind of priority are they for an AI to shoot at? if I place them at wormholes, will the AI shoot them down every time they have troops going through there?

They are perma-cloaked, actually.  So the AI won't shoot at them at all, or even be able to shoot at them! (like a Mark IV scout)  Seems like it would be annoying if the AI was constantly destroying stuff like this, which is essentially a non-combat marker.
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Offline x4000

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-When ships go through a wormhole into a planet, if they don't have other orders they tend to just sit at the wormhole and wait for more orders, fighting with whatever is there.  That is great for most ships, but disastrous for scouts.  Scouts in that situation will now flee to the outer border of the planetary area, where they are almost sure to be out of range of tachyon beams and thus can wait for further player orders in relative safety.

-A new ship has been added to the defensive tab: Rally Post. Allied ships that are sent to this planet will gather at this rally post. If there are multiple allied rally posts on a single planet, entering ships will pick one of them at random.

Cool! Wormhole behaviour was the only thing left that was bugging me about AI War. Fantastic work as always.

Raid Starship changes seem fair to me, gives me a reason to actually check out the other starship lines. :P

Thanks!  Glad you're enjoying the wormhole behavior shift, I know someone had asked for that a while back.  I need to find that topic so that I can credit the original suggestion to the person who made it, but at the moment I was just going through and working on rally posts, and saw an opportunity to quickly put that one in, too.

Glad that no one seems to be freaking out about the Raid Starship changes yet, I know they were popular.  As you note, the problem was that they were too popular compared to every other starship, so clearly an unbalanced unit.
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Offline x4000

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um, am I supposed to start with a zenith power generator now? expansion stuff is disabled on the settings menu.. updating from the last release (r) i believe.

Confirmed. I started up 2.001S and made a new seed/new game, and I start with a Zenith Power Generator. :(

Yeah, some testing code that was left in place erroneously.  Whoops!

That has been fixed for the T prerelease, which will be out later today.  My suggestion for existing games is to just delete that initial one if you want the campaign to play out normally.  Other than that extra one at the start, there is nothing else amiss.
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Offline x4000

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"Core Battle Cruiser Fabricator:
Capturable construction unit that allows human players to build a single type of core ship at this one location
This fabricator allows players to build: Fires powerful, long-range missiles, with a quick reload time."

Erm.
This leads me to believe a few things - one, c-fabs are unique per type of unit they make (ergo, not dynamic, cant change like a mark 4 factory), and two, someone put the wrong string lookup somewhere :p

'

     From what I understand, that's precisely the nature of the core fabricator - it allows you to build a single class of core ship at that one location.     

Yep, and yep.  Looks like I did have the wrong string in there, I'll check on that to see what is going on.  Thanks, Lancefighter!
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