Author Topic: Prerelease/Expans 2.001ZJ (9 Control Nodes, Transports+, Fixes, AI Logic+)  (Read 4630 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/AIWar2001ZJ.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 2.001ZG (ZH was an internal release):
(Cumulative release notes since 2.000 are attached at the bottom)

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

-The way that the names of technologies are loaded is now more efficient for localization, and also prevents a redudancy in the notification-of-unlock message text that is now shown.

-New Control Node: Auto-Build Engineers Mark II.  Each command station you control will automatically maintain one Mark II Engineer at each planet you control.  Building  multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet.

-New Control Node: Auto-Build Engineers Mark III.  Each command station you control will automatically maintain one Mark III Engineer at each planet you control.  Building  multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet.

-New Control Node: Auto-FRD Engineers.  Automatically places all of your engineers (including secondary engineers such as remains rebuilders) into Free-Roaming Defender mode if they are on planets you control.

-New Control Node: Auto-FRD Mobile Military.  Automatically places all of your mobile military ships into Free-Roaming Defender mode if they are on planets you control.

-New Control Node: Auto-Build Remains Rebuilders.  Each command station you control will automatically maintain one Remains Rebuilder at each planet you control.  Building multiple of this control node causes multiple rebuilders to be maintained at each planet. Replacement rebuilders will only be built if there are fewer than 100 mobile enemy ships on the planet.

-New Control Node: Auto-Rebuild Harvesters.  Automatically rebuilds metal and crystal harvesters on all planets you control. Replacement harvesters will only be built if there are fewer than 100 mobile enemy ships on the planet.

-New Control Node: Engineers To Not Auto-Assist Queues.  Prevents your engineers from automatically assisting build queues (keeping them on repair duty only, unless they are given explicit orders to accelerate a queue).

-New Control Node: Engineers To Not Auto-Assist Allies.  Prevents your engineers from automatically assisting any allied ships (though you can still manually assign them to assist specific allied ships).

-The intel summaries on the galaxy map now include labels for all of their icons to make it easier to tell what planets might deserve more investigation without having to use the help palettes in the planetary summary.

-Ships that are rebuilt from remains now start out with 50% health when they are starting to be rebuilt.  This both makes them half as expensive as they were to build the first time, as well as making them take half as long to rebuild.  This makes it much cheaper to maintain well-designed defenses.

-Previously there was a bug that would sometimes cause AI ships -- most notably bombers -- to act indecisive when they are generally outnumbered but also still have a target of value that they can kill.  This is now fixed.

-On difficulty 7 and up, the AI is now smarter about taking out key targets when it is outnumbered; now sometimes managing suicide runs instead of always falling back in this situation.

-The list of scouts in the scouts button now only includes the specific scout ships (Scout I-IV) and the Scout Starship.  Other units that provide scout intel, such as eyebots or command stations, are not included in this list.

-Fortresses now provide scout data on the planet they are on if that planet changes control from the player with the fortress.

-Transports now use the scout-style logic at their last wormhole and move away from the wormhole to avoid taking so much direct fire.

-In the spirit of minimizing micromanagement, when transports are destroyed they now safely eject their cargo, rather than losing all of it.

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

-Bombers now have 1000 less shields at all levels.

-Fighters now have a bigger bonus against bombers.

-Fixed a bug with mines not being properly cloaked.

-Fixed a crash bug with rally posts.

-Ships in free roaming defender mode or attack-move mode were coming out of their mode inappropriately when ending at a planet with a rally post present.  Fixed.

-Rally posts no longer have cloaking and can now be moved through wormholes.

-Control nodes are no longer perma-cloaked and no longer have quite so much health.  The AI is not very interested in these or in rally posts, but area damage will still strike them.

-Fixed the blinking fortresses from the last prerelease.

Changes in 2.001ZJ:

-The count of the number of enemy ships at enemy and neutral planets are now calculated the same way that the counts on local player planets are: only including "dangerous" enemy ships (not non-attacking ships, astro trains, mines, or remains, etc).

-Instead of showing a percent full, transports now show how many ships are inside them out of how many they can hold in total.

-Previously, if the low-energy count was shown over a ship that had a countdown timer or a transport text, the text was all overlapping.  Fixed.

-Mobile Repair Stations now move at speed 12 instead of 8, have about 4x more health than before, and regenerate their own health about twice as fast.  The AI also now cares much less about these now.

-It is now possible to gift ships to disabled players.

-In the last prerelease, a bug with the control nodes for auto-building engineers and remains rebuilders was causing far too many of them to be built at once.  Fixed.

-The build times were off for a lot of the non-queue-constructed ships in recent prereleases.  Fixed.

-In the last prerelease, the text was not being drawn correctly for ships with purple text in the planetary summary sidebar.  Fixed.
« Last Edit: December 31, 2009, 02:06:57 am by x4000 »
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Offline HellishFiend

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Re: Prerelease/Expans 2.001ZI (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #1 on: December 30, 2009, 10:31:41 pm »
Wow, the control nodes sound great! I have a feeling that after a few months, we're going to wonder how we ever got along without them!
Time to roll out another ball of death.

Offline x4000

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Re: Prerelease/Expans 2.001ZI (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #2 on: December 30, 2009, 10:33:09 pm »
I have a feeling that after a few months, we're going to wonder how we ever got along without them!

I have that same feeling, too. :)
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Offline Spikey00

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Re: Prerelease/Expans 2.001ZI (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #3 on: December 30, 2009, 11:01:37 pm »
-New Control Node: Auto-Rebuild Harvesters.  Automatically rebuilds metal and crystal harvesters on all planets you control. Replacement harvesters will only be built if there are fewer than 100 mobile enemy ships on the planet.

-The intel summaries on the galaxy map now include labels for all of their icons to make it easier to tell what planets might deserve more investigation without having to use the help palettes in the planetary summary.

-Ships that are rebuilt from remains now start out with 50% health when they are starting to be rebuilt.  This both makes them half as expensive as they were to build the first time, as well as making them take half as long to rebuild.  This makes it much cheaper to maintain well-designed defenses.

-On difficulty 7 and up, the AI is now smarter about taking out key targets when it is outnumbered; now sometimes managing suicide runs instead of always falling back in this situation.

Great.  (:

--

-Control nodes are no longer perma-cloaked and no longer have quite so much health.  The AI is not very interested in these or in rally posts, but area damage will still strike them.

?
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Offline x4000

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Re: Prerelease/Expans 2.001ZI (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #4 on: December 30, 2009, 11:03:57 pm »
-Control nodes are no longer perma-cloaked and no longer have quite so much health.  The AI is not very interested in these or in rally posts, but area damage will still strike them.

?

It makes them more unit-like.  Their likelihood of death is still practically zero, it would take several large battles right on top of them to kill one, and even then the battle would have to include lots of area-damaging ships.
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Offline Kaptein

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Re: Prerelease/Expans 2.001ZI (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #5 on: December 30, 2009, 11:13:10 pm »
yay


if only engineers (mark 2 and above) would repair smarter, like repping red ships (less than 30% health) before those with 90% health, and continue to do so, it would be perfect
mark2 because teleport makes them not lose valuable time between repairs, whereas a mark1 could potentially travel half the solarsys in between repairs

Offline Shardz

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Re: Prerelease/Expans 2.001ZI (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #6 on: December 31, 2009, 12:13:13 am »
Wow! I take a nap and wake up and I have this incredible new hidden release to play with! Yay! Great work coming up with very useful additions to the game that will definitely be used by all! It's like you read my mind and I didn't even know it! Superblery! :D

Offline x4000

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Re: Prerelease/Expans 2.001ZJ (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #7 on: December 31, 2009, 02:07:24 am »
Glad it's a hit!

The latest prerelease is available at http://www.arcengames.com/share/AIWar2001ZJ.zip

Changes in 2.001ZJ:

-The count of the number of enemy ships at enemy and neutral planets are now calculated the same way that the counts on local player planets are: only including "dangerous" enemy ships (not non-attacking ships, astro trains, mines, or remains, etc).

-Instead of showing a percent full, transports now show how many ships are inside them out of how many they can hold in total.

-Previously, if the low-energy count was shown over a ship that had a countdown timer or a transport text, the text was all overlapping.  Fixed.

-Mobile Repair Stations now move at speed 12 instead of 8, have about 4x more health than before, and regenerate their own health about twice as fast.  The AI also now cares much less about these now.

-It is now possible to gift ships to disabled players.

-In the last prerelease, a bug with the control nodes for auto-building engineers and remains rebuilders was causing far too many of them to be built at once.  Fixed.

-The build times were off for a lot of the non-queue-constructed ships in recent prereleases.  Fixed.

-In the last prerelease, the text was not being drawn correctly for ships with purple text in the planetary summary sidebar.  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 Shardz

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Re: Prerelease/Expans 2.001ZJ (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #8 on: December 31, 2009, 03:05:47 am »
Outstanding once again! You are really on top of things! Since we are down to the discussion of control nodes, a conversation the other day regarding the stance of newly captured vessels via parasites came up as the captured ships just seem to sit there at the front line. I think control nodes would really shine here to give you an option for them to join the fight, head for the nearest base, or find an engineer for healing. The idea for this came up here:

http://arcengames.com/forums/index.php/topic,2800.msg17512.html#msg17512

Also, today I posted a little blurb about a feature of unit promotion. I was wondering if this was too far off base or not.

http://arcengames.com/forums/index.php/topic,2816.0.html

Thanks for everything and I hope I'm not being a pest! :)


Offline HellishFiend

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Re: Prerelease/Expans 2.001ZJ (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #9 on: December 31, 2009, 03:27:28 am »
X, here are my observations on ZJ so far. This is just from the first 10 minutes of playing this build!

- AI planet mark level text is jumbled with the ship count
- A couple of times, my ally's chat text was posted twice instead of just once. This only happened two or three times and then fixed itself.
- when using Team Control node, dragging a selection box around a group of ships that contains both your ships and your allies ships selects all ships. We would prefer to have a hotkey(s) or something that would allow us to differentiate which ships we want to select.
- When using Team Control node and having selected both allied and your own ships at the same time, hitting a control group button does NOT deselect the allied ships.
- AS THE HOST ONLY: When using Team Control node and having a large group of both you and your ally's ships (this might be the case with just allied ships too), if you hold shift and rapid fire click move orders, it lags the game. This does NOT seem to be the case if you are the client.

I may have even more for you by the end of the night. Looking good so far!
Time to roll out another ball of death.

Offline HellishFiend

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Re: Prerelease/Expans 2.001ZJ (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #10 on: December 31, 2009, 06:05:19 am »
Here are some more observations for you!

- When using Team Control node, single clicking allied units does not seem to work. You must drag a box around even just a single unit in order to select it.

- When using Team Control node, you can not select allied units from the planetary summary.

- When using Team Control node, you can not gift an allied unit to yourself. This may be intentional, but keep in mind that to facilitate knowledge raiding, gifting labs to your ally and then afterward gifting them back to yourself is a legit reason to want to do this. So I think that this should be allowed at least for labs, if not everything (we would find it useful for advanced factories and fabricators too).

- Paralysis can cause unfinished turrets to become glitched and will not finish constructing.

-When assisting an ally with constructing something he does not have enough resources to make, your engineers will pause as if you are also out of the resource, even though it should be using your resources to assist with the construction.

-When firing at a target that was previously protected by a force field bearer, the target does not seem to take damage once the shield bearer is gone (if you need a save game demonstrating this... let me know and I'll see what I can do, but its pretty easy to reproduce). Sometimes, after a while the target will spontaneously die without having appeared to take any damage, but this usually takes much longer than the target should normally last before dying.

Attached is the save game that all of the above was noticed in, just incase you need it!
« Last Edit: December 31, 2009, 06:15:19 am by HellishFiend »
Time to roll out another ball of death.

Offline raptor331

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Re: Prerelease/Expans 2.001ZJ (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #11 on: December 31, 2009, 07:39:05 pm »
I have suggested this before but, this new control node has sort of made me modify it: let there be a control node that uses simple ai to defend and attack(when ordered), it controls the planet the node is built on at the cost of resources are not accessable by the player but used by the node. It can not gift ships to you but the ships it builds are treated like a seperate player, it has its own ship cap. Every auto command node can only attack planets adjacent to it, and the ship cap is 3 and the cost is very expensive.

Offline Baleur

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Re: Prerelease/Expans 2.001ZJ (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #12 on: January 01, 2010, 09:06:42 am »
Control nodes <3
This game is starting to become more and more, idk, clever. Eliminating stuff that nobody enjoys in rts games, such as re-building lost mines or engineers.
Other games try to do the same, but they go WAAAAAY overboard, a good example is C&C4 who completely removed all sense of resources and base building even though thats half of whats enjoyable in an rts!

Its glad to see a game where the devs got the idea right, removing pointless tedious repetitive rebuilding/repair clicks, but not the actual fun of the gameplay itself. GG!  ;D
Ever since i used V+right click in this game, i cant really play other rts games without wishing they had the same, both for the engineers and army :)

Offline Shardz

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Re: Black Map Borders Upon Max Zoom
« Reply #13 on: January 01, 2010, 10:30:34 am »
I just noticed this little graphic anomaly and was wondering if this was introduced lately. Upon zooming out fully, there is a black border on the top and bottom of the map that appears as though it's a really dark transparent window, but the planets and units render on top of it - thus sticking out quite a bit like in the picture here. You can see the bottom of the planet on top of the black bar here pretty well....the units look more silly floating in black space like that. I don't recall that happening before and it loses a bit of immersion looking at the full map like that. Any way to get the full galaxy in a maxed zoomed screen without those black bars?

P.S. Sorry for the screenshot spam but I don't know how to do that cool thumbnail trick.



Offline I-KP

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Re: Prerelease/Expans 2.001ZJ (9 Control Nodes, Transports+, Fixes, AI Logic+)
« Reply #14 on: January 01, 2010, 01:14:38 pm »
I've seen that top and bottom border appear in zoom-out since first playing so assumed it was just a 'feature'.
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