Author Topic: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)  (Read 6045 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 via the Updates window in version 2.201 of the game.  Just open the game and you can quickly download the prerelease through the updates tab.  If you do not already have 2.201 installed, you can manually get that here:  http://arcengames.com/forums/index.php/topic,2988.0.html

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 2.201:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-Ships that are in cold storage were previously not being drawn at all when the players were looking at them with hidden scouts or with complete visibility turned on.  Now these ships are shown with a black border.

-Engineers Mark I and III, and cleanup drones and remains rebuilders, all now have longer ranges for doing their repairs.

-Engineers now will not to auto-assist constructor queues that have only maxed-out ships in them, or that are otherwise un-assistable, unless the player has explicitly assigned them to that constructor.

-Previously, if players had energy less than zero, then various services would shut off.  Occasionally it seems that builders will let energy accidentally go to -50 or so, and other minor events can also cause this very temporarily, which would cause (essentially) brownouts.  In order to smooth this out (and because this new logic makes more sense in terms of a power grid anyway), the threshold  for "negative energy" has now been changed to -30,000.  The only way players would ever get energy that is this negative is if they lost an energy reactor.  Having a zero or less balance of will still prevent new ship construction as before, but it won't cause brownouts until this more extreme threshold is passed.  This retains the general character of the risk of losing reactors, without having small events cause such major fluctuations.

-Previously, via gifting ships it was possible to send yourself or allies into negative energy balances.  Fixed.

-The game now buzzes if players try to gift a ship that cannot be gifted, to give some feedback rather than silently failing.

-Previously, the game would silently fail to unpause ships if there was not enough energy to unpause them.  Now the game plays the buzz sound effect.  Hovering over the ship shows how much energy it takes to unpause it, which should make the source of the issue much clearer to players having a trouble with it.

-The health of Mark I engineers have been reduced by about 60% to reduce their power when in the hands of the AI.

-Previously there were a few situations were it was possible for players starting a game, or joining a game late, to not get their starting allotment of metal, crystal, and knowledge.  All fixed.

-Astro Train Stations no longer provide a force field effect.

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

-In recent prereleases, the lobby field for the map seed was accepting one too few characters.  Fixed.

-Previously, there was a very slight chance that a raid engine might be placed directly adacent to a player home planet.  Fixed.

-Previously, there was a bug with how AI engineers were trying to escape to command posts when under attack.  Fixed.

-Ships that were being protected by a force field or other protection source now detect more quickly when that source is no longer valid, thus resolving some "unhittable" situations.

-The Zenith Trade Ships were causing just a ton of strangeness for a couple of players -- the AI Progress was getting sent way down because of all the useless stuff the AI buys, and then the useful stuff that the AI buys is in way too much supply also.  Now this has been changed so that the AI Progress never gets reduced by the trade ship, but the AI will also only make purchases about 1% of the time compared to what it previously did.  This should make the Zenith Trade Ships a lot less extreme in their effect on the game.

-Marauders and Resistance Fighters now have infinite engine health in order to prevent them from getting stranded way out in the middle of nowhere by ion cannons and the like.

-Cold storage ships no longer show up as blacked-out unless the debug mode (F3) is turned on.

-Devourer Golems, Zenith Trade Ships, and Mining Golems are all now immune to force fields, making it so that they cannot be trapped by clever players trying to slow them down.  They also now have immunity to mines.

-The minor faction and ai modifier listboxes in the lobby have been made a bit wider to prevent horizontal scrolling.

-Previously, the enemy counts on the galaxy map, the plantary summary entries, and the minimap blips, were all not working correctly when players had a cloaked scout on an enemy planet in cold storage (or complete visibility turned on).  All fixed.

-Previously, EMP Mines and area mines were showing an insta-kill message instead of the "you have flown into a minefield" message.  Fixed.

-Previously, the new cold storage logic was interfering with the strong/weak ship data export.  Fixed.

-The Mining Golems and Rebel Human Colonies now only appear around ever 5 hours each, instead of every 3.  They also now give 90 minutes and 120 minutes respectively before they are failed, rather than 60 minutes and 45 minutes.
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Offline HellishFiend

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #1 on: January 10, 2010, 02:41:16 am »
Great! My friend and I will be giving this build a workout tonight.  :)
Time to roll out another ball of death.

Offline x4000

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #2 on: January 10, 2010, 02:42:39 am »
Excellent, thanks!  Hopefully all goes well, and you don't stumble on too many more bugs. :)
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Offline Lancefighter

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #3 on: January 10, 2010, 03:12:25 am »
raid and leech starships have weird 'information not available in pre-release version' for strong/weak vs stuff.

(working off a small hd I got just so i didn't go crazy first week of this semester back at college)

mk1 leech starships show up as mk2 on their little picture thingie
leech starships arent immune to tractor beams? seems odd, being that they are a starship.
« Last Edit: January 10, 2010, 03:29:29 am by Lancefighter »
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Offline Darloth

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #4 on: January 10, 2010, 03:16:39 am »
Note that the update will not auto-apply properly if you're using Vista, have UAC turned on, and have AI War in a protected folder (typically anywhere inside Program Files.)

You can probably get around this by loading AI War with admin rights, but personally I just moved it to a more sensible place and moved settings.dat from appdata to the new directory, which seems to have fixed everything.

Offline Oewyn

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #5 on: January 10, 2010, 04:20:35 am »
Chris, any thoughts on putting some sort of sanity check on the number of hops a mining golem, or rebel colony appears away from human planets?  In a recent game, we had a rebel human colony appear 13 hops away from our nearest sector.  We tried valliantly to reach it in time, but the cloaker starships and transports only made it approximately 6 hops before they were destroyed.

Maybe limit the distance to 3-4 hops or make the count-down longer depending on how far away it is from your closest planet.  i.e. 1-3 hops away: the standard 90/120 minutes, 4-6 hops away 180/240 minutes, 7-8 270/360, etc.  This way the player has a chance at saving the colony/destroying the mining golem.

Offline eRe4s3r

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #6 on: January 10, 2010, 05:01:06 am »
Maybe it is worth considering limiting range of these events indeed at most 4-5 hops and with preference to sit on a system with more than 3 hops


--

Also, i will restate this here but i think Golems should NOT act as scouts - in my current restarted game the Dyson Sphere sits right on top... of the enemy homeworld - i thanked ;) But since traders plopp about its easy to spot core worlds and with that, homeworlds too.

I see why the rebel outpost is scout but golems shouldn't interact with the player in terms of visibility at all. They are Golems after all.

--

And something else - Z-Reserves... awesome, but i found 2 of them (MK2 and MK3 one) and i am barely building my first Zenith Power Generator i think these should maybe harbor less ships in terms of energy (when i read 400k-1000k energy req i nearly dropped out of my chair!) I don't think many players ever have seen 1000K free energy and thats just for 1 reserve

So maybe have them habor less ships (energy 50k-200k) because players can get that from 3 planets but 1000k you can barely get from 9 planets, if you are really pushing it.
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Offline Shardz

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #7 on: January 10, 2010, 07:23:10 am »
I noticed that on the main map the number of enemies now reports correctly, but on the summary tab of Galaxy View I'm seeing some very different numbers. The AI ships are in the thousands as the map indicates but this summary tab lists 318. Does this number mean the number of enemies that speak English or am I seeing things? :D

Anyway, great work getting this polished! It's really shaping up and getting there fast! 


Offline dlcooper

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #8 on: January 10, 2010, 08:01:03 am »
Hi,
   One issue I just noticed about the automatic updates.  I purchased ai war from arcen and registered the serial number with steam and installed the steam version and then used the "steam" command line option to activate the steam achievements.  When applying the automatic updates, the game automatically restarts with the steamworks deactivated.  Exiting the game and restarting, activates steamworks again.

Doug

Offline Velox

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #9 on: January 10, 2010, 09:25:11 am »
     Just a quick note on the updater - update application just fails with an 'insufficient privileges' error instead of producing a UAC prompt for elevated privileges (win7 x64 enterprise.)

     (Edit: doing a "run as administrator" - which is what most users I know are trained to do in this situation - brings the game up in trial mode.)
« Last Edit: January 10, 2010, 09:33:46 am by Velox »

Offline Shawn

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #10 on: January 10, 2010, 09:27:35 am »
Note that the update will not auto-apply properly if you're using Vista, have UAC turned on, and have AI War in a protected folder (typically anywhere inside Program Files.)

You can probably get around this by loading AI War with admin rights, but personally I just moved it to a more sensible place and moved settings.dat from appdata to the new directory, which seems to have fixed everything.

I was able to get my update to work by
  • going to C:\Program Files\Arcen Games, LLC
  • RightMouseButton
  • select properties
  • select security
  • click edit
  • hiliting the user I log in as
  • click full control


So, there are a couple ways...  :)
« Last Edit: January 10, 2010, 09:31:09 am by Shawn »
Thanks
Shawn

Offline Velox

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #11 on: January 10, 2010, 09:32:32 am »

     Aye, I just altered the permissions as well, but it's probably little too user-unfriendly for a lot of people.  I do like the built-in updater though, very slick!

Offline quickstix

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #12 on: January 10, 2010, 10:37:53 am »
You can right click the program/shortcut and click 'Run as Administrator' for a one time admin rights for a program. You can also right click the program/shortcut, go to properties, compatibility tab and check the box 'Run this program as administrator' (or something similar). These are the easiest ways to get around the issue.

It's worth mentioning though, that as programs in Vista/7 are usually not allowed to write to Program Files (those that do and aren't designed to use personal folders, write to a folder called VirtualStore\Program Files\, in C:\Users\USERNAME\AppData\Local, I think). When AI War detects this, it sets the game directory for saves/settings/error files in your personal AppData folder (for example, C:\Users\USERNAME\AppData\Local\AIWar ). If AI War gets full admin rights, it is then allowed to write to program files, and it sets the game directory to C:\Program Files\Arcen Games, LLC\AI War. If you've never run AI War with full rights, you'll notice there are no saves, profiles and settings files, and that the game will run in trial mode, as the game has never written to this location before and has no record of an unlock key. However, you can still update the game in trial mode, then quit and run the game without admin privelages, which will then cause AI War to set the game directory back to your personal folder in AppData. That's how I did it.

The updater is all kinds of good, it's just the windows issue of permissions and such.
« Last Edit: January 10, 2010, 10:47:22 am by quickstix »

Offline Velox

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #13 on: January 10, 2010, 10:59:45 am »
You can right click the program/shortcut and click 'Run as Administrator' for a one time admin rights for a program. You can also right click the program/shortcut, go to properties, compatibility tab and check the box 'Run this program as administrator' (or something similar). These are the easiest ways to get around the issue.

It's worth mentioning though, that as programs in Vista/7 are usually not allowed to write to Program Files (those that do and aren't designed to use personal folders, write to a folder called VirtualStore\Program Files\, in C:\Users\USERNAME\AppData\Local, I think). When AI War detects this, it sets the game directory for saves/settings/error files in your personal AppData folder (for example, C:\Users\USERNAME\AppData\Local\AIWar ). If AI War gets full admin rights, it is then allowed to write to program files, and it sets the game directory to C:\Program Files\Arcen Games, LLC\AI War. If you've never run AI War with full rights, you'll notice there are no saves, profiles and settings files, and that the game will run in trial mode, as the game has never written to this location before and has no record of an unlock key. However, you can still update the game in trial mode, then quit and run the game without admin privelages, which will then cause AI War to set the game directory back to your personal folder in AppData. That's how I did it.

The updater is all kinds of good, it's just the windows issue of permissions and such.

I noted that after reversion to the non-privileged account the registration/profile info still needed to be re-entered, but I tried that to see what would happen and it still located my saves normally.  Win7 weirdness perhaps?

Offline x4000

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Re: Prerelease/Expans 2.202 (Bugfixes, Trader/Miner/Rebel rebalance)
« Reply #14 on: January 10, 2010, 11:06:40 am »
I should have fix for the updater in the next version, just a quick note -- I just forgot to test the rights escalation, of all things (this is using a component by AppLife).  That's supposed to work right, but apparently it is not on by default; so should be better.  For the command line arguments thing ("steam" being omitted on restart), I think there may actually have been a property for copying command line arguments, too, but I'll have to check.

Other notes:
- Raid Mark I do show the II on their line, that's consistent with the other lines of starships -- the icons are grouped by "watershed," actual difficulty relative to other general mark ships, rather than their actual name.

- The "info not available" on some ships is normal, that's just sim data that hasn't been run yet.  Gosh, we kept rewording that to make it clear that this was not a bug, and people still keep asking about it. :)

- I like the idea of a better "range window" for rebel colonies and mining ships.  Will add.

- The minor factions that are providing visibility to players on planets they are at is not by design, I knew that would be an issue from the start, I just haven't had time to get back around to it.

- The extreme energy use of the zenith reserves is also by design -- it has to have a ton of ships to make it worth it, and a distinctive find!  The reason for the huge number is that this lets you go over your ship caps if you are enterprising and really at your ship cap in all categories already.  So you can amass a truly huge force, or replenish instantly a lost really huge force.  It makes them harder to use just casually (unlike most of the ship-based capturables), but more of an interesting and unique reward when you are able to use them (which makes sense, given that they are a one-time shot of ships, unlike the other capturables).

- Great catch on the enemy count being wrong on the global summary button -- cold storage again.  We'll find the last of those bugs yet!
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