Author Topic: Prerelease/Expans 2.001ZE (Hive Golem, New Save Format, Train Population Nerf)  (Read 12789 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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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.

Important: This new version introduces a brand new savegame format that is way more efficient, and which should do even better for people first syncing into large multiplayer games over slower broadband connections.  This has been pretty well tested, and seems to be bug-free.  However, with something of this size, just bear in mind that it takes beta trials before it is likely to be 100% bug-free.  This is the first beta version with the new savegame format, so make sure and don't overwrite your existing savegames just in case -- and I would suggest testing your new savegames before you go too far with them, just to make sure everything is okay with them (nothing worse than having to redo hours of playtime, right? So better safe than sorry).  Please report any errors you find, and I'll correct them asap for the next version (not that that will save any lost data from this version, so again, keep backups). Hopefully this warning is completely unneeded and everything will be fine, but with a change like this it deserves some caveats.  This is your fair warning!

The latest prerelease is available at http://www.arcengames.com/share/AIWar2001ZE.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 will be disabled by default.  New: To enable steamworks integration with the beta versions, simply run the game with the command line argument "steam" (no quotes).  If you put the argument in correctly, you'll then see your Steam interface pop up correctly.
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 2.001ZA:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-Improvements have been made to the targeting behavior of groups of melee ships.

-New Hive Golem (expansion only):  Large, slow transport that automatically fills over time with up to 500 small wasp ships. When the wasps are unloaded, they will automatically spread out and attack enemy ships on the current planet; they cannot be directly controlled, cannot leave the current planet, and lose health slowly over 3 minutes.

-More about wasps: Very fast and nasty melee ship -- loses health over a 3 minute period, then self-destructs. Created inside Hive Golems, when these are unloaded they are uncontrollable but will viciously attack the enemy on the current planet. Players cannot give direct orders to the wasps.

-Two new cheats have been added for spawning broken or fully-functional versions of the new hive golem: busted and the hegemon, and the hegemon.  These only work when the first expansion is enabled for the current game.

-The savegame format has been drastically updated to a format that is now more compact.  Average size savings are between 14% to 42%, with the average being around 20%.  This not only makes savegames smaller, but also makes it that much faster to connect/sync multiplayer games.  This new format will be even more advantageous as the game continues to develop, preventing the savegames from getting ever larger.

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

-Fixed several bugs with the regen rates on new units.

-Beam weapons and grenades no longer strike units that are still fading in, or units that the player would not automatically attack. (This actually has not been well tested yet. Feedback is welcome.)

-Fixed several bugs with the interactions of exploding ships and/or beam weapons with forcefields. (This actually has not been well tested yet. Feedback is welcome.)

-Fixed a bug where beam weapons and exploding ships could not damage non-auto-attackable targets that they were directly assigned. (This actually has not been well tested yet. Feedback is welcome.)

-Mines and mine remains can no longer be protected by force fields or other counter-shooters (they don't need it, and it keeps CPU usage as low as possible).

-In past prereleases, all of the astro train variants made up approximately 1/4 of the total trains in the galaxy.  Now, regular astro trains make up 5/14 of the total, turret trains make up 5/14 of the total, booster trains make up 3/14 of the total, and regenerator trains make up 1/14 of the total.  This should make the new, more difficult trains a lot less overpowering.  Note that this will not affect existing savegames, only new campaigns that are started.

Changes in ZC:

-A new method is now being used for line/circle intersection tests.  This method is a bit more of an approximation, but it runs very much faster and also isn't prone to overflow errors.  This fixes errors that had previously been in place with beam weapons (making them hit many targets they should not have been hitting), as well as making the galaxy maps generate more quickly.

-There is now a command line argument "steam" that can be used to force the game to launch in steamworks-enabled mode.  This is useful for Steam players who want to use the game in full steamworks-enabled mode.

-Fixed a crash bug relating to beam/explosion weapons in the last prerelease.

Changes in ZD:

-The health of advanced factories has been increased 4x to make them not quite so brittle and hard to defend.

-The health of bombers have been doubled.

-Ships that are resurrected thanks to an AI regenerator are now warped to a random other AI planet, rather than being sent to the regenerator on the current planet.  This makes threat go up, and those ships will returned to fight again at some point in the future, but it is no longer so overly deadly as it was in prior prereleases.

-Circles of any sort were not being drawn in the last prerelease.  Fixed.

-There was a bug with the wave names not showing properly in all cases in the last prerelease.  Fixed.

-The radar jammer icon was missing in past prereleases.  Fixed.

-The attack power of beam starships has been tripled.

-The health of decoy drones have been thirded, but the human players can now build 3x as many of them.  The experimentalist AI type (the only type that builds decoys) will build the same amount as before.

-Acid Sprayers are now 10x weaker against all non-zenith ships.

-Previously, expansion ships were showing in the planetary summary when F1 was pressed when the expansion was disabled. Fixed.

Changes in ZE:

-The attack recharge on all sentinel frigates except mark IIIs was previously set too low by error.  Fixed.

-The EMP mine buy icon was missing.  Fixed.

-Fixed a crash bug with the explosion targeting.
« Last Edit: December 22, 2009, 03:23:38 pm 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 Gomoto

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Get Application_ThreadExceptions everytime the moment my first ship tries to traverse to the first other planet. (only since 2001ZB)
(Tried to reinstall, but same problem)

Code: [Select]
22.12.2009 14:57:34 (2.001ZB)
-----------------------------------Application_ThreadException-----------------------------------System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei AIWar.ForegroundObject.TryHitTargetWithAreaDamage(ForegroundObject obj, Int32 maxRange, Boolean UseBeam, Int32 DamageToDo) in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:Zeile 9286.
   bei AIWar.ForegroundObject.TryAttack() in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:Zeile 9260.
   bei AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:Zeile 1171.
   bei AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:Zeile 245.
   bei AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:Zeile 241.
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
22.12.2009 14:59:53 (2.001ZB)
-----------------------------------Application_ThreadException-----------------------------------System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei AIWar.ForegroundObject.TryHitTargetWithAreaDamage(ForegroundObject obj, Int32 maxRange, Boolean UseBeam, Int32 DamageToDo) in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:Zeile 9286.
   bei AIWar.ForegroundObject.TryAttack() in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:Zeile 9260.
   bei AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:Zeile 1171.
   bei AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:Zeile 245.
   bei AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:Zeile 241.
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
22.12.2009 15:00:50 (2.001ZB)
-----------------------------------Application_ThreadException-----------------------------------System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei AIWar.ForegroundObject.TryHitTargetWithAreaDamage(ForegroundObject obj, Int32 maxRange, Boolean UseBeam, Int32 DamageToDo) in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:Zeile 9286.
   bei AIWar.ForegroundObject.TryAttack() in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:Zeile 9260.
   bei AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:Zeile 1171.
   bei AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:Zeile 245.
   bei AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:Zeile 241.
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
22.12.2009 15:03:28 (2.001ZB)
-----------------------------------Application_ThreadException-----------------------------------System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei AIWar.ForegroundObject.TryHitTargetWithAreaDamage(ForegroundObject obj, Int32 maxRange, Boolean UseBeam, Int32 DamageToDo) in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:Zeile 9286.
   bei AIWar.ForegroundObject.TryAttack() in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:Zeile 9260.
   bei AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:Zeile 1171.
   bei AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:Zeile 245.
   bei AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:Zeile 241.
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
22.12.2009 16:11:28 (2.001ZB)
-----------------------------------Application_ThreadException-----------------------------------System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei AIWar.ForegroundObject.TryHitTargetWithAreaDamage(ForegroundObject obj, Int32 maxRange, Boolean UseBeam, Int32 DamageToDo) in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:Zeile 9286.
   bei AIWar.ForegroundObject.TryAttack() in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:Zeile 9260.
   bei AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:Zeile 1171.
   bei AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:Zeile 245.
   bei AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:Zeile 241.
   bei System.Windows.Forms.Form.OnLoad(EventArgs e)
   bei System.Windows.Forms.Form.OnCreateControl()
   bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   bei System.Windows.Forms.Control.CreateControl()
   bei System.Windows.Forms.Control.WmShowWindow(Message& m)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
   bei System.Windows.Forms.Form.WmShowWindow(Message& m)
   bei System.Windows.Forms.Form.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Regards
« Last Edit: December 22, 2009, 11:13:08 am by Gomoto »

Offline raptor331

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The Hive golem sounds really cool:D

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Get Application_ThreadExceptions everytime the moment my first ship tries to traverse to the first other planet. (only since 2001ZB)
(Tried to reinstall, but same problem)

Regards

Thanks Gomoto, that is now fixed in ZC -- that was an error with the new beam/explosion logic, my bad.

The latest prerelease is available at http://www.arcengames.com/share/AIWar2001ZC.zip

Changes in ZC:

-A new method is now being used for line/circle intersection tests.  This method is a bit more of an approximation, but it runs very much faster and also isn't prone to overflow errors.  This fixes errors that had previously been in place with beam weapons (making them hit many targets they should not have been hitting), as well as making the galaxy maps generate more quickly.

-There is now a command line argument "steam" that can be used to force the game to launch in steamworks-enabled mode.  This is useful for Steam players who want to use the game in full steamworks-enabled mode.

-Fixed a crash bug relating to beamm/explosion weapons in the last prerelease.
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
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  • Posts: 31,651
The latest prerelease is available at http://www.arcengames.com/share/AIWar2001ZD.zip

Changes in ZD:

-The health of advanced factories has been increased 4x to make them not quite so brittle and hard to defend.

-The health of bombers have been doubled.

-Ships that are resurrected thanks to an AI regenerator are now warped to a random other AI planet, rather than being sent to the regenerator on the current planet.  This makes threat go up, and those ships will returned to fight again at some point in the future, but it is no longer so overly deadly as it was in prior prereleases.

-Circles of any sort were not being drawn in the last prerelease.  Fixed.

-There was a bug with the wave names not showing properly in all cases in the last prerelease.  Fixed.

-The radar jammer icon was missing in past prereleases.  Fixed.

-The attack power of beam starships has been tripled.

-The health of decoy drones have been thirded, but the human players can now build 3x as many of them.  The experimentalist AI type (the only type that builds decoys) will build the same amount as before.

-Acid Sprayers are now 10x weaker against all non-zenith ships.

-Previously, expansion ships were showing in the planetary summary when F1 was pressed when the expansion was disabled. 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 Spikey00

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Congratulations on yet another release!

EDIT:  Wait--a font change?  I'm liking this one!
« Last Edit: December 22, 2009, 02:29:11 pm by Spikey00 »
I'd take a sea worm any time over a hundred emotionless spinning carriers.
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Offline FFLaguna

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Quote
-The health of advanced factories has been increased 4x to make them not quite so brittle and hard to defend.

Are you doubling or quadrupling the health of player Command Stations, too? That is to say, I don't agree with this increase in health for advanced factories (or other buildings). I consider Advanced Factories one of the most important things to protect in the game, second ONLY to my Home Command Station and the Zenith Power Generator I captured... so I have extensive defensive systems on the planet.

By the way, I think Zenith Power Generators need a harsher AI response... owning one alleviates sooo much required resources for power generation.

Offline Snowman

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Got a CTD  with ZD .....

I´ve attached a savegame ( ca. 2 minutes in adavance of the crash ) and the UnhandledErrors.txt .
Old and mean ....

Offline x4000

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Quote
-The health of advanced factories has been increased 4x to make them not quite so brittle and hard to defend.

Are you doubling or quadrupling the health of player Command Stations, too? That is to say, I don't agree with this increase in health for advanced factories (or other buildings). I consider Advanced Factories one of the most important things to protect in the game, second ONLY to my Home Command Station and the Zenith Power Generator I captured... so I have extensive defensive systems on the planet.

Well, their total health is still only 200,000, which is far less than the home command station.  In point of fact, a month or so ago the home command station's health was increased, as were the healths of the other command stations.  The problem with advanced factories is that they only had 60,000 health before, and yet were irreplaceable, so if the slightest enemy ships got past player defenses they would be lost instantly.  With this update, they will still be extremely vulnerable if not protected against all but the smallest assaults, but they won't automatically be lost when anything that can penetrate forcefields comes by. 

I very much agree that keeping them a vulnerable "must be protected ship" is key, but I don't think that they need to be paper-thin in order to do that.  Really, I think we're probably on the same page in general, it's possibly just a disagreement about what consistutes vulnerable.  The big problem I have with them at current is with ships like infiltrators in particular, which often come in huge swarms that are slow to kill with turrets, and which go right through forcefields.  They tend to eat advanced factories with no chance of them living if they warp directly to the planet in question (or even to an adjacent planet, depending), especially in larger multiplayer games.  Probably this quadrupling of the health won't even help that at all, but it will at least prevent lone bombers that slip through from killing them in one or two shots.

By the way, I think Zenith Power Generators need a harsher AI response... owning one alleviates sooo much required resources for power generation.

These are meant to be something of a gimme, overall, and not balanced in the sense of some of the other ships.  The reason is to counteract a lot of the other huge bad things that AIs have scattered around the galaxy map in the expansion... without a few gimmes, the difficulty of the expansion is far harder than the base game, so these help to balance that out some.  Especially if you get a Golem, or use one of the new high-energy ships like Bombards, this energy source is used up in a jiffy. 

I'm not claiming this is perfectly balanced, but so far I'm happy with it from what I've seen.  The balance of a ship like this needs to be evaluated not just on its own, but in how it relates to the rest of the ships available, and I think it provides a valuable role there.  It makes the planet with the zenith generator on it almost a "duh, always take that" planet, which on the surface seems like it leads to less interesting strategies -- but, the planets these are on might be in poor positions or in positions that are hard to defend, or taking the players in a direction they otherwise don't want to go, etc.  It makes the "important planets to protect heavily" footprint of the players much wider, which gives the AI more potential ingress points.
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

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Okay, so we're up to fricking ZE now -- I don't mind doing frequent releases by any stretch, but four in one day for the same stupid bug is quite annoying.  I'm sure for you guys, as well; my apologies about that, it was quite hard to track down.  Thanks to the savegames posted recently, though, I'm now pretty certain it is fixed (it doesn't crash with them anymore, anyway).

The latest prerelease is available at http://www.arcengames.com/share/AIWar2001ZE.zip

Changes in ZE:

-The attack recharge on all sentinel frigates except mark IIIs was previously set too low by error.  Fixed.

-The EMP mine buy icon was missing.  Fixed.

-Fixed a crash bug with the explosion targeting.
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 Spikey00

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rofl, thanks for your effort Chris. 
I'd take a sea worm any time over a hundred emotionless spinning carriers.
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Offline Shardz

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Okay, so we're up to fricking ZE now -- I don't mind doing frequent releases by any stretch, but four in one day for the same stupid bug is quite annoying.  I'm sure for you guys, as well; my apologies about that, it was quite hard to track down.  Thanks to the savegames posted recently, though, I'm now pretty certain it is fixed (it doesn't crash with them anymore, anyway).

Well, it certainly isn't annoying for any of us that you are on top of things and posted incredibly fast responses to the new problems at hand. Your day was probably much more stressful, though. :) I just logged in and caught the release at 2001ZE, so the panic eluded me completely. Thanks for the fixes and I'm gearing up to pre-order the XP right now.   ;D

Offline I-KP

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Having waited for five months for certain games devs to fix simple problems -- *cough* Paradox! *cough* -- one day is nothing short of marvelous. 
 8)
Atmospheric & Lithospheric Reticulator,
Post-accretion Protoplanet Aesthetic Seeding Team,
Celestial Body Design & Procurement Division,
Magrathea Pan-Galactic Planets Corp.,
Magrathea.

Offline quickstix

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A health increase for bombers sounds great, I've noticed my bombers have been getting hit pretty hard these days and are usually the ships I find myself rebuilding the most.

Big THANK YOU :D for the wave name bug fix. Although I will admit it was an interesting challenge and will probably spur me on to try out the Skitsophrenic modifier in a later game. Might just add I haven't tested it yet, as I'm downloading as I type.

Can't quite put into words how much we appreciate your hard work x4000. I will admit though I was a little surprised when it went from (relative to my timezone) ZB last night when I went to bed and seeing ZE this morning. ;D

EDIT: I've given ZE a test (upgraded from ZA). Wave name problem is fixed. Game seems to be running just fine save for a bug with savegames I've posted in bug reports. Thanks again.

« Last Edit: December 23, 2009, 04:00:02 am by quickstix »

Offline FFLaguna

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Having waited for five months for certain games devs to fix simple problems -- *cough* Paradox! *cough* -- one day is nothing short of marvelous.  
 8)

HoI3.... I bought it on release day, but they really never delivered a decent build until November... sigh. That was a sorry excuse for a day one product when it came out. They must have been hurting for instant cash to decide to release so early.
« Last Edit: December 22, 2009, 06:47:50 pm by FFLaguna »