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13021
AI War Technical Support / Re: 2.001V Unplayable
« on: December 18, 2009, 11:55:01 AM »
Hi HalfLoaf,

Great catch with this, this is a bug in the latest few prerelease versions, going back to at least U but possibly as far back as R or S.  The important thing to remember about these prerelease versions is that they are beta, and so from time to time you'll run into issues with them -- usually not something this severe, but it does happen.  Part of why we do the prereleases in between our official releases is so that the community can help us find and iron out bugs and glitches, as well as offering their feedback (and getting early access to) the new features.  This is the sort of bug you'd hopefully never see in a fully-tested official release from us (like 2.0), but it's the sort of thing that can crop up with beta code, given the nature of beta code.

Anyway, the problem here was the LocalizationMissingErrors.txt file (the 200MB file you were seeing), which was filling up and causing severe latency when the expansion was disabled.  I was able to duplicate this on my machine, and the latest prerelease now fixes it: http://arcengames.com/forums/index.php/topic,2642.0.html

Thanks for reporting it, and sorry about the bad first impression!  That's one of the challenges that having public betas creates for us -- someone might start with a not-fully-tested version of the game and have a bad first experience -- but the feedback that we get from having these public betas (and the attendant improvement in quality this creates for our official versions) is generally well worth it.  Hope you enjoy the game, now that you're able to actually try it out fully!

13022
The latest prerelease is available at http://www.arcengames.com/share/AIWar2001X.zip

UPDATE: Version X Updates The Following:

-Game performance is no longer severely affected when localization files are missing.

-Recent prereleases have had a bug wherein if the expansion was disabled it would trigger localziation errors.  Fixed.

13024
Note:  This prerelease is intended for both customers of the expansion AND customers of the base game.  Please see below for details.

The latest prerelease is available at http://www.arcengames.com/share/AIWar2001X.zip

That version is an upgrade from version 2.000, so you have to already have 2.000 (or greater) installed. Just unzip it into your game folder (usually C:\Program Files\Arcen Games\AI War\ unless you specified something else). Please make sure that your unzip process keeps the folder structure from the zip file, rather than just unpacking all of the files into the base target directory.

Expansion F.A.Q. Answers:
1. If you have the base game, and install this, you will go into trial mode of the expansion.  Feel free to explore the expansion that way, but if you want to go back to full mode without buying the expansion, simply go into Settings, Expansions, and turn off the expansion.
2. All upcoming prereleases for the next few months (until the expansion fully releases) will have a mix of both expansion and non-expansion content.  If you just want the latest non-expansion content, see #1.
3. If you want to preorder the expansion (and get your full license key), see this page.  It's $9.99 USD (or equivalent), and requires a valid copy of the base game to play.
4. If you want to know all about the expansion in general, see that same page.
5. PLEASE NOTE:  The new ships for the expansion are extremely preliminary at this stage.  They are fully functional when added, but they are not well balanced at all just yet.  The balance takes time, playtesting, and a fuller view of more of the ships.  So certain expansion ships are currently underpowered, while others are overpowered.  Your feedback on this is extremely valuable, as this is something we are adjusting at present based on community feedback as well as our own testing, but we don't expect to have things even close to perfectly tuned until sometime in December.  Our first priority is to get everything working and implemented, while honing the balance as much as possible, then to really heavily polish the balance once all the ships are in place.  Just FYI!
6. If you want to update an old savegame to the expansion, simply type "cmd:activate expansion 1" (without quotes).  This includes enabling the expansion ship classes, as well as enabling golems and other new capturables, although the population of those capturables is likely to be different from what it would have been if the expansion had been turned on from the start of the campaign given the same seed and other settings.  There is no way to disable the expansion for an existing game, however, so be sure not to save over your existing file if you want to go back to the non-expansion version of the game.

Steam/Impulse/GamersGate/Direct2Drive/etc F.A.Q. Answers:
1. This prerelease version is compatible with any other version of the game -- Steam, Impulse, whatever.
2. If you use this with your Steam copy of the game, however, you will be asked to enter your AI War CD key (which Steam provides, but normally you do not have to enter), and also the integration with Steamworks leaderboards and achievements may be disabled.  So you may want to make a separate install of the preorder version if you use Steam, at least for the moment.
3. If you have preordered through Impulse, you should now have access to your beta key (as of 12/9).  They also provide direct beta downloads through their Impulse Client.
4. Steam will carry the expansion later on, and will have (probably beta-less) preorders, but they don't yet have that online.
5. GamersGate is also currently offering the expansion on preorder, and you do get a beta key, but you'll have to download the beta versions from our forums here.
6. Direct2Drive will be offering the expansion on preorder in a manner very similar to GamersGate, but they are not doing so quite yet.

What's new since 2.001V:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-Kills made by electric shuttles and lightning turrets were not previously being correctly logged.  Fixed.

-5 new expansion-only ships: Zenith Reserve Ships Mark I-V.  Destroy to capture a large cache of Zenith vessels for your own use (at some AI Progress cost).Given the large number of ships that come online at once, be sure to have between 400k and 1 million energy available to support them.

-New expansion-only ship: Distribution Node.  Destroy to capture a sizable cache of metal and crystal for the player destroying it (at some AI Progress cost). Be warned, however: around 1/5 of all nodes are actually Trojan Distribution Nodes, which are empty save for a malicious electronic payload that actually cause you to lose a sizable chunk of resources before automated recovery systems can purge the malicious infection.

-Hovering over the AI Progress meter in the resource bar at the top of the screen now shows a breakdown of Total AI Progress, AI Progress Reduction, AI Progress Floor, and finally the Effective AI Progress (which is all that is normally shown).  (For those who are interested, Effective = Total -  Reduction, unless Total - Reduction < Floor, in which case Effective = Floor.  Floor increases as Total goes up.)  This should hopefully make AI Progress value calculations more clear for advanced players.

-New expansion-only ship: AI Co-Processor.  Destroying a co-processor normally increases the AI Progress by 20.  However, when you destroy the last co-processor, the AI Progress takes a massive drop of 120.  Check your Mission Summary (right side of the screen) to see how many co-processors remain; hitting all of them simultaneously is ideal.  Co-Processors also interfere with supply on their planet.

-Niche text overlays were not previously being positioned properly on 64x64 icons.  Fixed.

-Since there are so many secondary mission objectives now (often 10 or more instead of the previous 4), they are now grouped into several categories: Technology, AI Progress, and Economic.

-New expansion-only ship: AI SuperTerminal.  When humans capture the planet on which this resides, they gain direct access to the core network of the AI network, where they can greatly damage the AI's processing capabilities.  Every 30 seconds, this simultaneously increases the total AI Progress by one and reduces the AI Progress by two.  This leads to a net reduction in AI Progress, although if left going long enough it will increase the AI Progress Floor in an undesirable manner (see the hover text over the AI Progress meter at the top of the screen for more info). While this reduction is occurring, AI ships will spew out of the SuperTerminal at a rate proportional to the total current AI Progress Reduction.

Changes from prior prereleases.
------------------------------

-In the last prerelease, planetary shield inhibitors were not properly disabling enemy force fields.  Fixed.

-In the last few prereleases, regen abilities were incorrectly being applied during the 3-seconds-after-being hit period.  Fixed.

-The bug with the astro trains stopping moving at certain planets should be fixed for real, now (knock on wood -- please report it if you see it in W).

UPDATE: Version X Updates The Following:

-Game performance is no longer severely affected when localization files are missing.

-Recent prereleases have had a bug wherein if the expansion was disabled it would trigger localziation errors.  Fixed.

13025
AI War Technical Support / Re: Graphical Anomalies in Options
« on: December 18, 2009, 12:50:09 AM »
Thanks for the report, and sorry for my delay in responding to this one.  Crazy time, and the font in these prereleases has still be inwork for a while.  The latest prereleases have an entirely new font (once again), that should fix that problem.  Please let me know if you see any more instances of it!

13026
I agree, i cant see anything wrong with that code. However; I am uploading a savegame under V, no expansion, where a group of dreadnaughts on Murdoch (should be a p8 world) are pounding on a forcefield in the north-eastish area of the planet... The dread's are staggared enough that it cant be repaired in between, but its still regenerating instantly after each shot.

Awesome, thanks for the savegame.  This was a bug in some nearby code caused by the implementation of the Cursed Golem.  It's all fixed for W!

13027
It's pretty simple...

Code: [Select]
if ( this.UnitData.RegenRate > 0 && this.Health < this.UnitData.MaxHealth &&
                    this.LastDamagedGameSecond + Configuration.DamageAssistThreshold <
                    GameForm.Instance.GameSecond )
                    this.Health += this.UnitData.RegenRate;

Unless LastDamagedGameSecond is not being set properly (which would make any ships repairable under duress, I'd think), this should be working okay.

13028
Looking at the code for regen, I can see that it is also only able to work if the regenerating ship has not been damaged in the last 3 seconds.  Should be working...

13029
I note as for my recent play, that anti-starships are still tractor-beam resistant... Yet they use lasers now...



Yep, they have always been tractor-resistant.  They are a specialized raider, it wasn't because of their inability to hit tractors or anything (their tractor immunity predates that).

13030
My pleasure, to both of you!

13031
11 New AI types, holy shit. Nice job as always !

Edit : The new font is really nice! I guess you won't get many complaints about that anymore  :D

Yeah, that's now up to 14 total for the expansion!  That's about all I am planning to do for sure, unless some more just occur to me and I have time (most likely in early January).  Also glad you like the font! :)

Oh, and I-KP, thanks for the note about the 2s. I think that parentheses are also a little bit off.  My wife is actually working on cleaning up the font, and the fact that the numbers look as good as they do is her doing -- they were all uneven and terribly hard to read in an otherwise great font, so her work on that is really helping make it really great all around.  I would do it myself, but I'm about 18 hours behind in my work for where I need to be to have everything baseline done for the expansion by the 23rd, so she's helping out.  So much stuff these days!  Should be better in January, I think.

13032
Oooh, I like the new font! It is much more readable than the previous pre-releases and looks very clean and professional. A couple things that stood out to me from a new game I just started.

First, I had a wave of ships attack my home planet which included some Zenith Paralyzer ships. They paralyzed one of my turrets and after the battle I noticed that the paralysis timer counted down to 00:00 but the turret remains paralyzed and the timer remains at 00:00. If it matters, the turret was in the process of being constructed so the build time remaining indicator is still visible.

Secondly, as the turret was still being built, two of my FRD engineers began trying to assist it even though it is still paralyzed. Shouldn't engineers ignore paralyzed units, if they're not able to do anything with them?

I thought I'd post these things here as I'm not sure if they're issues or not, but I can also post them in the appropriate forums as necessary.

Glad the font is a hit!  I've made a bug report issue for the other things you noted, those are definitely not by design:  http://arcengames.com/forums/index.php/topic,2636.0.html

13033
These are the IDs of the various AI Types:

Code: [Select]

        Entrenched_Homeworlder = 1, //planets all heavily defended, does moderate attacks on players
        Vicious_Raider, //planets all moderately defended, does heavy attacks on players
        Fortress_Baron, //planets mostly moderately defended, but the core planets are incredibly highly defended
        Sledge_Hammer, //all guys are routed to one planet, then the next
        Assassin, //planets all moderately defended, harasses the strongest player with prejudice
        Bully, //planets all moderately defended, harasses the weakest player with prejudice
        Turtle, //planets all very-to-incredibly heavily defended, but no attacks on players
        Technologist_Homeworlder, //planets all heavily defended, does moderate attacks on players with higher technology
        Technologist_Raider, //planets all moderately defended, does heavy attacks on players with higher technology
        Mad_Bomber = 10, //planets all lightly defended except core, does extremely heavy attacks on players
        Feeding_Parasite, //uses parasite raids almost exclusively
        Stealth_Master, //uses stealth raids almost exclusively
        Special_Forces_Captain, //uses special forces in place of regular guard posts
        Train_Master, //uses many, many astro trains
        Teleporter_Turtle, //like the turtle, but specializing in teleporting ships
        Counter_Spy, //uses the counterspy superweapon on every planet, making the player fight blind
        Scorched_Earth, //destroys any planet it is knocked off of
        Shadow_Master, //like the stealth master, but also has the Planetary Cloaker
        Attritioner, //planets moderately defended except for Attrition Emitters, does heavy attacks on players
        Backdoor_Hacker = 20, //planets moderately defended, has a backdoor wormhole to each player's planet
        Random_Easier,
        Random_Moderate,
        Random_Harder,
        Random_All,
        Mine_Enthusiast, //lots of mines around wormholes
        The_Tank, //tanks, plus harder attacks
        Random_Moderate_And_Easier,
        Technologist_Parasite, //like feeding parasite, but higher tech
        Technologist_Turtle, //like turtle, but higher tech
        Technologist_Sledge_Hammer = 30, //like sledge hammer, but higher tech
        The_Core, //only uses core ships
        Raid_Engine, //uses many raid engines (expansion 1)
        Alarmist, //use many alarm posts (expansion 1)
        Random_Harder_Non_Technologist,
        Random_All_Non_Technologist,
        Camouflager, //all mobile ships have camouflage (expansion 1)
        Experimentalist, //uses all experimental ships (expansion 1)
        StarfleetCommander, //uses only starships (expansion 1)
        ZenithDescendant, //uses only zenith ships (expansion 1)
        Golemite = 40, //uses many golems (expansion 1)
        SpeedRacer, //uses speed-enhancing ships all over (expansion 1)
        Peacemaker, //uses anti-golem/starship/wearhead etc weapons (expansion 1)
        RadarJammer, //uses radar jammers on all its planets (expansion 1)
        OneWayDoormaster, //uses black hole machines on all its planets (expansion 1)
        TagTeamer, //defensive AI whose guards don't use stay near their posts (expansion 1)
        ShieldNinny, //planets all heavily defended, with planetary shield boosts or inhibits but no attacks on players (expansion 1)
        GravDriller, //aggressive AI with many gravity drill stations (expansion 1)

They are all sequential, so you can figure out that RadarJammer is 43 by seeing it is 3 down from 40, for instance.  Don't select one of the random types when editing a save file, you'll not get a result that is all that great and will probably crash the game.

To change it in the line below, you'd just replace the last number in this partial line:

Code: [Select]
22|8|389372|3|AI 1 - Special Forces Captain (7.3 Diff)|-22016||0|29900A|13
So, change the 13 to 43 to make it a Radar Jammer instead of Special Forces Captain, for example. The full line from above is actually this in the save game I'm referencing:

Code: [Select]
22|8|389372|3|AI 1 - Special Forces Captain (7.3 Diff)|-22016||0|29900A|13|0|0A|0||1066|1174|0A|10A|0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,,,,0,,,0%0%0%0%0%0%-3018950%10924%5533%1764%2213%624%0%0%0%1%0%389372%39%70%10%86@0%0%0%0%0%0%-3018950%10924%5533%1764%2213%624%0%0%0%2%0%389372%39%70%10%86@0%0%0%0%0%0%-3018950%10924%5533%1764%2213%624%0%0%0%3%0%389372%39%70%10%86@0%0%0%0%0%0%-3018950%10924%5533%1764%2213%624%0%0%0%4%0%389372%39%70%10%86@0%0%0%0%0%0%-3018950%10924%5533%1764%2213%624%0%0%0%5%0%389372%39%70%10%86|174:158:194:170:17:8:173:69:135:86:144:297:274:275:145:264:80:267:268:269:280:282:359:366:367:368|33:46|0A|1|23:342|0|False|False|0|3617|5744|1

13035
AI War / Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« on: December 17, 2009, 12:50:33 AM »
Note:  This prerelease is intended for both customers of the expansion AND customers of the base game.  Please see below for details.

The latest prerelease is available at http://www.arcengames.com/share/AIWar2001V.zip

That version is an upgrade from version 2.000, so you have to already have 2.000 (or greater) installed. Just unzip it into your game folder (usually C:\Program Files\Arcen Games\AI War\ unless you specified something else). Please make sure that your unzip process keeps the folder structure from the zip file, rather than just unpacking all of the files into the base target directory.

Expansion F.A.Q. Answers:
1. If you have the base game, and install this, you will go into trial mode of the expansion.  Feel free to explore the expansion that way, but if you want to go back to full mode without buying the expansion, simply go into Settings, Expansions, and turn off the expansion.
2. All upcoming prereleases for the next few months (until the expansion fully releases) will have a mix of both expansion and non-expansion content.  If you just want the latest non-expansion content, see #1.
3. If you want to preorder the expansion (and get your full license key), see this page.  It's $9.99 USD (or equivalent), and requires a valid copy of the base game to play.
4. If you want to know all about the expansion in general, see that same page.
5. PLEASE NOTE:  The new ships for the expansion are extremely preliminary at this stage.  They are fully functional when added, but they are not well balanced at all just yet.  The balance takes time, playtesting, and a fuller view of more of the ships.  So certain expansion ships are currently underpowered, while others are overpowered.  Your feedback on this is extremely valuable, as this is something we are adjusting at present based on community feedback as well as our own testing, but we don't expect to have things even close to perfectly tuned until sometime in December.  Our first priority is to get everything working and implemented, while honing the balance as much as possible, then to really heavily polish the balance once all the ships are in place.  Just FYI!
6. If you want to update an old savegame to the expansion, simply type "cmd:activate expansion 1" (without quotes).  This includes enabling the expansion ship classes, as well as enabling golems and other new capturables, although the population of those capturables is likely to be different from what it would have been if the expansion had been turned on from the start of the campaign given the same seed and other settings.  There is no way to disable the expansion for an existing game, however, so be sure not to save over your existing file if you want to go back to the non-expansion version of the game.

Steam/Impulse/GamersGate/Direct2Drive/etc F.A.Q. Answers:
1. This prerelease version is compatible with any other version of the game -- Steam, Impulse, whatever.
2. If you use this with your Steam copy of the game, however, you will be asked to enter your AI War CD key (which Steam provides, but normally you do not have to enter), and also the integration with Steamworks leaderboards and achievements may be disabled.  So you may want to make a separate install of the preorder version if you use Steam, at least for the moment.
3. If you have preordered through Impulse, you should now have access to your beta key (as of 12/9).  They also provide direct beta downloads through their Impulse Client.
4. Steam will carry the expansion later on, and will have (probably beta-less) preorders, but they don't yet have that online.
5. GamersGate is also currently offering the expansion on preorder, and you do get a beta key, but you'll have to download the beta versions from our forums here.
6. Direct2Drive will be offering the expansion on preorder in a manner very similar to GamersGate, but they are not doing so quite yet.

What's new since 2.001U:
(Cumulative release notes since 2.000 are attached at the bottom)

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

-New expansion-only Capturable Ship: Gravity Drill Station.  A large station that bores a hole into the fabric of spacetime.  So brutal is the rending of normal space that the effects radiated from this rupture dramatically interfere with most known forms of propulsion thus rendering any teleportation within the system impossible and reducing the speed of all vessels to 8. Generates free energy, metal, and crystal for the player holding it.

-New expansion-only Capturable Ship: Black Hole Machine.  Prevents all enemy ships (except scouts) from escaping from this planet through wormholes, though enemy ships can still enter through wormholes as normal.

-New expansion-only Capturable Ship: Interplanetary Munitions Booster.  Triples the attack of all allied ship in its planet, as well as adjacent planets.

-New expansion-only Capturable Ship: Planetary Shield Booster.  Triples the shield strength of all allied ships on the current planet, making them far harder to hit.

-New expansion-only Capturable Ship: Planetary Shield Inhibitor.  Disables the shields of all enemy ships on the current planet, making them much easier to hit. Also disables enemy force fields.

-The internal logic for how AI players handle having many starships, and how they handle starships being disabled, is now much improved.

-Previously, AIs would often build far too many counter-snipers when threatened with any snipers.  Fixed.

-New expansion-only AI type: Zenith Descendant.  Aggressive AI that uses only Zenith fleet ships.

-New expansion-only AI type: One-Way Doormaster.  Employs black hole machines on all of its planets, which makes each raid into its territory a one-way trip if the black hole machine is not destroyed.

-New expansion-only AI type: Peacemaker.  Uses anti-golem, anti-starship, anti-warhead, etc, ships on all its planets.

-New expansion-only AI type: Experimentalist.  Aggressive AI that uses a heavy mix of experimental ships along with its normal fleets.

-New expansion-only AI type: Golemite.  Has fully-functioning golems on a great many of its planets.  Since the AI Progress goes up greatly when these are repaired, care must be taken to destroy these all in one wave to avoid any such penalty.

-New expansion-only AI type: Radar Jammer.  Employs radar jammers on all of its planets, which makes long-range ships very ineffective against it.

-New expansion-only AI type: Speed Racer.  All of its mobile ships have been upgraded to move extremely fast.

-New expansion-only AI type: Starfleet Commander.  Aggressive AI that uses starships heavily in place of normal fleet ships.

-New expansion-only AI type: Tag Teamer.  A defensive AI whose guards are extra speedy and don't stay near their posts.  This makes them more challenging to attack.

-New expansion-only AI type: Shield Ninny.  Planets are all heavily defended, often with special boosters for allied shields or inhibitors for enemy shields, but this AI never launches waves at the players.

-New expansion-only AI type: Grav Driller.  Aggressive AI with many gravity drill stations on its planets.  Gravity Drills nullify teleporting units and majorly slow down all other units, but when captured provide free resources and energy.

Changes from prior prereleases.
------------------------------

-In the last prerelease, the Zenith SpaceTime Manipulator was incorrectly enabled for non-expansion use (with errors if the expansion was not on).  Fixed.

-In prior prereleases, the list of AI types in the lobby, and the AI types chosen when a random AI type was selected, were not properly responding to the enabling/disabling of expansions.  Fixed.

-An entirely new font is now being used compared to what was in recent prereleases; this one is much more readable. 

The numbers are still being tweaked with that font, but it is already still much more readable.

-A great many of the larger ships, including starships and golems, are now immune to paralysis attacks.

-Ships that absorb lasers or dark matter now also attract the absorbed type of shots to themselves.  This works similarly to how counter-missiles and related provide a protection radius, but instead of firing a counter-shot, these shots are drawn to the protecting ship and heal it.

-The decoy drone has been updated so that it now provides a protection radius like the absorption ships above, except that its protection radius is vastly larger, it affects all non-AoE/non-melee/non-Beam-weapon shots, and the shots that hit the decoy hurt the decoy instead of healing it.

-Grenade Launchers now only affect enemy units, instead of enemies and allies.

-In the last prereleases, the turrets were not properly being set as immune to munitions boosting.  Fixed.

-Fixed a bug loading some old savegames with the new multi-control-group logic.

-The bug with the astro trains stalling out seems to be fixed, this was apparently an issue with ship commands from the AI getting backed up in too long of a queue, which is now solved.

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