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AI War II / Re: AI War 2 v0.773 Released! "Terrorized By An Infinite Loop"
« Last post by x4000 on Yesterday at 07:21:22 PM »
Cheers. :)
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Keep it up Chris, the smoke will clear one day  :)
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AI War II / AI War 2 v0.773 Released! "Terrorized By An Infinite Loop"
« Last post by x4000 on September 18, 2018, 10:34:04 PM »
Release notes here.

Right, new version.  I'm really, really glad that the various improvements from this build are in place now.   That said, the last couple of days have been pretty hellish.  We wound up chasing an infinite loop that would lock up the game... and maybe spent a full day off and on looking for that amidst doing other things.  Thanks to a lot of help from Badger and Puffin, we found it and nailed it.

There's a lot of good stuff in this version, ranging from bugfixes and balance tweaks, to performance improvements all over the place.  There's still so very many little things broken all over the place from the recent performance work, however, which is very frustrating to me personally.  It's messing with my schedule, but it has to be done.  With some more weekend time, it will work out.  There's also some really substantial performance work that still needs to be done for cases where the number of squads on a planet are north of a few thousand.  Hopefully I'll have the worst of that sorted by next build.

There are also two new units here from Puffin, both guardians that have transforming-type abilities.  I'm super stoked about those.  Lots of little quality of life improvements from Badger, too, and minor improvements to the tutorial.

If there are any more absolutely-blocking issues, we have a beta branch on steam (right click and choose properties on the game in your steam list, then choose the betas tab) called alpha_0768_pretargetingrewrite. That lets you get back to the last build prior to last one if need be.  But we're going to be crushing through more bugs on this current one on into next week, and ideally by Monday or Tuesday we'll have all the serious stuff out.

Lots more to come this week!

Reminder: RocketAssistedPuffin has stepped into a volunteer balancer role, and he is not only looking for feedback, but he's actively integrating lots of things that other people are suggesting on our forums and Discord, as well as things that he's finding and coming up with himself.  The more feedback the better, for sure.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris
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AI War II / Re: Balance feedback request (Updated 16/09)
« Last post by RocketAssistedPuffin on September 18, 2018, 06:52:25 AM »
They probably should, actually. But not sure if they can actually do that...there needs to be support for it in C# and I've never found a tractor unit that increases with mark. If I could I most likely would!
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AI War II / Re: Balance feedback request (Updated 16/09)
« Last post by RabidSanity on September 17, 2018, 10:05:09 PM »
Shouldn't tractor turrets increase the number of units they grab per mark level like classic?  I looked at upgrading them and their only stats that increase are shields and hit points.
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AI War II - Gameplay Ideas / Re: AI reinforcements as destroyable structures
« Last post by Toranth on September 17, 2018, 04:47:15 PM »
It sounds a lot like the old Hybrid Spawners.  I didn't think they were either unbalanced or a burden on the simulation. 
Were there more issues there than I realized?  I must admit, I didn't play with Hybrids all that often.
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AI War II - Gameplay Ideas / Re: AI reinforcements as destroyable structures
« Last post by BadgerBadger on September 17, 2018, 04:26:23 PM »
Yeah, this would very much be an opt-in feature for an expansion. It could even come with a "Probably won't work unless you have really good system specs" warning.
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AI War II - Gameplay Ideas / Re: AI reinforcements as destroyable structures
« Last post by Draco18s on September 17, 2018, 04:09:26 PM »
I like where this could go.
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AI War II - Gameplay Ideas / Re: AI reinforcements as destroyable structures
« Last post by x4000 on September 17, 2018, 04:08:53 PM »
I think that could be cool, but I worry about the load of lots of ships flying around constantly or being threat immediately, etc.  I'd say that this should be an augmentation or at least an option until we verify that this doesn't have negative impacts to the baseline game flow.  It sounds really fun to me, but it's something I'd want to be opt-in until we're sure it works, basically.
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AI War II - Gameplay Ideas / AI reinforcements as destroyable structures
« Last post by BadgerBadger on September 17, 2018, 03:52:02 PM »
This is from some ideas I was spitballing at on discord with puffin, eric and oval.

The AI generates reinforcements from Manufacturing Centers, which are destroyable buildings on the map, instead of having the reinforcements magically appear at Guard Posts. A reinforcing unit gets made at the Manufacturing Center and it then flies through normal space to its guard post. If there's no path that goes through AI-owned planets then it immediately becomes Threat.

If you blow up a Manufacturing Center, it will decrease the number of AI reinforcements. If you kill all of them, the AI stops getting Reinforcements.

The AI will periodically spawn new Manufacturing Centers; the spawn rate is affected by the AIP, so if you let the AIP get too high and can't kill the manufacturing centers, the AI will actually be getting a lot more reinforcements than it would in the normal game.

If you blow up a Manufacturing Center, something nasty happens; maybe simultaneous Exos and Wormhole Invasions or something?

Perhaps killing too many Manufacturing Centers causes some new force appear and attack the galaxy? Or maybe the AI just starts putting the reinforcement budget it can't spend into Wormhole Invasions.
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