Author Topic: Prerelease/Expans 2.001ZE (Hive Golem, New Save Format, Train Population Nerf)  (Read 12794 times)

Offline Spikey00

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  • And he sayeth to sea worm, thou shalt wriggle
(I still have no idea what to do in that game...)
I'd take a sea worm any time over a hundred emotionless spinning carriers.
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Offline Echo35

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  • More turrets! MORE TURRETS!
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.

Sadly, this is far too common in the gaming industry. Yet another reason I stick to indie games as much as possible. Those guys actually care about us :)

Offline Snowman

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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).

You dont need to apologize, it´s a beta after all. And it´s quite cool to be a part of that development process ( even if its only a miniscule part ).
Old and mean ....

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.

Sadly, this is far too common in the gaming industry. Yet another reason I stick to indie games as much as possible. Those guys actually care about us :)
While it's well known to be common practice in the industry, Paradox released a version of HoI3 that was quite literally months from being the quality that other games are when they're released. Their weather system gave every ocean tile in the entire world a raging thunderstorm, for example... which utterly killed naval combat. It took them months and three major patches before they fixed something that and many other game-breaking issues. HoI3 is a good game and I recommend buying it now... but Paradox released a really, really crappy product, far worse than all other release titles I have personally experienced.

It was really shocking. End rant. :)

Offline eRe4s3r

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I absolutely love the new font

Though, speaking of font, i found a bug

When you put ships in low power mods (engineers for example)

You get this
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Offline keith.lamothe

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bool.ToString() strikes again!

Seriously, this was an impressive string of fixes at least for the turnaround speed; that's sometimes hard enough to achieve within a development team.
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Offline x4000

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Thanks for the well wishes, guys -- glad it's a hit with the fixes, and has been a positive experience there.  The ZF version will be out later today. :)

I'd write more, but I am just absolutely slammed -- I read all the comments, though (I always do) -- and they are very much appreciated.
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Offline eRe4s3r

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I was wondering if someone reading this might want to make a case for a proper Fortress rebalance effort, atm i think Fortresses are not worthwhile, their low damage per shot means they are very in-effective at range, which considering everything RUNS from them is a bit of a huge problem.

also they do not compare at all to MK3 missile turrets (shield breakers, no range penalty) or Laser Turrets (Super long range, high damage..)

The thing is i really don't want to start yet-another fortress rebalance topic. Ever since fortresses somehow got nerfed they remained nerfed and stand completely useless against Zenith ships now. Most of which all can out-gun and out-run fortresses.

For the player enemy fortresses are a case of "select all raid ships, attack" , and for the ai, a player fortress doesn't even exist, since they seem to focus on my resource extractors even when shielded more than on a fortress ;p

Their low cap in turn makes them even less useful, because they are slow, have low range, and low damage thus they aren't even good stationary attackers against tractor deadlocked ships.

Maybe fortresses can get multiple turrets? If they had different weaponry (so they would have Missiles/lasers and beams... and short range fire for the melee stuff) that would raise their value immensely.

Well yeah, wish you a happy xmas all ;p
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Offline x4000

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I can't do multiple shot types in the current code model without a big overhaul, but you're absolutely right that forts are currently underpowered.  Here's the balance shifts for them for the upcoming ZF release:

Fortresses and SuperFortresses now have fewer shots, but do much more damage and have a very long range.  They also now have a big bonus against all starships, a sizeable bonus against raiders and teleporting ships, and a pretty big bonus against most cloaked ships.
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Offline Nailer

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Just bought the expansion after some awesome single player action on 2.001Z. I have been hard at work to convince my best friend that he should play this game too. After his initial repulsion by the dated looking graphics I managed to persuade him. After all, even though Sins of a Solar Empire looks better, you spend most of your time looking at the 2d sprite representations of the ships anyway.

Anyway, previously suggested that the wormhole bounding-sphere size was kept constant.
I have noticed however, that when I have a cluster of units above a wormhole the sprite is covered. This makes it hard to figure out where to click to send them through without zooming in.
How about making the wormhole sprite + name pop in front of everything else when the CTRL button is pressed?

Happy Holidays!

Offline FFLaguna

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Just bought the expansion after some awesome single player action on 2.001Z. I have been hard at work to convince my best friend that he should play this game too. After his initial repulsion by the dated looking graphics I managed to persuade him. After all, even though Sins of a Solar Empire looks better, you spend most of your time looking at the 2d sprite representations of the ships anyway.

Anyway, previously suggested that the wormhole bounding-sphere size was kept constant.
I have noticed however, that when I have a cluster of units above a wormhole the sprite is covered. This makes it hard to figure out where to click to send them through without zooming in.
How about making the wormhole sprite + name pop in front of everything else when the CTRL button is pressed?

Happy Holidays!

I think this already happens. Try pressing CTRL! :D

Offline Nailer

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Just bought the expansion after some awesome single player action on 2.001Z. I have been hard at work to convince my best friend that he should play this game too. After his initial repulsion by the dated looking graphics I managed to persuade him. After all, even though Sins of a Solar Empire looks better, you spend most of your time looking at the 2d sprite representations of the ships anyway.

Anyway, previously suggested that the wormhole bounding-sphere size was kept constant.
I have noticed however, that when I have a cluster of units above a wormhole the sprite is covered. This makes it hard to figure out where to click to send them through without zooming in.
How about making the wormhole sprite + name pop in front of everything else when the CTRL button is pressed?

Happy Holidays!

I think this already happens. Try pressing CTRL! :D

HOT DAMN! You're right!

Offline raptor331

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I have an Idea for the fortress, it store ships, protecting them from raids and such. You can store stuff like Advanced Laboratories, or maybe give it the ability to do that one thing the Hive Golem does, Build short range small fighters that automaticaly attack any enemy units.

Offline x4000

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I have an Idea for the fortress, it store ships, protecting them from raids and such. You can store stuff like Advanced Laboratories, or maybe give it the ability to do that one thing the Hive Golem does, Build short range small fighters that automaticaly attack any enemy units.

You know, making the fortresses able to transport units is a pretty cool idea, actually!
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 Oewyn

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new exception:

12/22/2009 11:36:09 PM (2.001ZE)
-----------------------------------Application_ThreadException-----------------------------------System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at AIWar.ForegroundObject.MovePlayerUnit(Boolean RecalculateFull) in C:\vcprojs\AIWar\Framework\ForegroundObject.cs:line 6648
   at AIWar.GameForm.RunNextCycle(Boolean DoRendering, Boolean DoScrollingAndInput) in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 1125
   at AIWar.GameForm.gameLoop() in C:\vcprojs\AIWar\GameFormParts\GameLoop.cs:line 245
   at AIWar.GameForm.GameForm_Load(Object sender, EventArgs e) in C:\vcprojs\AIWar\GameFormParts\Startup.cs:line 241
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)