Author Topic: Priorities for 7.0/Vengeance official release  (Read 12887 times)

Offline keith.lamothe

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Re: Priorities for 7.0/Vengeance official release
« Reply #60 on: June 04, 2013, 11:42:52 am »
Would linking the noooooo button change anything?
No :)
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Offline mecharm

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Re: Priorities for 7.0/Vengeance official release
« Reply #61 on: June 04, 2013, 11:44:00 am »
Well then. To the cryotube!

Offline chemical_art

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Re: Priorities for 7.0/Vengeance official release
« Reply #62 on: June 04, 2013, 12:24:08 pm »
Idea:

Reduce guardpost health between 50 and 75%, give them 100k armor.

Result: Makes raids more effective in engaging guard posts, non-armor piercing not so effective

Alternative: Give them 30K armor, reduce health around 30%
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Offline Burnstreet

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Re: Priorities for 7.0/Vengeance official release
« Reply #63 on: June 04, 2013, 01:31:35 pm »
Some of my space planes are still not aquiring targets by themselves and don't shoot with enemies in range.

http://www.arcengames.com/mantisbt/view.php?id=11620

Kinda reduces their charm if they don't feel fully motivated to fight for me :/

Offline keith.lamothe

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Re: Priorities for 7.0/Vengeance official release
« Reply #64 on: June 04, 2013, 01:36:34 pm »
Some of my space planes are still not aquiring targets by themselves and don't shoot with enemies in range.

http://www.arcengames.com/mantisbt/view.php?id=11620

Kinda reduces their charm if they don't feel fully motivated to fight for me :/
I toyed with that one for a while and got some improvement, but eventually just reverted out my recent target-sorting optimization on the theory that it was responsible for this and some memory errors people were getting.

If you're still seeing this problem then it's probably something that's dated back to 6.0 (probably well before that).  Doesn't mean I don't want to fix it, but it's probably got more to do with the fact that only so many ships can get target lists per frame (to keep things from bogging down), which is something that can be refined upon but ultimately will still exist in some form.
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Offline TechSY730

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Re: Priorities for 7.0/Vengeance official release
« Reply #65 on: June 04, 2013, 01:46:53 pm »
Idea:

Reduce guardpost health between 50 and 75%, give them 100k armor.

Result: Makes raids more effective in engaging guard posts, non-armor piercing not so effective

Alternative: Give them 30K armor, reduce health around 30%

Something like this would be cool.

If the AI is not going to he hardened forcefields (which I still think they should), this would be a good way to make us care about armor more. Heck, it would be a good change even if the AI also got hardened forcefields.

I'd vote for the less extreme 30k armor, 30% health nerf variant.

Offline Burnstreet

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Re: Priorities for 7.0/Vengeance official release
« Reply #66 on: June 04, 2013, 02:20:48 pm »
I toyed with that one for a while and got some improvement, but eventually just reverted out my recent target-sorting optimization on the theory that it was responsible for this and some memory errors people were getting.

If you're still seeing this problem then it's probably something that's dated back to 6.0 (probably well before that).  Doesn't mean I don't want to fix it, but it's probably got more to do with the fact that only so many ships can get target lists per frame (to keep things from bogging down), which is something that can be refined upon but ultimately will still exist in some form.
I still have it, encountering it with as low as 20 units attacking and 1700 total units in galaxy, so I guess it may be something else. I added a new save to the ticket, maybe you can see there what's going on.

Offline Tridus

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Re: Priorities for 7.0/Vengeance official release
« Reply #67 on: June 04, 2013, 04:48:37 pm »
Looks like the bug with carriers and AI eyes is still around.

I've got it happening again. The really weird thing is that if I open the save I take while its happening, the carriers immediately start deploying. They were not doing that before I saved and reloaded. So it seems like something is re-evaluating when you load the save that makes them behave properly.

edit - I got a save where this is more reproducable. Go up to Murdoch (P0 on the map) and grab the Spire fleet that's there (ignore the other ships). Go to the nearby AI planet and attack stuff that isn't carriers. You'll see the Raid Eye activate with a 1000 ship carrier not deploying.
« Last Edit: June 04, 2013, 04:52:33 pm by Tridus »

Offline Burnstreet

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Re: Priorities for 7.0/Vengeance official release
« Reply #68 on: June 04, 2013, 06:11:45 pm »
Thanks for fixing that bug :)

When you capture a Core Spire Corvette Fabricator, you currently don't get them in the Ship Design window. Would be nice to be able to create Designs for them.
http://www.arcengames.com/mantisbt/view.php?id=11782

Offline keith.lamothe

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Re: Priorities for 7.0/Vengeance official release
« Reply #69 on: June 04, 2013, 06:13:55 pm »
Thanks for fixing that bug :)
My pleasure :)

Quote
When you capture a Core Spire Corvette Fabricator, you currently don't get them in the Ship Design window. Would be nice to be able to create Designs for them.
http://www.arcengames.com/mantisbt/view.php?id=11782
I though I'd already nailed that one, but I'll take a look, thanks.
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Offline Toranth

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Re: Priorities for 7.0/Vengeance official release
« Reply #70 on: June 04, 2013, 06:23:59 pm »
When you capture a Core Spire Corvette Fabricator, you currently don't get them in the Ship Design window. Would be nice to be able to create Designs for them.
http://www.arcengames.com/mantisbt/view.php?id=11782
I though I'd already nailed that one, but I'll take a look, thanks.
[/quote]True for the Mk V Protector Starship as well.

Offline keith.lamothe

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Re: Priorities for 7.0/Vengeance official release
« Reply #71 on: June 04, 2013, 09:04:51 pm »
Looks like the bug with carriers and AI eyes is still around.

I've got it happening again. The really weird thing is that if I open the save I take while its happening, the carriers immediately start deploying. They were not doing that before I saved and reloaded. So it seems like something is re-evaluating when you load the save that makes them behave properly.

edit - I got a save where this is more reproducable. Go up to Murdoch (P0 on the map) and grab the Spire fleet that's there (ignore the other ships). Go to the nearby AI planet and attack stuff that isn't carriers. You'll see the Raid Eye activate with a 1000 ship carrier not deploying.
Thanks, that was an excellent reproducible case; turns out there was a bug causing those carriers to not count all the ships on the planet in the strength calculations, so I fixed that and improved the related logic in general.  Now when you pop that FS fleet through the Carriers deploy all over you and the fight is short and not favorable to your fleet.
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Offline Tridus

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Re: Priorities for 7.0/Vengeance official release
« Reply #72 on: June 04, 2013, 09:29:22 pm »
Sounds fun! :D

Offline keith.lamothe

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Re: Priorities for 7.0/Vengeance official release
« Reply #73 on: June 05, 2013, 05:10:52 pm »
Well then. To the cryotube!
Turns out certain other people had other ideas about the beta question that I wasn't aware of :)  Beta will actually be starting soon, presumably this week.
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Offline Faulty Logic

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Re: Priorities for 7.0/Vengeance official release
« Reply #74 on: June 05, 2013, 08:27:16 pm »
Now that the showdown is reasonable, I want:

to make sure SF/Trains/Threatfleet behave (and NOT all camp the same planet bordering my space),

core turrets to be a lot cheaper, or free,

and new color choices.
« Last Edit: June 05, 2013, 08:35:22 pm by Faulty Logic »
If warheads can't solve it, use more warheads.