Author Topic: AI War Beta 3.719, "And There Was Much Rejoicing," Released!  (Read 9719 times)

Offline Epsilon Plus

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #60 on: October 20, 2010, 06:14:14 pm »
I can't quite discern some guardian behaviors myself, even after the patch notes - do guardians spawn in, like turrets, or are they just seeded at generation? If I leave a planet on alert, will it eventually fill with superpowered death-ships? They're making me move a bit slowly, because I'm not entirely sure how they work yet and it's crimping my play style (for now - I'll get used to it, and they are pretty neat). About the only thing I can discern so far is that blowing up a Command Station releases ALL guardians (as it should), which (alongside the telestation nerfs) has obliterated my old play style (probably for the best, telestations were crazy).

Also, not sure if this is a bug or not: the current betas ARE supposed to have music and sound, right? My install doesn't. Does Unity not play nicely with other applications using sound? I usually have Winamp running for background music, but it seems no matter if I have Winamp running or not, AI War refuses to put out sound.

Offline x4000

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #61 on: October 20, 2010, 06:30:28 pm »
I can't quite discern some guardian behaviors myself, even after the patch notes - do guardians spawn in, like turrets, or are they just seeded at generation? If I leave a planet on alert, will it eventually fill with superpowered death-ships? They're making me move a bit slowly, because I'm not entirely sure how they work yet and it's crimping my play style (for now - I'll get used to it, and they are pretty neat). About the only thing I can discern so far is that blowing up a Command Station releases ALL guardians (as it should), which (alongside the telestation nerfs) has obliterated my old play style (probably for the best, telestations were crazy).

They spawn in like turrets or any other guarding ships on a planet.

Also, not sure if this is a bug or not: the current betas ARE supposed to have music and sound, right? My install doesn't. Does Unity not play nicely with other applications using sound? I usually have Winamp running for background music, but it seems no matter if I have Winamp running or not, AI War refuses to put out sound.

You should have music and sound.  Though, depending on when you downloaded the beta, you might not have the music files if you downloaded a really early beta version.  A later installer would fix that.  However, you should definitely have sound.  Unity plays quite well with other programs, I run MediaMonkey and WavePad in the background all the time when it's running.  It might be that sound/music is disabled in your settings window, or the volume is too low, or you're running into some sort of bug (check for error logs in the RuntimeData folder inside your game folder).
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Offline Salamander

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #62 on: October 20, 2010, 06:31:14 pm »
a few weird multipliers were in effect in random places, that got blanket slashed out - bugreport that, previously they were 500k/mk of enclave starship
Done. I'll keep my eyes out for other stuff as well. I thought that seemed really low.

TheMachineIsSentient

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #63 on: October 20, 2010, 06:47:28 pm »
We had a nice game of multiplayer tonight in the QA lounge. It felt a little more laggy than usual, but it's hard to tell if the locations are the issue, as we are far apart.

Have you guys or girls tried changing Performance Profile(s) in lobby window?
Problem being, yes I can change my performance profile while in a multiplayer game.. I'm fairly sure I'm not supposed to be able to do that.....

Anyone can change it, and it changes it for everyone.

This is kind of like other games where you can change the latency(remember the original starcraft?). It affects everyone and creates a smoother experience at the expense of responsiveness. I don't really see too much benefit right now to putting it on insane.

Offline Lancefighter

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #64 on: October 20, 2010, 07:01:50 pm »
i see a GIANT difference between insane and average, even huger as you go up in slowness.
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Offline x4000

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #65 on: October 20, 2010, 07:08:41 pm »
Huzzah, new version: http://www.arcengames.com/forums/index.php/topic,7353.0.html

This one should also be cause for a lot of rejoicing, but I can't use the same name twice in a row. ;)
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Offline Sizzle

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #66 on: October 20, 2010, 07:09:48 pm »
I can't quite discern some guardian behaviors myself, even after the patch notes - do guardians spawn in, like turrets, or are they just seeded at generation? If I leave a planet on alert, will it eventually fill with superpowered death-ships? They're making me move a bit slowly, because I'm not entirely sure how they work yet and it's crimping my play style (for now - I'll get used to it, and they are pretty neat). About the only thing I can discern so far is that blowing up a Command Station releases ALL guardians (as it should), which (alongside the telestation nerfs) has obliterated my old play style (probably for the best, telestations were crazy).

They spawn in like turrets or any other guarding ships on a planet.

Sounds like for any system , that you plan on NOT taking that is adjacent to your territory or you plan on going through on any kind of frequent basis, you either should glass the planet and leave it that way or completely neuter it by taking out warp gate, and ALL wormhole guardians (leaving only the AI command station to reinforce).


Offline x4000

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #67 on: October 20, 2010, 07:15:18 pm »
I can't quite discern some guardian behaviors myself, even after the patch notes - do guardians spawn in, like turrets, or are they just seeded at generation? If I leave a planet on alert, will it eventually fill with superpowered death-ships? They're making me move a bit slowly, because I'm not entirely sure how they work yet and it's crimping my play style (for now - I'll get used to it, and they are pretty neat). About the only thing I can discern so far is that blowing up a Command Station releases ALL guardians (as it should), which (alongside the telestation nerfs) has obliterated my old play style (probably for the best, telestations were crazy).

They spawn in like turrets or any other guarding ships on a planet.

Sounds like for any system , that you plan on NOT taking that is adjacent to your territory or you plan on going through on any kind of frequent basis, you either should glass the planet and leave it that way or completely neuter it by taking out warp gate, and ALL wormhole guardians (leaving only the AI command station to reinforce).

They shouldn't chase transports in 3.800, so that shouldn't be needed unless you're going to be sending un-transported ships.  You can also get around it with starships in low-power mode, I suspect, though they'll take a beating.  In other words, the need to neuter shouldn't be any higher now than it used to be in older versions of AI War.
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Offline Lancefighter

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Re: AI War Beta 3.719, "And There Was Much Rejoicing," Released!
« Reply #68 on: October 20, 2010, 07:18:06 pm »
which reminds me, I'm also fairly sure guardians still shoot at transports (for incredibly low damage, granted)
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