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Release notes here!

Don't Die Harder, Die Smarter

This one goes a long way towards making AIW2's units much more enthusiastic about their jobs.

AI Waves (and Threat in general) now behave in a much more intelligent fashion. Well, except for the enforce-stupid-refusal-to-retreat-for-30-seconds change, which just makes it less annoying. Less annoying to you. Very annoying to the AI.

All ships (not just AI) benefit from the targeting changes that greatly reduce lost efficiency from overkill, and from the pathfinding changes to prefer less dangerous routes where it's still efficient.

Not many interface improvements this time around, but I know many of you will be happy to see range rings when placing turrets. (You'll also be able to place more turrets, thanks to the power balance change)

Tachyon units now take their job seriously, and can actually reveal cloaked enemy ships in a reasonable period of time. At least if it's a reasonable quantity of them. Otherwise you're still going to be target practice for a bit, but at least you'll have something to shoot back at.

Even the simulation itself is working smarter, thanks to zealous application of the Ostrich Algorithm for planets with no opposing forces.

And there's a few other things in there, like a new AI type that loves cloaked units.

Game Development / Re: Always on top header interfaces
« Last post by x4000 on Today at 02:27:29 PM »
It's some form of injection into directx or opengl windows.  I'm not sure what it specifically is termed, but it's a very broad thing that affects all programs typically (even multiple sub-windows in unity editor, for instance, since those apparently each have their own OS-level window handle).
Game Development / Always on top header interfaces
« Last post by Cyborg on Today at 01:41:28 PM »
I have been googling this morning trying to figure out how to create a PC HUD. I want to have a heads up display like Fraps. This program has a yellow indicator showing FPS, but I would like to have the same functionality showing other information.

Do you know what this is called?
AI War II / Re: AI War 2 v0.606 Released! "Input-astrophe"
« Last post by lessster on Today at 11:21:40 AM »
For some reason the camera still does not move upwards when I reach the end of the screen. It works perfectly fine in any other direction but does not register the top part of the screen.
Any possible reason this might have? Something like resolution settings, not recognizing the window size according to the resolution or something like this, believing the window is larger than it actually is?
My current resolution is set to 1360x768 and the game widnow is also set to this but it might think the actual window is larger and does not notice, that I'm at teh end of the screen?

I have exactly the same problem. I'm playing in fullscreen mode (resolution 1920x1080) and can only scroll left, right and downwards, but not upwards when I move my mouse. Using the keyboard I can scroll in all 4 directions.

Game version ist 0.606.

AI War II / Re: AI War 2 v0.606 Released! "Input-astrophe"
« Last post by BadgerBadger on Yesterday at 11:11:20 PM »
As the Muse of Discord, I come bearing some comments from darkarchon:

new camera is much better
ui scale at 0.5 is actually a good size
but fonts are tiny now
missing the ability to see turret ranges when building turrets
Camera still a bit floaty, also how are you supposed to build any defense with that low energy
How am I supposed to turtle?

and Captain Taz
Turtling for life
I have so many screenshots of my turtling its not even funny

And from me:
I wish some of the backgrounds in AIW2 really looked more like what I think of as Space; black, some stars, a few background features, like AIWC. I actually managed to get Unity running and spent a few minutes trying to make a background like it, but then I was reminded that I have zero artistic skill and Unity is confusing for a novice. I realize AIW2 has a different look and feel to it, but it just doesn't feel like "Space".

I see there's some forthcoming variety for wormholes in the next build. Cool! I had a thought; what if one wormhole style was done to feature some Red and be Menacing, and then whenever a wave was incoming through that wormhole, the wormhole would be changed to be the Menacing wormhole. No idea if this is possible/in budget, but it's an idea to think about.

I booted up AIWC, and in AIWC when you were prepared to build a turret it would show that turret's range on screen (ie the icon of the ToBeBuilt turret would be surrounded by a circle showing its range). This is probably a worthwhile feature to hold onto.
AI War Classic / Re: Just played my first Fallen Spire game
« Last post by keith.lamothe on Yesterday at 10:55:36 AM »
The AI's only real defense against Fallen Spire is to trick you into setting it higher than 4/10.
AI War Classic / Re: Just played my first Fallen Spire game
« Last post by Glyoxim on Yesterday at 10:34:52 AM »
No. The 4/10 base setting is how HARD the retaliation from having Fallen Spire on is. It has nothing to do with your chance to encounter the Fallen Spire. Even if you set it to 1/10, you will STILL encounter the exact same chain of events. Just the AI response is much weaker.

I learned that the hard way, I just misunderstood the tooltip :D
AI War Classic / Re: Just played my first Fallen Spire game
« Last post by ZaneWolfe on Yesterday at 04:27:45 AM »
I understood it that if I set it to a higher value the chance is higher to encounter the fallen Spire.

No. The 4/10 base setting is how HARD the retaliation from having Fallen Spire on is. It has nothing to do with your chance to encounter the Fallen Spire. Even if you set it to 1/10, you will STILL encounter the exact same chain of events. Just the AI response is much weaker.

Next time, AI, next time!
Fallen Spire is far and away my favorite way to play. I can't recall ever turning the option off since I first turned it on. As you've probably seen, Spire Cities are CRAZY powerful. In fact they are pretty much one of the most powerful static defenses in the game, at least for players. And the best way to combo that is with Military MKIII Command Stations. You will double their damage output, decloak the entire planet, and knockback most things that the city defenses don't outright murder the crap out of. IMO the best way to use the cities are to create two 'types'.

The first type, the one you make with your first city shard, should be 'the front line'. Put it right in the path the AI has to take to get to your other systems. You build one habitation center and the rest reactors. Yes that means your first city will NOT have any shipyards. It also means it will have 6 shields, 12 heavy beam cannons, and 24 lasers. This, IMO, is the best configuration for something meant to stop the AI dead in its tracks. Also, put both the city hub AND your command station right on top of the wormhole leading deeper into your territory. That means the AI MUST remove the city defenses to get deeper into your space.

The second type, which you should build with your second shard, should be one habitation center and 5 shipyards. Put it WELL BEHIND the chokepoint. It's not a fallback point you hold the AI off from, its literally the place you pump out Spire Ship after Spire Ship until you can't build anymore. You don't even need to build modules on the habitation center. Save the metal for more ships. This setup also gives you the most shipyards per city. You can only have as many shipyards in your galaxy as you have reactors. The most you can get building shipyards in every city is 2 or 3. If you get 3 on one you will only be able to get 2 on the next. Thus every two cities, you get 5 shipyards, so it's better, IMO, to just get 5 shipyards all at once every two cities, than compromising your defense by splitting them up over two cities. (Remember, shipyards get ZERO modules, and have no weapons.)

You also get a new 'front line' every two cities. And, assuming you're playing on a map that allows it, you can keep forcing the AI into these chokepoints. Your third shard, which should be another frontline, you put it ahead of the last one, and then you're free to control everything behind it. Even if the AI breaks through your new frontline, they still have to get through the one that you built with the first shard, giving you an in-depth defense as well as massive chokepoints. What's even better, is that the main hub of a Spire City is IMMUNE to damage. Even if the reactors and habs get blown up, the main hub will not get destroyed. You can easily recapture and rebuild your overrun frontlines. On maps like X and Maze, where you can force the AI to take only ONE path to your HW, you gain the best possible chokepoints and in-depth defense in the game. Just make sure to turn of Counter Attack Guardposts, as those will DESTROY your 'backyard' as it were.
AI War II / Re: AI War 2 v0.606 Released! "Input-astrophe"
« Last post by BadgerBadger on November 16, 2017, 09:30:24 PM »
Hey Keith, super minor Nanocaust bug. This version of Nanocaust.cs contains a one liner fix (moving where we check for Nanocaust Influence; I was having it set the Influence whenever a nanocaust ship was on a planet, not where a Nanobot Center was on a planet).
AI War II / Re: AI War 2 v0.606 Released! "Input-astrophe"
« Last post by FalseMyrmidon on November 16, 2017, 02:28:04 PM »
I tried the tutorial last night.  Nuking the final AI planet spawned AI avengers which popped through the wormhole and killed everything.

I'm not sure how to reveal cloaked ships.  I had a tachyon array on a planet and all the cloaked ships just flew around impunity destroying everything and were never revealed.  The description for the tachyon array makes some kind of reference to not having enough of them but I can only build one?

Also, is there a attack move command/modifier?
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