Author Topic: Prerelease/Expans 2.801 (3 new map types, targeting fixes, other fixes)  (Read 5472 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
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 or greater of the game.  Just open the game and you can quickly download the prerelease through the updates tab.  If you don't yet have 2.201 or greater, you can get 2.300 (the last full package released) here:  http://arcengames.com/forums/index.php/topic,3029.0.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:  Steamworks integration should turn on automatically in the latest beta versions, but if it doesn't you can enable it manually: Dimply 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 2.600:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-Three new expansion-only map styles have been added to the game: Snake, Vines, and Grid.  They provide somewhat more orderly alternatives to Tree and Spokes, with explorations in different sorts of connection-patterns between planets, providing more variety in terms of planet adjacency, numbers of hops, and so on.

-Error handling for corrupt game images is now better.  It now says specifically which image is corrupt, and doesn't crash the game.

-A checkbox has been added to the updates window that allows for updates to optionally be applied without invoking admin rights.  This only works on pre-Vista machines, or when the game is installed somewhere other than Program Files.

-All of the command stations except for the AI home planet command station now have new, larger graphics and icons.  This includes the command station cores.  This makes them more attractive, but also easier to see and select when zoomed very far out (including locating them on enemy planets).

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

-Previosuly, cold storage was preventing alarm posts from working.  Fixed.

-Fixed another bug relating to FRD units not chasing teleporting units properly.

-Marauders and Resistance Fighters will now travel through wormholes when there are no enemies on their current planet.  This prevents them from building up too hugely on any given planet.

-Force fields were showing up in enemy territory when they should not have been (again).  Fixed (again).

-In 2.600, attack-move mode was working like FRD mode instead.  Fixed.

-AI Turrets and the mining golem were doing a poor job of target selection in the last release. Fixed.

-Marauders and similar now count as threat, since they can now directly attack planets that they are not on.

-Marauders and resistance fighters both now have mine avoidance.

-The laser sound effects have been improved.
« Last Edit: January 11, 2010, 10:41:04 pm by x4000 »
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 RCIX

  • Core Member Mark II
  • *****
  • Posts: 2,808
  • Avatar credit goes to Spookypatrol on League forum
Re: Prerelease/Expans 2.800 (3 new map types, targeting fixes, other fixes)
« Reply #1 on: January 11, 2010, 09:10:26 pm »
Nice to see AI war starting to get a consistent art style though i do have to agree -- the pseudo-3d perspective doesn't work so well when dealing with ships that rotate.
Avid League player and apparently back from the dead!

If we weren't going for your money, you wouldn't have gotten as much value for it!

Oh, wait... *causation loop detonates*

Offline raptor331

  • Sr. Member
  • ****
  • Posts: 313
Re: Prerelease/Expans 2.800 (3 new map types, targeting fixes, other fixes)
« Reply #2 on: January 11, 2010, 09:18:01 pm »
These updates multiply faster than rabbits!!!! A job well done!!!

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Prerelease/Expans 2.800 (3 new map types, targeting fixes, other fixes)
« Reply #3 on: January 11, 2010, 09:19:13 pm »
These updates multiply faster than rabbits!!!! A job well done!!!
It could be said they are like marauders... lol
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline raptor331

  • Sr. Member
  • ****
  • Posts: 313
Re: Prerelease/Expans 2.800 (3 new map types, targeting fixes, other fixes)
« Reply #4 on: January 11, 2010, 09:22:40 pm »
erkk!!!, the spacestation moved!!!! I have to reposition base. Was this intended so that it would fit?

Offline solidsmooky

  • Newbie Mark II
  • *
  • Posts: 13
Re: Prerelease/Expans 2.800 (3 new map types, targeting fixes, other fixes)
« Reply #5 on: January 11, 2010, 10:15:11 pm »
From the screenshot in the OP I really like the new art. It was one of the things I was hoping for in later improvements. I can't wait :D

Offline eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Re: Prerelease/Expans 2.800 (3 new map types, targeting fixes, other fixes)
« Reply #6 on: January 11, 2010, 10:34:23 pm »
Oh noes

Unhandled Exception

12.01.2010 04:31:09 (2.8.0.0)
Could not find sound 'ShotDoubleLazer2Enemy'

Might be because that file doesn't exist ;)

Also my home command station bumped a whole screen out of forcefields defenses and .. this isn't nice ;)

Warning
If you upgrade to this version and you are under attack anywhere, don't update till the threat is gone, your command station might bump right into the enemy ^^
« Last Edit: January 11, 2010, 10:38:48 pm by eRe4s3r »
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Prerelease/Expans 2.800 (3 new map types, targeting fixes, other fixes)
« Reply #7 on: January 11, 2010, 10:40:42 pm »
Oh noes

Unhandled Exception

12.01.2010 04:31:09 (2.8.0.0)
Could not find sound 'ShotDoubleLazer2Enemy'

Might be because that file doesn't exist ;)

Also my home command station bumped a whole screen out of forcefields defenses and .. this isn't nice ;)

Warning
If you upgrade to this version and you are under attack anywhere, don't update till the threat is gone, your command station might bump right into the enemy ^^

Whoops -- 2.801 is out now to fix that.  Thanks for noting it!
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

  • Full Member
  • ***
  • Posts: 149
Re: Prerelease/Expans 2.800 (3 new map types, targeting fixes, other fixes)
« Reply #8 on: January 11, 2010, 10:41:24 pm »
Well, it looks as though the new graphics of the Command Center inflated its ego and now he's trying to go solo without the boys! LOL! Apparently, with saved games that have accumulated units centered around the Station like a hub, the new graphics somehow pushed the poor guy out of the crowd and out of the way. Since we can't actually move the Command Station once it's built, this poses a slight problem to keep the units together. All my AI planets have the Command Station outside the perimeter as seen in the picture below.


P.S. Comic relief provided for free!  :D
« Last Edit: January 11, 2010, 10:48:55 pm by Shardz »

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Prerelease/Expans 2.800 (3 new map types, targeting fixes, other fixes)
« Reply #9 on: January 11, 2010, 10:42:33 pm »
Nice to see AI war starting to get a consistent art style though i do have to agree -- the pseudo-3d perspective doesn't work so well when dealing with ships that rotate.

Certainly they should not rotate if they are presudo-3D.  I don't think any of these do, but let me know if you see one that slipped through.

These updates multiply faster than rabbits!!!! A job well done!!!

Thanks!

erkk!!!, the spacestation moved!!!! I have to reposition base. Was this intended so that it would fit?

If it was colliding with other stuff, it will move, yeah.

From the screenshot in the OP I really like the new art. It was one of the things I was hoping for in later improvements. I can't wait :D

Excellent!
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 x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Prerelease/Expans 2.800 (3 new map types, targeting fixes, other fixes)
« Reply #10 on: January 11, 2010, 10:43:38 pm »
Well, it looks as though the new graphics of the Command Center inflated its ego and now he's trying to go solo without the boys! LOL! Apparently, with saved games that have accumulated units centered around the Station like a hub, the new graphics somehow pushed the poor guy out of the crowd and out of the way. All my AI towns have the Command Station outside the perimeter as seen in the picture below.


P.S. Comic relief provided for free!  :D

:)
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 eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Re: Prerelease/Expans 2.801 (3 new map types, targeting fixes, other fixes)
« Reply #11 on: January 11, 2010, 10:51:43 pm »
Oh oh oh.. x4000 can you please stop command stations from moving somehow? Because, there is stuff that can't move, like Zenith power Generators.. Shield Inhibitors .. turrets .. and like, power generators (kinda important stuff ;p), and this happens in *all* my sectors - everywhere my command stations moves out of forcefield cover and a lot not just a nudge, a full forcefield radius, and this means i can no longer protect my energy generators :o or i have to scrap the station and rebuilt...

Maybe i just got unlucky, but my home station is FAR from where it was supposed to be

Please have command stations NOT reposition ever on game-load
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Prerelease/Expans 2.801 (3 new map types, targeting fixes, other fixes)
« Reply #12 on: January 11, 2010, 10:54:11 pm »
or, instead of just not repositioning, just reposition /everything else/, radially away from the command center until there are no problems.
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Re: Prerelease/Expans 2.801 (3 new map types, targeting fixes, other fixes)
« Reply #13 on: January 11, 2010, 11:02:45 pm »
No, that would make the problem much worse, because some stuff like Zenith power gens and Inhibitors can NOT be replaced either. Nothing should move at all - after all this is something that is game breaking if it happens during attack and you can not avoid it, short of going back some versions
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Prerelease/Expans 2.801 (3 new map types, targeting fixes, other fixes)
« Reply #14 on: January 11, 2010, 11:05:55 pm »
No, that would make the problem much worse, because some stuff like Zenith power gens and Inhibitors can NOT be replaced either. Nothing should move at all - after all this is something that is game breaking if it happens during attack and you can not avoid it, short of going back some versions
On the contrary. Radially repositioning things should place them in relatively the same spot, just that the centers are farhter apart.

Yes, i realize that this is bad, but with the recent boost to forcefield sizes, its not really too much of an issue. Radially repositioning EVERYTHING slightly is better than moving a command station. Id think.
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit