Author Topic: Prerelease/Expans 2.001X (Z Reserves, Dist Nodes, SuperTerminals, Co-Processors)  (Read 5000 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
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/AIWar2001X.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 2.001V:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-Kills made by electric shuttles and lightning turrets were not previously being correctly logged.  Fixed.

-5 new expansion-only ships: Zenith Reserve Ships Mark I-V.  Destroy to capture a large cache of Zenith vessels for your own use (at some AI Progress cost).Given the large number of ships that come online at once, be sure to have between 400k and 1 million energy available to support them.

-New expansion-only ship: Distribution Node.  Destroy to capture a sizable cache of metal and crystal for the player destroying it (at some AI Progress cost). Be warned, however: around 1/5 of all nodes are actually Trojan Distribution Nodes, which are empty save for a malicious electronic payload that actually cause you to lose a sizable chunk of resources before automated recovery systems can purge the malicious infection.

-Hovering over the AI Progress meter in the resource bar at the top of the screen now shows a breakdown of Total AI Progress, AI Progress Reduction, AI Progress Floor, and finally the Effective AI Progress (which is all that is normally shown).  (For those who are interested, Effective = Total -  Reduction, unless Total - Reduction < Floor, in which case Effective = Floor.  Floor increases as Total goes up.)  This should hopefully make AI Progress value calculations more clear for advanced players.

-New expansion-only ship: AI Co-Processor.  Destroying a co-processor normally increases the AI Progress by 20.  However, when you destroy the last co-processor, the AI Progress takes a massive drop of 120.  Check your Mission Summary (right side of the screen) to see how many co-processors remain; hitting all of them simultaneously is ideal.  Co-Processors also interfere with supply on their planet.

-Niche text overlays were not previously being positioned properly on 64x64 icons.  Fixed.

-Since there are so many secondary mission objectives now (often 10 or more instead of the previous 4), they are now grouped into several categories: Technology, AI Progress, and Economic.

-New expansion-only ship: AI SuperTerminal.  When humans capture the planet on which this resides, they gain direct access to the core network of the AI network, where they can greatly damage the AI's processing capabilities.  Every 30 seconds, this simultaneously increases the total AI Progress by one and reduces the AI Progress by two.  This leads to a net reduction in AI Progress, although if left going long enough it will increase the AI Progress Floor in an undesirable manner (see the hover text over the AI Progress meter at the top of the screen for more info). While this reduction is occurring, AI ships will spew out of the SuperTerminal at a rate proportional to the total current AI Progress Reduction.

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

-In the last prerelease, planetary shield inhibitors were not properly disabling enemy force fields.  Fixed.

-In the last few prereleases, regen abilities were incorrectly being applied during the 3-seconds-after-being hit period.  Fixed.

-The bug with the astro trains stopping moving at certain planets should be fixed for real, now (knock on wood -- please report it if you see it in W).

UPDATE: Version X Updates The Following:

-Game performance is no longer severely affected when localization files are missing.

-Recent prereleases have had a bug wherein if the expansion was disabled it would trigger localziation errors.  Fixed.
« Last Edit: December 18, 2009, 11:51:49 am by x4000 »
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Guardia

  • Newbie Mark II
  • *
  • Posts: 17
Interesting additions.

-New expansion-only ship: AI Co-Processor.  Destroying a co-processor normally increases the AI Progress by 20.  However, when you destroy the last co-processor, the AI Progress takes a massive drop of 120.  Check your Mission Summary (right side of the screen) to see how many co-processors remain; hitting all of them simultaneously is ideal.  Co-Processors also interfere with supply on their planet.

A few questions / comments on this one. First I assume under normal circumstances there are 5 or less of these at a time, but have you considered an AI type that has an over abundance of these? The implications are neat strategically. Either the player could destroy them all (still gaining a little AI progress because there would be more than 6), but not have many supply issues. Or only a few to keep progress gain fairly low, but important areas connected. The AI type could also guarantee a AI SuperTerminal to keep with motif. The only crazy thing about all that is that on large maps even a few over 6 wouldn't cover many more planets (so it wouldn't be interesting), but would be a huge AI progress gain over the 120 for taking them all out. And the player would gain almost nothing strategically. Meaning it would need to be scaled in some fashion or something. Sorry just thinking out loud haha.

Thanks for another great update x.

Offline HellishFiend

  • Hero Member Mark II
  • *****
  • Posts: 758
My friend and I just captured a planet with an interplanetary munitions booster... and it didn't flip. It's still under control of the AI, and boosting their attack instead of ours. We're playing on difficulty 7, and we put a lot of effort into capturing the booster... Whether it flips or not could be the difference between winning and losing this game. Any chance of it getting fixed?

I've attached the game save, just in case you need it. The stuck booster is at p9 - Mugeo.
Time to roll out another ball of death.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
The latest prerelease is available at http://www.arcengames.com/share/AIWar2001X.zip

UPDATE: Version X Updates The Following:

-Game performance is no longer severely affected when localization files are missing.

-Recent prereleases have had a bug wherein if the expansion was disabled it would trigger localziation errors.  Fixed.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline HalfLoaf

  • Newbie
  • *
  • Posts: 9
Can definitely confirm the performance increase! ;)

Here's another couple of obvious anomalies (from someone who hasn't actually played a game yet).

Anyway:

Start a new campaign.

On the Map tab: Text says "Click a circled planet to select your starting position and bonus ship (right-click deselects). Leave blank for "... and that's it. No more text.

Also on the Ships tab:

If you select Normal, the tooltip text says: "...NORMAL All bonus ship types will be used EXCEPT for:" ...Nada.

HTH?
« Last Edit: December 18, 2009, 12:33:42 pm by HalfLoaf »

Offline eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Things  ;D

- the Home ID is shifted off-screen (to the right) so that Home starts about in the middle of the icon which shifts the entire icon display tab to the left by the amount home spans over the icon to the right. Making it look completely out of order (this is not font dependent)
- the 1 and 2 in the font is.. very odd..
- I can confirm the "leave blank" bug
- I can confirm the bug with the Normal ship selection
(Select Special Ship after selecting NORMAL, deselect it then, and scroll over normal, no more text indeed)
-When selecting the normal Grey player color the font of all ships, basically every piece of font thats player color coded becomes unreadable (border and text color seem to be both that same kind of grey)
- My Fancy color coded icons still rock  :D
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Quote
-New expansion-only ship: AI SuperTerminal.  When humans capture the planet on which this resides, they gain direct access to the core network of the AI network, where they can greatly damage the AI's processing capabilities.  Every 30 seconds, this simultaneously increases the total AI Progress by one and reduces the AI Progress by two.  This leads to a net reduction in AI Progress, although if left going long enough it will increase the AI Progress Floor in an undesirable manner (see the hover text over the AI Progress meter at the top of the screen for more info). While this reduction is occurring, AI ships will spew out of the SuperTerminal at a rate proportional to the total current AI Progress Reduction.
Dude! Talk about an interesting game mechanic, I can see a whole lot of preparation and strategizing before "riding the bull" on that one to get the optimal AI Progress reduction while surviving the increasingly wild waves.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline HalfLoaf

  • Newbie
  • *
  • Posts: 9
'8' in the font also looks, odd.

Looks more like a capital B, or as if half of it is missing.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Interesting additions.

-New expansion-only ship: AI Co-Processor.  Destroying a co-processor normally increases the AI Progress by 20.  However, when you destroy the last co-processor, the AI Progress takes a massive drop of 120.  Check your Mission Summary (right side of the screen) to see how many co-processors remain; hitting all of them simultaneously is ideal.  Co-Processors also interfere with supply on their planet.

A few questions / comments on this one. First I assume under normal circumstances there are 5 or less of these at a time, but have you considered an AI type that has an over abundance of these? The implications are neat strategically. Either the player could destroy them all (still gaining a little AI progress because there would be more than 6), but not have many supply issues. Or only a few to keep progress gain fairly low, but important areas connected. The AI type could also guarantee a AI SuperTerminal to keep with motif. The only crazy thing about all that is that on large maps even a few over 6 wouldn't cover many more planets (so it wouldn't be interesting), but would be a huge AI progress gain over the 120 for taking them all out. And the player would gain almost nothing strategically. Meaning it would need to be scaled in some fashion or something. Sorry just thinking out loud haha.

Thanks for another great update x.

There are actually always exactly four of these, and so they don't appear at all on maps smaller than 40 planets.  I think that having more of them would turn this from something with strategic decisions surrounding it to something that is always a negative, personally -- seems to be much the same sort of conclusion you came to, in the end. :)  Glad you're enjoying the update!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
My friend and I just captured a planet with an interplanetary munitions booster... and it didn't flip. It's still under control of the AI, and boosting their attack instead of ours. We're playing on difficulty 7, and we put a lot of effort into capturing the booster... Whether it flips or not could be the difference between winning and losing this game. Any chance of it getting fixed?

I've attached the game save, just in case you need it. The stuck booster is at p9 - Mugeo.

Yep, these are not something that you can actually capture for your own use -- it's just an AI weapon.  If a ship doesn't say "Captured On Planetary Ownership Change" (or whatever the wording is, it is very close to that) in its abilities list, then it isn't capturable.  Most of the new stuff is, but a few are not, such as this one.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
On the Map tab: Text says "Click a circled planet to select your starting position and bonus ship (right-click deselects). Leave blank for "... and that's it. No more text.

This is just based on the new font being a bit wider than the old... thanks, I'll straighten that out.

Also on the Ships tab:

If you select Normal, the tooltip text says: "...NORMAL All bonus ship types will be used EXCEPT for:" ...Nada.

HTH?

Hmm, I'm not sure what is going on with that one (why it is doing that), but I'll check it out.  I don't think that one is font-related, but I've made a lot of improvements to the lobby code of late, and this might have been one side effect...
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
- the Home ID is shifted off-screen (to the right) so that Home starts about in the middle of the icon which shifts the entire icon display tab to the left by the amount home spans over the icon to the right. Making it look completely out of order (this is not font dependent)
- the 1 and 2 in the font is.. very odd..
(Select Special Ship after selecting NORMAL, deselect it then, and scroll over normal, no more text indeed)
-When selecting the normal Grey player color the font of all ships, basically every piece of font thats player color coded becomes unreadable (border and text color seem to be both that same kind of grey)

The numbers are still being worked on in the font -- all of them were odd, until recently.  Can you explain exactly what you mean by Home ID, though?  Not sure what that is referring to.  For the gray color, that's one of the reasons why I removed that color.  But then people complained and wanted it back, so now it's back.  If you find it hard to read, don't use it -- I don't like it, either, but it's just there for those who had to have it back. ;)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
'8' in the font also looks, odd.

Looks more like a capital B, or as if half of it is missing.

Yeah, and the open parentheses looks like a lower case f... definitely still working on a few bits of that, but overall I think it's so much better than the last go. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Quote
-New expansion-only ship: AI SuperTerminal.  When humans capture the planet on which this resides, they gain direct access to the core network of the AI network, where they can greatly damage the AI's processing capabilities.  Every 30 seconds, this simultaneously increases the total AI Progress by one and reduces the AI Progress by two.  This leads to a net reduction in AI Progress, although if left going long enough it will increase the AI Progress Floor in an undesirable manner (see the hover text over the AI Progress meter at the top of the screen for more info). While this reduction is occurring, AI ships will spew out of the SuperTerminal at a rate proportional to the total current AI Progress Reduction.
Dude! Talk about an interesting game mechanic, I can see a whole lot of preparation and strategizing before "riding the bull" on that one to get the optimal AI Progress reduction while surviving the increasingly wild waves.

Oh yeah -- this one was suggested by RCIX, if I recall.  I'm really pleased with how that plays out in practice, too! :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Quote from: x4000
The numbers are still being worked on in the font -- all of them were odd, until recently.  Can you explain exactly what you mean by Home ID, though?  Not sure what that is referring to.  For the gray color, that's one of the reasons why I removed that color.  But then people complained and wanted it back, so now it's back.  If you find it hard to read, don't use it -- I don't like it, either, but it's just there for those who had to have it back. ;)

Ah i mean this

It wasn't doing that before ;p

I modded with the game though, but i changed the fonts only to test if it remains to do that (it does) doesn't really matter with what font.. weird thing ;p

edit: With modded i mean i made the border of the planet summary disappear (i think as a dynamic resizing element it shouldn't have a border... Though as you can see without border it worked fine before ,p
« Last Edit: December 18, 2009, 05:40:40 pm by eRe4s3r »
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie