Author Topic: Two small fixes for the next patch perhaps  (Read 28822 times)

Offline keith.lamothe

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Re: Two small fixes for the next patch perhaps
« Reply #120 on: June 24, 2011, 06:15:39 pm »
Ok, the changes have been unleashed into the source control mechanism, notes here:

http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-5.000_Beta#Prerelease_5.012



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Offline Nalgas

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Re: Two small fixes for the next patch perhaps
« Reply #121 on: June 24, 2011, 06:18:08 pm »
Heh.  So we still have to do it manually, but we can do it by just whacking the keyboard a few times?  That sure is something or other.

Offline chemical_art

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Re: Two small fixes for the next patch perhaps
« Reply #122 on: June 24, 2011, 06:20:15 pm »
Nice!


Will change a lot of things...

EDIT: In the realms of energy usage. In the flow of games most of the time it makes little difference since it is you don't want to smash your keyboard.
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Offline keith.lamothe

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Re: Two small fixes for the next patch perhaps
« Reply #123 on: June 24, 2011, 06:20:39 pm »
Heh.  So we still have to do it manually, but we can do it by just whacking the keyboard a few times?  That sure is something or other.
Yep, it's the logical extension of the shift-clicking-quickbar-list interface.

But wait until you actually use it before assigning adjectives, there may be important additional info ;)
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Offline Nalgas

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Re: Two small fixes for the next patch perhaps
« Reply #124 on: June 24, 2011, 06:24:50 pm »
But wait until you actually use it before assigning adjectives, there may be important additional info ;)

I'm curious and a little concerned (but also hopeful) as to what that might end up being, but I'm pretty sure "something or other" is ambiguous enough to cover all possible outcomes.

Offline keith.lamothe

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Re: Two small fixes for the next patch perhaps
« Reply #125 on: June 24, 2011, 06:27:00 pm »
Nice!


Will change a lot of things...

EDIT: In the realms of energy usage. In the flow of games most of the time it makes little difference since it is you don't want to smash your keyboard.
Yea, the idea is that if you see an outage you can hit the turn-on-most-efficient key a few times without needing to pause, but you still have to be on your toes.
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Offline Cyborg

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Re: Two small fixes for the next patch perhaps
« Reply #126 on: June 24, 2011, 06:43:30 pm »
Yea, the idea is that if you see an outage you can hit the turn-on-most-efficient key a few times without needing to pause, but you still have to be on your toes.

Cautiously optimistic. Actually, I think I can put this in a macro with the key bind.  :P
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Offline keith.lamothe

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Re: Two small fixes for the next patch perhaps
« Reply #127 on: June 24, 2011, 06:50:26 pm »
Yea, the idea is that if you see an outage you can hit the turn-on-most-efficient key a few times without needing to pause, but you still have to be on your toes.

Cautiously optimistic. Actually, I think I can put this in a macro with the key bind.  :P
Hahaha.  I can forsee a new mantis record: "From: Cyborg, Subject: The Game's Running Really Slow When I Hit This Key 1000 Times a Second".  Though it's actually pretty efficient due to using precomputed totals for energy reactor per-mark-per-planet counts.
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Offline Strill

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Re: Two small fixes for the next patch perhaps
« Reply #128 on: June 25, 2011, 09:21:01 am »
Quote
Quote
- For all command stations add an amount to their energy output equal to the current energy reactor I + II + III.
I'd prefer not to see this happen, because I think the choice of where to build reactors is good.
Yea, I think this is a good place for some good choices, and that a relatively simple solution can bring it back from the current of imbalance that promotes just building all marks of energy reactor on all planets. 
How about you give reactors some flexibility in their power output/resource usage?  Like, allow reactors to automatically scale down production by up to x%?  You could then disable turning off energy reactors.  It allows for automatic optimal generator usage in small cases (i.e. no constant tactical level micro) while still being significant in more major cases.

Offline keith.lamothe

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Re: Two small fixes for the next patch perhaps
« Reply #129 on: June 25, 2011, 09:37:06 am »
How about you give reactors some flexibility in their power output/resource usage?  Like, allow reactors to automatically scale down production by up to x%?  You could then disable turning off energy reactors.  It allows for automatic optimal generator usage in small cases (i.e. no constant tactical level micro) while still being significant in more major cases.
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Yea, I suggested something like that to Chris yesterday:

Me:
"One possible improvement I can think of is to disallow low-power-mode on reactors but make it so you only "pay" for the energy you actually use, not the excess.  Or maybe you only pay like 1/5th for energy you don't use.  I can think of ways of making the implementation very simple, but the more important issue is whether it would really help."

Response:
"Well, that actually doesn't work, because it removes all risk to your infrastructure from the AI hitting reactors.  People would just build a comfortable buffer, leave it on, and then energy is essentially a non-factor in most of the game.  This is what I mean, it just goes round and round. ;)"

And he's right, it would just be shuffling out one problem for a very similar version of the same problem, not actually achieving a net gain.  So rather than changing the model to just-different-problems or introducing a toggle whereby the game makes the decisions for you, we're making it so that you can implement the decisions "turn on the low-power reactor that would be most efficient" and "turn off the least efficient active reactor" without actually having to do the math or navigate the lists yourself.  So you still have to think about it, and keep an eye on your energy, and react to situations, but it's something you can do on the fly.
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Offline Bleek

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Re: Two small fixes for the next patch perhaps
« Reply #130 on: June 25, 2011, 11:11:45 am »
And he's right, it would just be shuffling out one problem for a very similar version of the same problem, not actually achieving a net gain.  So rather than changing the model to just-different-problems or introducing a toggle whereby the game makes the decisions for you, we're making it so that you can implement the decisions "turn on the low-power reactor that would be most efficient" and "turn off the least efficient active reactor" without actually having to do the math or navigate the lists yourself.  So you still have to think about it, and keep an eye on your energy, and react to situations, but it's something you can do on the fly.

That seems like the most sensible option too.  ;)

Offline keith.lamothe

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Re: Two small fixes for the next patch perhaps
« Reply #131 on: June 25, 2011, 12:15:29 pm »
Philo, thought I'd let you know that your original request has also been handled:

"* Fixed bug where the command-station foldouts each player got on each ally's planet were not executing galaxy-wide or per-planet controls (like Auto-FRD, auto-build engineers, auto-build energy reactors)."

The code was already in there, the foldouts just weren't getting into that branch.
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Offline Nalgas

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Re: Two small fixes for the next patch perhaps
« Reply #132 on: June 25, 2011, 12:29:53 pm »
Philo, thought I'd let you know that your original request has also been handled:

"* Fixed bug where the command-station foldouts each player got on each ally's planet were not executing galaxy-wide or per-planet controls (like Auto-FRD, auto-build engineers, auto-build energy reactors)."

The code was already in there, the foldouts just weren't getting into that branch.

Huzzah.  Now maybe I won't spend quite so much time gifting remains rebuilders to the more distractible members of my group.  It's quicker and easier to just build more and transfer them to them than to remind them for the 800th time that they got killed again.  It's ok, though, because I build engineers and gift them to them to assist my construction projects and steal their resources when they're not looking to make up for it.  Heh.

Offline keith.lamothe

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Re: Two small fixes for the next patch perhaps
« Reply #133 on: June 25, 2011, 12:34:39 pm »
Huzzah.  Now maybe I won't spend quite so much time gifting remains rebuilders to the more distractible members of my group.  It's quicker and easier to just build more and transfer them to them than to remind them for the 800th time that they got killed again.  It's ok, though, because I build engineers and gift them to them to assist my construction projects and steal their resources when they're not looking to make up for it.  Heh.
You might also be interested in another one that's in for 5.012, then:

"
* Added new galaxy-wide control toggle: "Allow Ally Rebuilders To Rebuild My Remains".
** If this toggle is checked, ally rebuilders will automatically consider the remains of any of your units to be valid rebuilding targets.  Note that starting the rebuilding process costs no resources,  the rebuilt unit is yours, and the rest of the rebuilding process is paid for like normal construction.
** Also, please note that if an ally is using the "Engineers Do Not Assist Allies" toggle, their rebuilders will not automatically consider your remains regardless of your controls.
"

Granted, you'll still want your allies building rebuilders so you're not having to cover the entire galaxy with your own cap, but it should help alleviate the stress of making sure that a particular player has rebuilders on a particular planet.
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Offline Nalgas

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Re: Two small fixes for the next patch perhaps
« Reply #134 on: June 25, 2011, 12:37:27 pm »
Yes, I am quite interested in that, because those are the same people who will probably forget to set them to auto-build in the first place without me harassing them, so it'll still end up being my job to maintain that stuff anyway.  That will make my life easier.  Heh.