Author Topic: Prerelease 3.086 (AI Avenger Plot, Clickable Alerts, Hide Unexplored Planets)  (Read 2856 times)

Offline x4000

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The latest beta is available via the Updates window in version 3.060 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 3.060 or greater, you can download 3.060 here.  This prerelease version is compatible with any vendor's version of the game -- Steam, Impulse, whatever.

Note:  If you have bug reports related to this release, please log them in the bug reports subforum with one bug per topic.  It makes things infinitely easier for us.  Thanks!

Looking for a Patch That Can Be Manually-Installed?
Because of the time involved in creating multiple versions of each patch, we only create manually-installable patches for official versions of the game, not each beta prerelease.  But you can easily create your own manually-installable beta patch!  Please note that current betas can only be successfully applied to version 3.060 of the game or later (if you later wish to revert to the official version for any reason, you can download the full raw files from the above link to do so).

To create your own manual beta patch, simply download these two files:
1. Current Beta Director Xml File.
2. Current Beta Zip File.

If you try to open that zip file, it will say it's corrupt -- that's okay, it's not really a zip file.  Finally, create a new zip file on your computer, and put both the director and the fake-zip-file inside it.  Call your outer zip file something that starts with Beta and ends with an extension of .zip.  Beta.zip will work just fine, or you can name it after the specific version number if you want to hang onto it.  And that's it!  Now you have your very own manually-installable package of the AI War beta version of your choice, which you can install by simply selecting via your Updates window in the game.  Please note that "Beta" in the filename is case-sensitive.

What's new since 3.084:
(Cumulative release notes since 3.060 are attached at the bottom)

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

-A newer version of the Lidgren Network Library is now used.

-added support for AI plots, which are enabled in the new "AI Plots" tab in the new game lobby.

-added first AI plot: the avenger space station that spawns on the death of the core command station of the AI with the avenger plot.  The Avenger is incredibly powerful, and will go straight for human home command stations.

-all command stations (I, II, III, Warp Jammer, Home, Home Core, and AI Core) now immediately retry the "am I protected by a forcefield" logic after losing protection from a forcefield.  This prevents issues where the brief window between losing protection and recalculating protections allows enough firepower through to destroy the station.  For performance reasons this immediate-retry logic is not applied to non-command-stations.

-turrets can now be munitions boosted, but only to 40% (for 140% damage).

-starships can now be munitions boosted, but only to 20% (for 120% damage).

-added two commands for enabling the new AI plot in existing games, "cmd:add plot ai1 avenger" for ai player 1, and "cmd:add plot ai2 avenger"  for ai player 2.  These are not cheats and will work on cheats-not-enabled games; the chat message will say "CHEAT" but it doesn't actually flag your game as a cheat game.  Note that the command will not appear to do anything, the plot doesn't trigger until the respective ai core command station is destroyed.  If the core command station has already been destroyed, the plot cannot be triggered for that ai player.

-modules are now immune to area of effect damage.

-now if you left-click or right-click on an alert (wave alerts, mining golem, rebel colony invisibility timer, command station under attack, etc) you will be taken to the applicable planet (if any, a ? ? ? wave warning or cpa warning won't take you anywhere).

-now if you hold alt+A on the galaxy map screen it will show the alert box like normal.

-added option checkbox in lobby for "Show Unexplored Planets" (defaults to true, which is the previous behavior), if unchecked, planets will not be shown on either the lobby or the in-game galaxy map until the human team has visited it.  Non-visible wormhole links will not be used by any auto-pathing, so the first time to a new planet you'll need to explicitly send ships via ctrl-right-clicking the wormhole.  An "auto explore unexplored wormhole" order is planned, but not yet implemented.

-added "unexplored wormholes" galaxy display mode similar to "hostile wormholes" but instead displays the number of wormholes with non-visited planets on the other end (doesn't count exo-wormholes).  Only displays a number if the "source" planet has been visited, of course.  This display mode can be triggered via the "X" key.

CHANGES TO PAST PRERELEASES
=======

-In the last version there was a rare crash in sound playing code, fixed.

-In the last version the "no wave warnings" ai modifier was also hiding all other messages that normally go in the alert box (devourer around, trader on one of your planets, marauders coming, etc), fixed to only hide wave warnings.

-modified multi-beam beam cannons (previously only the heavy beam cannon IV, but now also the II and III) to split their strength among all beams and compute damage application separately for each beam

-modified heavy beam cannons to interact more correctly with forcefields

-heavy beam cannon beam color changed from blueish to greenish, and a bit closer to white.

-changed aggregate targeting behavior for melee ships again, to make them much less likely to pile up on the same target

-aggregate targeting now considers a unit ineligible as a "leader" if it is in low-power-mode (and if it is a leader and is put into low-power-mode ships using its targeting data will switch "leaders" when they next check for a target list).

-fixed yet another bug with multi-ff-collision.

-heavy beam cannon IIs now fire 3 beams in a fan pattern, and IIIs now fire 5 beams.  The attack power is split evenly between them.  Moderate buff to the II, III, and IV attack power to compensate for the spreading out of the beam strength.

-heavy beam cannons now have a 100% power boost against forcefields.

-heavy beam cannon III tech unlock cost from 4000 to 3500, mark IV from 6000 to 3000 (it is only one turret, after all)

-"no wave warnings" ai modifier now hides the overall "wave" count on the left end of the resource display

-"no wave warnings" ai modifier now prevents incoming wave sound from playing.
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Offline MaxAstro

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I absolutely LOVE hide unexplored planets, it adds a lot of strategy (and removes a lot of kvetching about people not liking the maps).  Especially the bit about not being able to be sure if your starting locations are adjacent or not...  XD

Currently, however, it is possible to "cheat" slightly - if "always show planet names on galaxy map" is enabled, you can still see where all the planets are based on their names.  Planet names should probably be one of the things that is hidden so that players can benefit from this option without taking away the fun of not knowing the shape of the galaxy.

Offline Ozymandiaz

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This new plot sounds interesting.

I got both AIs left, should I use both commands? Since I do not know what AI I will kill first? :).
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Offline keith.lamothe

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Quote
I got both AIs left, should I use both commands? Since I do not know what AI I will kill first?
Yea, I would suggest that.  The second core command station to go down will also spawn an Avenger (I think, haven't tested it), but at that point you've won and it's up to you whether you want to deal with the thing.

I've done some balance testing with the Avenger and I think it's about right against conventional weaponry, I'm not sure about how it does against everything though.  It may be too strong, at least for the lower difficulties, and I'm intending to have it "scale" with some sort of difficulty index.  Right now you always get the same one regardless, and it's kinda strong ;)  Definitely save before you alert the AI homeworld (or at least before you destroy the core command station) so you can retry if it just kills you, because the Avenger will try pretty much as hard as it can to kill you.

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Offline akronia

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I really like the new unexplored view setting!

Some suggestions:

1) It would make more sense that the planet name overlay (Ctrl) only shows explored planets

2) In the game lobby maybe show the interconnectivity of chosen home planets, so that players can start adjacent if they want to.
Showing all connections for the selectable start points would counter-act the point of the new mode... or maybe not? It would give a head-start to a small portion of the galaxy, leaving enough unknown territory to explore.

I like the idea of only showing connections between the home worlds, though.
So, if I select my starting position and then another player we would see how we would be connected.

Offline keith.lamothe

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1) It would make more sense that the planet name overlay (Ctrl) only shows explored planets
Yes, it's completely unintentional that it shows it now, I just missed it in my sweep.  There's a LOT of places that kind of info can leak out ;)

Quote
2) In the game lobby maybe show the interconnectivity of chosen home planets, so that players can start adjacent if they want to.
Showing all connections for the selectable start points would counter-act the point of the new mode... or maybe not? It would give a head-start to a small portion of the galaxy, leaving enough unknown territory to explore.
It could be done, though I'll be shaking my fist at special cases the whole time (just kidding).
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Offline MaxAstro

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I actually kinda like not being able to tell how adjacent your starts are; it adds another layer of strategy to choosing your start location.

Offline Doddler

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That's an interesting take on the unexplored option.  It's pretty cool actually, but a bit tricky to control exploration.

I blame playing space empires too much, when I first heard of the unexplored option, I thought that you would be able to see where all the links of a world went to by scouting that world rather than having to traverse each link individually.  It would certainly make things easier from a control perspective since you could still initiate in scouting a new world from a galaxy view.  

Though the way it's done I imagine makes more sense and could be more interesting, presuming there's an easy way to perform this kind of scouting.  Because you have to actually view a planet in order to issue a command to a ship to enter a warp, you can't order a ship to enter a warp without the ship actually being present on that world, it makes it pretty brutal for scouting agressive worlds.

Edit1: I just realized you can't see the systems at all until they are explored.  I thought the warp lines would simply be hidden.  It's quite a bit different than I thought! :P
« Last Edit: March 22, 2010, 12:00:10 pm by Doddler »

Offline keith.lamothe

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It could be changed to show all outbound links from explored worlds, but I wanted to start with the most brutal option that made sense (since most people who want it seem to want to genuinely go in "blind").  The micro of having to nanny the exploring ships to get them to keep going through unexplored wormholes should be alleviated with an "auto-go-through-an-unexplored-wormhole-and-repeat" order.
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Offline orzelek

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Can you please consider making scouts a bit more durable/survivable etc?

These things die quickly even when used in larger groups.... basically MkIII/IV are sometimes capable of murdering full cap of Mk II scouts. And while the unexplored galaxy is nice having to haul your scouts around in transports seems a bit excessive way to survey taht 4th/5th or something planet down the link, sometimes maybe needed to even see 3rd planet out.

Offline Draxis

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We started a game with 4 of us and it was rock solid for the couple of hours we were playing, no inexplicable networking glitches or slowdowns at all.  I dont know if its the new library or something else that was tweaked, but multiplayer AI war has never felt more reliable.  This is shaping up to be one great patch :D

Offline quickstix

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The new endgame content is a great idea. I'm looking forward to seeing what other scenarios appear.

Offline Spikey00

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The update sounds great--the idea for the end game seems to be a nice climax, and the unexplored planets toggle is a great option.
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Offline x4000

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