Author Topic: Prerelease/Expans 2.001ZL (4 Minor Factions, CPA adjust, Leech/Raid Star split)  (Read 6264 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/AIWar2001ZL.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 2.001ZK:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-The Auto AI Progress and AI Modifiers settings have moved from the Game Options tab of the lobby to a new AI Options tab in the lobby.

-A new "Minor Factions To Include" setting has been added to the AI Options tab of the lobby, allowing players to select one or more minor factions to use.

-The Ctrl+Alt+F8 output now also creates a new AIProgressIncreases.txt file, which lists all of the possible sources of AI Progress increase and decrease.

-Previously, the tooltips in the lobby were often jittery at the edge of the screen.  Fixed.

-Three new cheats have been added to the base game to trigger the three new minor factions in the base game: Spawn Angry Colonists, Spawn Vagabonds, Spawn The Conners.

-Four new cheats have been added to the expansion to trigger the four new minor factions in the expansion: Go Go Trade Pact, Spawn Miners, Calling Mr Miles, Invoke Unicron.

-Several efficiency improvements have been made with regard to ship aggregations on the main simulation thread.

-Larger selection circles are now drawn for oversized ships such as fortresses and golems.

-New Minor Faction: Human Marauders. Hostile human vagabonds who live in deep space and will occasionally raid human or AI planets via traditional propulsion methods.  Unlike pretty much any hostile threat, these don't always come through wormholes, in other words.

-New Minor Faction: Human Resistance Fighters. Pockets of human allies still live in deep space around AI planets; when they see you attacking the AI, sometimes they will reveal themselves and join you.

-New Minor Faction Ship: Marauder Buzz Bomb.  Hostile human vagabonds who live in deep space will occasionally send these automated bombs at human and AI settlements to destroy what they can so that they can escape with the resulting scrap. The buzz bomb explodes on contact with its target, dealing area damage. If the planet is cleared of enemy forces, the marauders will remain in place as guards against all comers. They won't attack any AI ships that human players must normally manually target.

-New Minor Faction Ship: Marauder Dagger Frigate.  Hostile human vagabonds who live in deep space will occasionally send these extremely long-range frigates at human and AI settlements to destroy what they can so that they can escape with the resulting scrap. If the planet is cleared of enemy forces, the marauders will remain in place as guards against all comers. They won't attack any AI ships that human players must normally manually target.

-New Minor Faction Ship: Resistance Fighter/Bomber.  Pockets of human allies who still live in deep space around AI planets will occasionally send these versatile fighter/bomber hybrids to aid you in the fight against the AI at their local planet. If the planet is cleared of AI forces, the resistance fighters will remain as guards against future AI incursions. They won't attack any AI ships that human players must normally manually target.

-New Minor Faction Ship: Resistance Frigate.  Pockets of human allies who still live in deep space around AI planets will occasionally send these very long-range frigates to aid you in the fight against the AI at their local planet. If the planet is cleared of AI forces, the resistance fighters will remain as guards against future AI incursions. They won't attack any AI ships that human players must normally manually target.

-The new colors on the planetary summary were making it easier to see categories of ships, but harder to see ship shapes themselves, and particularly hard to see local versus ally versus enemy colors.  The old type of color scheme has been returned to for the default, but now when the planetary summary is moused-over, it switches to the new color scheme to provide the best of both worlds: easy category visibility as well as easy icon/team visibility, depending on the context.

-Previously, only AI ships were showing up in the icon row on the intel summary.  This has now been changed so that it also displays ships belonging to minor factions and human players.  This makes it far easier for players to inventory their own planets as well as inventorying enemy planets.

-New Minor Faction: Zenith Devourer. The nigh-indestructible Devourer Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships on planets it visits in order to power and repair itself. Only works with galaxy maps with 30+ planets.

-New Minor Faction Ship: Devourer Golem.  This nigh-indestructible Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships on planets it visits in order to power and repair itself.  It's attack power is so high that it will insta-kill most ships, but it will only attack non-core ships that are both mobile and which have attack power. The only way for those ships to survive is for them to flee to another planet until the devourer has moved on.

-PermaMines now have 2 billion health instead of being truly invincible.  This makes it so that they can die in nuclear blasts and such.

-New Minor Faction: Zenith Miners. Every three hours or so, a Mining Golem will appear from deep space, and will spend time consuming a planet unless it is destroyed before it complete its task.  The destruction of this planet may prove advantageous or not, depending on where it lies, but the usual AI Progress increases do apply if it is an AI planet.  If one Mining Golem is destroyed, the Zenith miners will simply send another one at the next allotted time. Only works with galaxy maps with 30+ planets.

-New Minor Faction Ship: Mining Golem.  This golem is sent from deep space for one purpose: to consume the planet it is heading toward. It will fire on human ships that approach it, but it emits a signal that tricks AI ships into ignoring it as harmless. It takes it quite a while to reach the planet, but as soon as it does, it causes a blast the same as if a nuclear weapon had been set off -- destroying all the resources and most ships, and making the planet unable to sustain supply.

-The Leech Starship has all-new graphics, and the Raid Starship graphics have been much improved.

-The Leech and Raid Starship lines have now been split, so that there are three in each of two lines, rather than them being a shared line.  The Raid Starships are now much faster and hard-hitting against single targets, while the leech starships are now much weaker but strike many more ships, tagging them all for reclamation as soon as any ships finishes them off.  The caps for all of these starships has also been cut in half, as they are individually now far more useful than they previously were.

-The health of parasites and core leeches has significantly increased.

-The logic for cross-planet attacks has been majorly updated so that it is more consistent between single-player and multiplayer.  Also, all AI types now do cross-planet attacks, whereas previously the turtle types would not -- since CPAs are from more than one AI type at a time, this only makes sense.  Lastly, cross-planet attacks are more than three times less frequent than before, but they are

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

-AI SuperTerminals no longer interfere with supply, as this made them far too hard to use.

-The lobby checked listboxes have been replaced with custom versions that are considerably less buggy than the built-in .net framework ones when using nonstandard fonts.  This new version also allows players to scroll the listbox when disabled, so that non-host players can scroll the options while in the lobby.

-The AI Progress cost of destroying MkI and MkII Radar Jammers were previously reversed.  Fixed.

-Previously, the control node was showing up erroneously for the engineer techs.  Fixed.

-Previously, Zenith Autobombs were emitting a bunch of grenade-size explosions to no effect as they passed over enemy ships or were close by to their target.  Fixed.

-Previously, Zenith Autobombs often had trouble hitting moving targets.  Fixed.

-Fixed several bugs with the counts of allied ships in the galaxy map in recent prereleases.

-Fixed several bugs with the galaxy map ship counts and how they were omitting certain ships such as experimental and golems.

-The mark numerals are now omitted from golems and experimental ships.

-Mass Drivers will now do a better job of targeting only the ships that they can really hit.

-Ships in general are now better about never targeting enemy ships that they do no damage against.

-The reclamation shot no longer has to be the last shot in order for the reclamation to happen.

-The expansion-specific "stealth leech starship" has been turned into the new "leech starship mark II" that is available for base game customers.
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Offline quickstix

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HOLY POTATOES! :o

Those new minor factions sound AWESOME! They sound like just the right incentive for me to stop messing around tweaking my forces and instead geting on with the job of beating the AI.

Changes and fixes look just as great as well. I'm guesing cross planet attacks are more dangerous now they are less frequent?

Edit: Love the cheat names. GO GO TRADE PACT!
« Last Edit: January 06, 2010, 03:44:08 am by quickstix »

Offline eRe4s3r

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Awesome indeed  ;D

These mouse over changes to the planetsummary tab are awesome, most importantly is that now everything is intuitive, easy to discern (for colorblind mouse-over is alternative to guessing) and the way it is now is exactly how i hoped it to turn out. I hope it wasn't too much work to re-color all those buttons all over again ;p

As for the rest of the changes, i guess i need to start a game again ;p

Ps.: X4000 if you have some time are you considering adding the small hit effect / blue spark mod and the smoke blend-mode changes? ;) (hey, its as good as time and place as any to ask ;p)
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Offline Fiskbit

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Very, very cool release. The factions are really exciting and I'm looking forward to playing with them. Thanks for all the hard work that's going into these awesome releases! :)

We have cheats for all 7 factions, but only 4 show up in the menu and the release notes. I assume the other 3 are a WIP still?

The font is looking really great recently, but there are a few things I noticed that could use some changing:

-The small number 1 used on build icons looks nothing like the other 9 numbers in the set. It looks too small and thin. The other numbers fit pretty well together, but this looks like it's from a different font.
-There's not enough space after closing parentheses, so "(for a fee) to" in the Zenith Traders description looks too much like "(for a fee)to".
-There's not enough space after l (that's lowercase L). It can make letters look too close together ("lli" in "Rebellion") or merge a little bit (as in the case of "le").

I think that's it for now. Looking forward to having time to play with these new features! :)
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Offline Volatar

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Awesome! I am very excited to play this release  ;D

Offline I-KP

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Liking the new Leech ship graphic; very 'squishy'. 
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Offline quickstix

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I've given it a couple of hours of playing. Cross planet attack logic is much better. :)

There's something I thought was a bit odd though, and I'm not sure about it (seems to have only appeared in this release, or maybe I didn't notice it before), so I'll post it here. Is anyone finding targeting to be a little, for lack of a better word, off? I had twenty Mk2 Fighters sitting next to a single enemy Mk2 Viral Shredder and they wouldn't so much as fire a single shot until I manually set the target. A standoff between my Mk2 Frigates and Mk2 Bombers vs. Mk2 Mirrors and Mk2 Beam Frigates required manual targeting, because all units were ignoring preferred targets. It feels like units aren't shooting at preferred targets, and sometimes not shooting at all.

Anyone else notice this, or is it because I stayed up late? I just feel like targeting was a bit out of whack compared to when I was playing ZK this morning.
« Last Edit: January 06, 2010, 08:53:04 am by quickstix »

Offline Harry

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I'm about to try it now.  I'm intrigued by this line in the notes:

Quote
Lastly, cross-planet attacks are more than three times less frequent than before, but they are

Presumably that sentence ends with "...bigger."  Or " ... more dangerous."

Offline x4000

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HOLY POTATOES! :o

Those new minor factions sound AWESOME! They sound like just the right incentive for me to stop messing around tweaking my forces and instead geting on with the job of beating the AI.

Edit: Love the cheat names. GO GO TRADE PACT!

Still three more to go! As Fiskbit notes, there are three cheats there for minor factions that are still WIP in this release (will all be out later today, though).  One is for the base game, and the other two are for the expansion.  Glad the cheat names are a hit, I usually try to either have a bit of humor in those, or make references to other things I like. :)

These mouse over changes to the planetsummary tab are awesome, most importantly is that now everything is intuitive, easy to discern (for colorblind mouse-over is alternative to guessing) and the way it is now is exactly how i hoped it to turn out. I hope it wasn't too much work to re-color all those buttons all over again ;p

Ps.: X4000 if you have some time are you considering adding the small hit effect / blue spark mod and the smoke blend-mode changes? ;) (hey, its as good as time and place as any to ask ;p)

Ah, glad that is a hit as well, I was curious what you were to think about that.  Definitely was not too much work.  I had the inspiration for this latest change when I was looking at older screenshots from 2.0 and realizing how much easier it was to see the ship graphics and team colors there, despite how much I like the category colorization.  So now we have the best of both. :)

Regarding the small hit effect, it's on my list to look at this week.  Not sure about the blue sparks, but I will look at the explosions and such in general later this week if there is time after all the bugfixes and such (which there should be).  I may have some questions/comments on that post at the time.

I'm about to try it now.  I'm intrigued by this line in the notes:

Quote
Lastly, cross-planet attacks are more than three times less frequent than before, but they are

Presumably that sentence ends with "...bigger."  Or " ... more dangerous."

Was my mistake, there -- it was going to be "2x larger," but I changed my mind and they are the same power as before.  They are less frequent, but their power is the same as before.  The power is largely based off of the AI Progress, though, so if you AIP is higher then so too will the CPA be.  Interesting side note: I almost never saw CPAs in my own multiplayer games, since it seems they were bugged in multiplayer in some manner not clear to me.  So, I came to the realization that the game was really quite difficult enough without these being terribly frequent; some of the other "minor factions stuff" (base game and expansion) that is new kind of overlaps with the function of the CPA in creating larger battles of unusual sorts, anyway, so making CPAs much less frequent is a good thing on all fronts, I think.  They now won't occur more frequently than every four hours or so.

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Offline x4000

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Very, very cool release. The factions are really exciting and I'm looking forward to playing with them. Thanks for all the hard work that's going into these awesome releases! :)

My pleasure!

We have cheats for all 7 factions, but only 4 show up in the menu and the release notes. I assume the other 3 are a WIP still?

Yep, you got it -- I had intended to have all 7 done, but didn't make it.

The font is looking really great recently, but there are a few things I noticed that could use some changing:

-The small number 1 used on build icons looks nothing like the other 9 numbers in the set. It looks too small and thin. The other numbers fit pretty well together, but this looks like it's from a different font.
-There's not enough space after closing parentheses, so "(for a fee) to" in the Zenith Traders description looks too much like "(for a fee)to".
-There's not enough space after l (that's lowercase L). It can make letters look too close together ("lli" in "Rebellion") or merge a little bit (as in the case of "le").

I think that's it for now. Looking forward to having time to play with these new features! :)

Yeah, Marisa is still going to be looking at those some more.  The 1 in particular was giving her some odd trouble.
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Offline x4000

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Liking the new Leech ship graphic; very 'squishy'. 

Yep, no more "monkey face!" ;)

I've given it a couple of hours of playing. Cross planet attack logic is much better. :)

Excellent!

There's something I thought was a bit odd though, and I'm not sure about it (seems to have only appeared in this release, or maybe I didn't notice it before), so I'll post it here. Is anyone finding targeting to be a little, for lack of a better word, off? I had twenty Mk2 Fighters sitting next to a single enemy Mk2 Viral Shredder and they wouldn't so much as fire a single shot until I manually set the target. A standoff between my Mk2 Frigates and Mk2 Bombers vs. Mk2 Mirrors and Mk2 Beam Frigates required manual targeting, because all units were ignoring preferred targets. It feels like units aren't shooting at preferred targets, and sometimes not shooting at all.

Anyone else notice this, or is it because I stayed up late? I just feel like targeting was a bit out of whack compared to when I was playing ZK this morning.

Hmm, I do not know on that.  I don't believe I have changed the targeting logic in any way that would affect this, but I'm not sure.  I plan to do a lot more testing myself over the remainder of this week, so I'll definitely keep an eye out for stuff of this sort.
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Offline Fiskbit

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Regarding the targeting, Velox was posting similar things in this thread.

I was hoping that 'omnomnom' would make it as one of the cheats, but it looks like Invoke Unicron got the spot for devourer golem, which this would be most fitting for. Alas. On the plus side, it did get me to look up Unicron and understand what he is. :P
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Offline carlosjuero

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Holy crud! Awesome! I like the factions, and the addition of the Random Miner ship showing up adds yet another level of strategy.

Offline Kaptein

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Interesting side note: I almost never saw CPAs in my own multiplayer games, since it seems they were bugged in multiplayer in some manner not clear to me.  So, I came to the realization that the game was really quite difficult enough without these being terribly frequent; some of the other "minor factions stuff" (base game and expansion) that is new kind of overlaps with the function of the CPA in creating larger battles of unusual sorts, anyway, so making CPAs much less frequent is a good thing on all fronts, I think.  They now won't occur more frequently than every four hours or so.

used to encounter CPAs in 2.0, not since the new builds came out
have yet to try new games since ZA though

Offline x4000

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used to encounter CPAs in 2.0, not since the new builds came out

That may have been what it was right there, actually -- good point.
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