Author Topic: Prerelease 1.999C (Repair Costs, AI Home Buffs, Tachy Warh buffs, More Art)  (Read 1647 times)

Offline x4000

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The latest prerelease is available at http://www.arcengames.com/share/AIWar1999C.zip

That version is an upgrade from version 1.301, so you have to already have 1.301 (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.

What's new since 1999B:
(Cumulative release notes since 1.301 are attached at the bottom)

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

-On difficulty 6 and up, AI home planets are now much less responsive to neutering.  This gives a more realistic, more dramatic, final-battle feel to these planets.

-The game now keeps track of the exact second at which a victory/loss was achieved, and the timer stops counting at that second even though the game keeps going.

-It is now possible to select more than one AI modifier at a time in the lobby.

-The selected AI modifiers and Disabled Ships are now shown in the Totals button on the galaxy map in each game.  Now, all of the chosen lobby settings are basically shown in some fashion or other in-game.

-The planetary summary now indicates if "last seen" ships were enemy, allied, or local player's ships.

-The energy cost of autocannon minipods has been reduced from 100 to 25.

-Ion cannons are now immune to nuclear blasts.

-The metal/crystal costs of mark II and III laser turrets have been increased.

-Tachyon Beam emitters (the two fixed-position variants) have been moved to the Turret tab, off of the DEF tab, so that they are better grouped with the other ships that would be being built around the same time (and so that more players notice them and remember to build them).

-Core turrets no longer require supply.

-New Ship:  Core AI Force Fields are immune to nuclear blasts, don't require supply, have even more health, and a protection radius 2x larger than any other force field.  These are used on core/home AI planets only.

-The AI will no longer abandon its command posts to pursue tachyon warheads.

-The detonation from tachyon warheads now reveals cloaked ships for 5 minutes instead of 30 seconds.  This makes tachyon warheads a lot more useful.

-The energy cost of tachyon warheads and EMPs has been reduced from 5,000 to 2,000.  The move speed of these two warheads has also been upped 3x.

-It now costs resources to repair all ships.  This cost is pretty low for most ships, and is listed in amongst the other abilities for ships that can be repaired.

-The color of the abilities text is now brighter and thus more noticeable/readable.

-Starships now have higher repair costs, depending on their ship level and the type of starship.  This fixes the exploit of players using starships and then repairing them as a way to have "free" offensive forces.

NEW ART - Philippe Chabot
--------------
Updated CrystalHarvester
Updated CrystalManufactory
Updated Gather Point Flag
Updated Energy Capsule (Metal Harvester Build Point)
Updated MetalHarvester
Updated MetalManufactory
Updated ScienceLab, ScienceLabII, Advanced Research Station
« Last Edit: September 23, 2009, 07:04:53 pm by x4000 »
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Offline liq3

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Re: Prerelease 1.999C (Repair Costs, AI Home Buffs, Tachy Warh buffs, More Art)
« Reply #1 on: September 23, 2009, 03:15:55 pm »
Still no buff to cutlasses regen. :(

Offline x4000

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Re: Prerelease 1.999C (Repair Costs, AI Home Buffs, Tachy Warh buffs, More Art)
« Reply #2 on: September 23, 2009, 03:18:15 pm »
Still no buff to cutlasses regen. :(

That was a while ago.  I upped it something like 4x or 10x or something.
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Offline liq3

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Re: Prerelease 1.999C (Repair Costs, AI Home Buffs, Tachy Warh buffs, More Art)
« Reply #3 on: September 23, 2009, 03:21:53 pm »
Still no buff to cutlasses regen. :(

That was a while ago.  I upped it something like 4x or 10x or something.
Really? I've checked twice and it's still at 20hp/s (40 minutes). You said you'd buff it to 10 minutes, so should be like 80hp/s. 

Offline x4000

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Re: Prerelease 1.999C (Repair Costs, AI Home Buffs, Tachy Warh buffs, More Art)
« Reply #4 on: September 23, 2009, 03:39:27 pm »
Still no buff to cutlasses regen. :(

That was a while ago.  I upped it something like 4x or 10x or something.
Really? I've checked twice and it's still at 20hp/s (40 minutes). You said you'd buff it to 10 minutes, so should be like 80hp/s. 

Turns out there was a bug with that, so even though I set it for around 7.5 minutes it was not calculating right.  Fixed in the D version!
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Offline Warnstaff

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Re: Prerelease 1.999C (Repair Costs, AI Home Buffs, Tachy Warh buffs, More Art)
« Reply #5 on: September 23, 2009, 06:59:21 pm »
I didn't get the chance to test previous 1.999 versions, but my engineers don't seem to accelerate ques anymore (I usually play on +300% resource) and I can't find any changes to them in the release notes and they worked in 1.301.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Re: Prerelease 1.999C (Repair Costs, AI Home Buffs, Tachy Warh buffs, More Art)
« Reply #6 on: September 23, 2009, 07:01:00 pm »
I didn't get the chance to test previous 1.999 versions, but my engineers don't seem to accelerate ques anymore (I usually play on +300% resource) and I can't find any changes to them in the release notes and they worked in 1.301.

Yep, that's a known issue with C -- that's fixed in D, which will be out shortly.  In fact... I'll go ahead and release that now, because that's a pretty critical one.  Back in a sec.
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Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!