Author Topic: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)  (Read 5071 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.

Important: 2.001ZE introduced a 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.  No issues have been reported with it yet, and it has been well tested.  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 second 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/AIWar2001ZF.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 2.001ZE:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-The core Figher -> Cruiser -> Bomber -> Figher relationship has been redefined to Figher -> Bomber -> Cruiser -> Figher.

-Space Tanks now have 30x more shields than before, making them much harder to hit at range.

-The simulation that generates the strong/weak data now starts the ships off at about 16,000 range, making it so that range is now properly valued in the strong/weak calculations.

-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.  Fortresses also now have 500 transport capacity, making them able to protect ships until they are ready to be ejected.

-Invincible ships and ships with 2 billion health or more are now omitted from the strong/weak data, as there is no useful data collected for them, anyway.

-Several bugs with the strong/weak export have now been fixed.

-The Stealth Tachyon Beam Emitter was supposed to have regular Tachyon Beam Emitters as a prerequisite technology, but did not. Fixed.

-Bombers now have a 50% penalty against bombers.

-Frigates now have a 10x bonus against space planes and etherjets.

-EtherJets now have a better bonus against fighters and bombers and armor ships.

-Raptors now have a better bonus against fighters and frigtes, and a penalty against bombers.

-Teleport battle stations now have a better bonus against fighters, raiders, tele-raiders, and tanks.

-The knowledge and crystal costs of decloakers have been halved, and their ship cap has been doubled.

-Colony ships now have a ship cap of 10.

-The attack power of mark IV and V bombers has been increased.

-Force fields now provide protection from tractor beams and tachyon beams.

-Human ships are now 40% faster than their stated values, in fast & dangerous and normal modes (this amplifies whatever the effective speed was from these two modes).  This also causes the human ships to accelerate that much faster.  This gives player ships an edge over the AI ships, to make chasing down incoming AI incursions easier with free-roaming defender mode.  This also speeds up the game a bit without making it any more difficult (in fact, making it easier, because it is then easier to react to things while the AI is still the same speed as before).

-Fortresses and superfortresses now act as allied rally posts and mobile repair stations.

-There is now a chat message sent every time a player unlocks a tech, which is particularly helpful for coordination in co-op.

-There is now a chat message sent when a player finishes rebuilding a golem.  This is helpful in co-op and in solo.

-Ships such as rebuilders and engineers would previously go all the way to their free-roaming point when given a free-roaming move order before they would do any target seeking.  Now they will properly start target seeking immediately, as with all other ships, and only go to their destination if their destination is not accessible.

-If rebuilders cannot rebuild a ship from remains due to that ship already being at cap, the remains will instead be scrapped and a chat message will be sent to the player controlling the remains that were removed.

-Improved the timeliness of scout data being returned on planets after loading a savegame and waiting for multiple players (sometimes it was fine before, but sometimes not).

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

-The short name and wave name of grenade launchers was misspelled in prior prereleases.  Fixed.

-The health of area mines (and thus their damage output) has been reduced 8x.  However, because they are able to hit clusters of enemy ships so well, they still are phenomenal against large groups of ships.

-Bombers now have a 12x bonus against acid sprayers.

-All of the different sorts of fighters now have a 12x bonus against impulse reaction emitters.  Frigates also now have a 9x bonus against them.

-Sentinel Frigates have had their attack power reduced to 1/5 in general, as they were way overpowered before, and bombers now have an 16x bonus against them.

-Grenade Launchers no longer have a minimum attack range, but fighters now have a 12x bonus against them.

-The speed of Zenith Autobombs has been increased from 52 to 82, but they now have a lower ship cap. They also now have a 5x bonus against bombers.

-Beam Frigates now have a 2x bonus against regular frigates, but a 80% penalty against all of the fighter types.

-All of the fighter types now have a 40x bonus against zenith viral shredders.

-Frigates now have a 9x bonus against Zenith Polarizers.

-The replication rate of Zenith Viral Shredders has been reduced somewhat, as they were too overpowerful previously.

-A number of bugs with free-roaming defender mode have now been fixed.  FRD ships are no longer indecisive, and do a better job of target selection in general.  A much greater weight is placed on attacking stuff that is nearby, for instance, which makes the ships more efficient in general.

-Fixed a bug where fonts could disappear if the screen became locked and then restored in Windows Vista or Windows 7.

-Any ships that can fire through force fields can also now fire past decoy drones without their shots being deflected.
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Offline x4000

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #1 on: December 24, 2009, 11:59:05 am »
Happy holidays, all!  This is going to be the last new prerelease for at least a couple of days!
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Offline Revenantus

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #2 on: December 24, 2009, 12:26:18 pm »
Lots of great stuff there, I especially think that the strong/weak data will be much more accurate from here on. I'm still against the human versions of ships being inherently faster than their AI counterparts, because I think that the overall effect is to make the game easier (as you say) without resolving the issue of chasing down ships. I hope a solution can be found that allows ships that are the same speed or faster than their prey to stay in range while in pursuit, rather than dropping in and out.

Happy holidays, Chris, and everyone else in the community. Have a great time. :)

Offline x4000

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #3 on: December 24, 2009, 12:29:57 pm »
Lots of great stuff there, I especially think that the strong/weak data will be much more accurate from here on. I'm still against the human versions of ships being inherently faster than their AI counterparts, because I think that the overall effect is to make the game easier (as you say) without resolving the issue of chasing down ships. I hope a solution can be found that allows ships that are the same speed or faster than their pray to stay in range while in pursuit, rather than dropping in and out.

To be honest, even if we found a solution for that, I'd still want the human ships to be faster.  I have been feeling increasingly that the game is a bit too slow even on Fast & Dangerous mode, but still the game cannot be any faster when waves are incoming.  This addresses my chief complaint there, and also serves to make the game a bit easier as you say (it has been creeping up in difficulty for some time, so I'm not too concerned about that), aside from at least helping with the issue that Lars had raised.  Unless the community really hates having faster ships for themselves for some reason, that feature is here to stay.  Look at it this way, fairness-wise: the AI has much more fine motor control over its ships than the humans do, and is able to make decisions much more quickly than us anyway, so having a bit of extra thrusters on our own ships just helps to level things out a hair. :)

Happy holidays, Chris, and everyone else in the community. Have a great time. :)

Happy holidays to all! :)
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Offline Spikey00

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #4 on: December 24, 2009, 01:17:21 pm »
Trying out ASAP.

EDIT:  Just wondering, but why all the "Fighers" in the post?  =\

EDIT:  Oh, and thank you, Chris for the update!  (:
« Last Edit: December 24, 2009, 01:34:04 pm by Spikey00 »
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Offline Shardz

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #5 on: December 24, 2009, 01:21:49 pm »
A lot of amazing changes in this patch and it makes me want to abandon my epic core save game to try out the new stuff in the XP! I will say that I welcome the human ship speed as they do seem to creep along at a snail's pace, especially in Grouped mode. Attempting to make a Group strike with a Dreadnaught in the mix will take forever to get across the screen while the AI fighters clip along around us in the meanwhile. As I said, I have an epic game in the core package as I bought the XP after I started it, but it would be nice if there was a chat message sent when scouts enter new planets. Too many times I send them out to explore and something pops up for a minute and then I try to find them later only to find out they were killed *somewhere*. Or maybe an option to enable that or something. Anyway, great work once again and Happy Holidays to you! :D

Offline raptor331

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #6 on: December 24, 2009, 01:39:55 pm »
Wow that update went real fast for all those changes you must of worked hard on those ;)

Offline RCIX

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #7 on: December 24, 2009, 05:09:18 pm »
-The core Figher -> Cruiser -> Bomber -> Figher relationship has been redefined to Figher -> Bomber -> Cruiser -> Figher.

Finally gave into that huh? I thought you never would...

regular frigates
??? what are these?

EDIT: Oh, and merry Christmas to all, and to all a good day! :D
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Offline quickstix

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #8 on: December 24, 2009, 05:20:36 pm »
A lot of amazing changes in this patch and it makes me want to abandon my epic core save game to try out the new stuff in the XP!

Shardz, there is actually a command that will let you use expansion stuff in a non-expansion game. It should be noted that the distribution of stuff isn't the same as if you had started a fresh expansion game (it's kind of brute force), but it works. Also, once a game has been upgraded, it can't be rolled back, so make sure if you do go down this path backup your old save.

From the changelog:
Quote
-Entering the chat text "cmd:activate expansion 1" (without quotes) now allows for the first expansion to be enabled for a campaign that did not already have the expansion enabled.  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.

Quite a hefty release, but I can't get stuck into it just yet due to it being xmas day here. Can't wait to try it all out though!

Enjoy the holidays everyone and have a nice relaxing break. :)


Offline Kaptein

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #9 on: December 24, 2009, 05:37:36 pm »
merry xmas and nice work :)

Offline Shardz

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #10 on: December 24, 2009, 05:44:11 pm »
A lot of amazing changes in this patch and it makes me want to abandon my epic core save game to try out the new stuff in the XP!

Shardz, there is actually a command that will let you use expansion stuff in a non-expansion game. It should be noted that the distribution of stuff isn't the same as if you had started a fresh expansion game (it's kind of brute force), but it works. Also, once a game has been upgraded, it can't be rolled back, so make sure if you do go down this path backup your old save.


Yeah, thanks for the reminder!  I shall go backup my save file right now just in case. :) I'm going on 7 hours now with a game started with the core version 2.0 and it was a great way to at least learn the game a bit and splash around, but I'm getting anxious to try the XP goodies. Thanks for the tip with command line argument and I shall give that a try to spice things up a bit. Or I could just start a new game fresh, but I have some Achievements coming to me shortly that I might as well grab for the effort.  Happy holidays to you! :)
« Last Edit: December 24, 2009, 05:47:58 pm by Shardz »

Offline quickstix

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #11 on: December 24, 2009, 06:58:37 pm »
Given it a quick 10 minute test in a new game. Everything seems to be working. Tested a ZF save, the 'False.' bug is fixed. :) More testing to be done but everything seems to be working fine. Just need to get my head around all the balance changes, but the balance seems much better now. Also, ship speed increase is AWESOME.  :D

By the way, anyone a little confused, Missile Cruisers are now called Missile Frigates (or Frigates for short).

Offline HellishFiend

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #12 on: December 24, 2009, 08:10:52 pm »

By the way, anyone a little confused, Missile Cruisers are now called Missile Frigates (or Frigates for short).

Yeah, X had said in an earlier thread that he was going to make that change.

I haven't tried out the new release yet, but I'm a little uneasy about adapting to the new balance changes and also that my precious sentinel frigates got nerfed. They were my favorite of the new ships so far, so you can all bet that I'll have a detailed report on how they stack up after the change.  ;)
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Offline I-KP

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #13 on: December 24, 2009, 08:52:05 pm »
Probably because a "Cruiser" is more of a starship size description than a Fleet ship one.  "Frigates" (a la Beam and now Missile) are more of a Fleet ship size nomenclature.

Had a buzz around for a few hours with the Fighter > Bomber > Frigate > Fighter triangle and although I did have to un-learn the old way this new way sits far more comfortably in logic (to me at least).  Bombers are useful, at last!  Fighters are still good.  Missile Frigates have been put in their place.  Right now I feel comfortable using all three!

I'm not so sure about the speed boost over the AI ships; it seems a little too fast, you can run rings around the AIs.  Still, if the Humans should have an edge maybe something like this is it. 
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Offline HellishFiend

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Re: Prerelease/Expans 2.001ZF (Large number of bugfixes and rebalancements)
« Reply #14 on: December 24, 2009, 09:08:11 pm »
I'm not so sure about the speed boost over the AI ships; it seems a little too fast, you can run rings around the AIs.  Still, if the Humans should have an edge maybe something like this is it. 

I also think that it makes sense, and I also like the idea from a gameplay perspective. I can't wait to try it out!
Time to roll out another ball of death.