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Topics - Revenantus

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AI War / Unit Abilities vs The Interface
« on: December 30, 2009, 02:37:39 AM »
What I mean by this is the use of ships with special mechanics that are used as a substitute for an interface element that achieves the same functionality. Primary, though quite different, examples of this that the player interacts with are rally posts and the new control nodes.

Though the rally post is in some ways more versatile than the interface request it was originally born from, it was at first a ‘fall-back’ solution, because the issue it was created to address could not be resolved without significant changes to the game engine. Did this make it the inferior choice?

The new control node present in the prerelease is an interesting specimen. It’s a constructible unit that affects a fairly important game mechanic, and yet the unit is not intended to interact with the other units in the game in any manner whatsoever. I don’t think that this is completely counter-intuitive, because the settings menu doesn’t contain any options that affect the game mechanics themselves, so it isn’t as though similar options are being split up in an inconsistent manner. Still, should this option be controlled by a unit, or should it be on a menu?

Looking at both of the above, it’s really a conceptual issue. In the case of the rally post, it’s a question of whether you see the functionality it provides as an order you should really be able to achieve by issuing standard orders yourself, or whether you accept it’s something that requires some special hardware. In my view, I don’t see a rally point as something that should require a unit to set, so the unit feels a bit odd to me. Alternatively, others might see it the other way and so the rally post makes perfect sense.

The control node is a bit more complicated, and the reasons behind that particular design choice aren’t immediately clear to me, but I imagine that it’s one of the reasons discussed below.

So, when it comes to issuing unit orders, the question is how do you distinguish between what should be an interface element, and what should be a unit ability?

Is it the complexity of the order? Is it right that if an order would automate behaviour to too great a degree then it should require a resource expenditure in game?

Is it down to limitations of the game engine? Is it taking a quicker route when the perceived benefit of the feature does not justify the alteration to the game engine?

Is it because a unit gives the feature additional context and makes it conceptually easier to understand and manage?

It’s a combination of the three, but an issue arises when it becomes difficult to discern whether a player should be looking at the shortcut keys or the unit tree when looking for a feature. The answer to me then is that neither approach is inherently wrong, but the approach taken must be consistent.

When considering the correct approach, I think the most important factor is the level on which you see yourself, as the player, interacting with the game, and also the perceived intelligence of the units themselves. To take some contrasting examples, I’ll consider Lemmings and AI War;

Lemmings are ‘dumb’. They do not react to their environment in any manner whatsoever. The important point is that while I can give a Lemming basic orders, it itself has no concept of its environment, and is completely unaware of the context of its task. No one has ever asked if there’s a way of ordering Lemmings to automatically place their own stoppers, because not only is that a behaviour that’s far more complex than anything else Lemmings can do, in no other areas can they interpret their environment as would be necessary to do this.

Units in AI War are not ‘dumb’. They do not simply carry out a task they are given, as Lemmings do, they will decide how to achieve that goal. You don’t tell a unit to fire, you tell it to engage a target - if that target is too far away, it moves closer, if the target is immune, it won’t fire. The ship has a decision making process it goes through when it’s issued a task, and hence is seen as having an intelligence.

Is the ship itself is doing the decision making? Or is the interface is breaking down your orders into smaller chunks based on a few rules, and issuing those to the ship? As that would make the ship itself effectively ‘dumb’. This is an interesting question, but I don’t think that it’s relevant in this context, because either way, the player would expect orders of a general complexity as defined by the existing orders to be possible in either case. In the thematic sense of a spaceship, I interpret it as the former anyway.

When a special auxiliary unit is required to achieve a behaviour that seems comparatively simple to other behaviours a unit can be issued with, and the unit has already demonstrated the ability to interpret the necessary information to carry out the behaviour in other contexts, it strikes me as counter-intuitive.



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AI War / The OOMouse: Control Profile Feedback Required
« on: November 29, 2009, 08:52:50 AM »
Some of you may be aware of an upcoming product called the OOMouse, an 18 button mouse from WarMouse. Here's the description from WarMouse's website.

"Warmouse designed the OOMouse with the goal of creating the best and most useful mouse the digital world has seen to date. Initially inspired by the keyboards on the Treo smartphones, it was designed by a game designer who was annoyed with the paltry number of buttons available on high-end gaming mice. Because gaming mice have historically been designed primarily for FPS games, not MMO and RTS games, they do not possess sufficient buttons for the dozens of commands, actions and spells that are required in games that make heavy use of icon bars and pull-down menus. After discovering that the World of Warcraft mice available at the time were nothing more than regular two-button mice decorated with orcs, dwarves, and Night elves, the WarMouse concept was born. After much experimentation, it was determined that 16 buttons divided into two 8-button halves were the maximum number of buttons that could be efficiently used by feel alone. And in the process of design and development, it quickly became apparent that many non-gaming applications would also benefit from having dozens of commands accessible directly from the mouse, especially applications with nested pull-down menus and hotkey combinations. OpenOffice.org was selected as the ideal application suite around which to design an application mouse because the usage tracking feature of OpenOffice.org 3.1 permitted the assignment of application commands to mouse buttons based on the data gathered from more than 600 million actual mouse and keystroke commands enacted by users." - http://warmouse.com/about.html

We think that this device has the potential to enhance AI War's gameplay experience by providing a convenient and effective method of interacting with the game. Fiskbit and myself have been drafting a default control profile for the device for use with AI War, and would greatly appreciated player feedback on our progress so far.



We've been trying to determine what we think the most useful shortcuts are, and how we can position them most effectively. What shortcuts do you use regularly that we haven't included? How would you change the layout to make it more intuitive and convenient?

Of particular interest is whether to include G as a shortcut, or instead a macro to toggle the group/lone move button at the bottom left of the interface. What are players' thoughts on this?

Thanks.

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Off Topic / RPGs and grindyness.
« on: November 10, 2009, 04:20:35 PM »
This essentially summarises why I have trouble getting into games that require 'grinding'.

There's a significant distinction between enjoying each moment, and enjoying the end result. Both of these have their merits, but in the context of a game I want to enjoy the time I play, as well as ultimately achieving a victory/high score. If, to enjoy the result, or even to achieve a better result, I am required to perform a task that detracts from my moment to moment pleasure, then I think there's a design issue that needs addressing.

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AI War Strategy Discussion / Reactor Efficiency FAQ
« on: November 06, 2009, 11:24:06 AM »
Here's a brief discussion of reactor efficiency, including the optimum build order for a single planet. Veterans will find nothing of interest on page 2, though the graphs on page 3 may well be of interest.

Special thanks to Taylor "Volatar" Sanderson and Oewyn for their earlier work on this topic.

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AI War / Update Starship Tooltips
« on: November 01, 2009, 04:53:34 AM »
Ok, so im just getting to know this game.
But could someone please explain to me how an Dreadnought (which is described as Excellent against shields) only does 800 damage against an AI shield which has 56 MILLION HP.

Dreadnoughts, and other starships, still claim to be effective against force fields despite having had their damage bonuses removed.

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AI War / Update Astrotrain Tooltip
« on: October 27, 2009, 01:21:23 AM »
The astrotrain tooltip still refers to dark matter as negative energy. (bssybeep)

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AI War / Who needs voice chat?
« on: October 26, 2009, 07:41:21 PM »
Mines courtesy of Fiskbit's command station.

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AI War / Display thread path beneath posts as well as above (24/10/09)
« on: October 23, 2009, 08:01:30 PM »
The thread path (e.g. arcengames.com > General Category > AI War > Future DLC List > Completed Items) was previously not displayed beneath posts when reading a thread. (Suggested by Fiskbit)

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Many users are encountering an error when attempting to launch the game through Steam. This error states, "This game must be launched from Steam!  IsSubscribedApp Failed".

Until a fix is available, please download the game's installer from another location - http://www.arcengames.com/aiwar_buy.php

If you have purchased AI War through Steam, you can use the license key provided by Steam to activate a version of the game downloaded from one of the above linked locations. To find your license key, right click on AI War on the games tab inside Steam, and click 'View game cd key'.

You will be able to copy your save games over to the Steam version once the issue has been resolved.

I apologize for the inconvenience.

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AI War / AI War Game Manual, Ver 1.03
« on: October 04, 2009, 08:48:44 PM »
Here you can download the AI War: Fleet Command Game Manual

Constructive criticism of all aspects, no matter how minor, of the manual is greatly encouraged. I will not be offended by any such comments, so please say whatever you feel is necessary to get your point across. I have every desire to make the manual as useful as I possibly can, and your feedback will be extremely valuable in helping me to do that.

Please note that the manual is NOT intended as a substitute for the Intermediate Tutorial.

I am especially interested in hearing if there are any sections that you feel may require a more in-depth explanation, or if there are any important pieces of information that have been omitted from the manual. Please be aware however, that many sections intentionally do not cover every single aspect and nuance of the game but rather focus on the key elements, for reasons of clarity and brevity.

This is a living document, and so there will be periodic updates to provide more detailed information, and to clarify existing information, based on player feedback.

Enjoy!


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AI War / Printable Shortcut Keys Reference
« on: September 07, 2009, 09:06:32 AM »
Here you can download printable shortcut keys references for the current version of AI War

Constructive criticism of the references is always appreciated.


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AI War / Poll: AI War Game Lore?
« on: September 02, 2009, 10:43:37 AM »
It has come to my attention that there may be some desire for some game lore, these are some excerpts from the suggestions forum attempting to provide some context to some of the game's technologies;

...As the human civil war progressed, the factions became increasingly desperate to stem the immense losses of life sustained aboard their warships. In response to this, Quantum Non-Local Command (QNLC) technology was developed. QNLC modules made use of the quantum entanglement principle to allow highly trained crews to operate vessels from the relative safety of the planetary command hubs, without fear that their communications would be intercepted or jammed...

...the highly sophisticated combat AIs quickly made human crews obsolete. The AIs were allowed to conduct military campaigns against the other factions with an ever increasing level of independence. Soon, all but the highest echelons of military commanders were legally subordinate to the AIs, which had direct control of almost all military assets through the QNLC technology...

...the newly developed 'parasitic' weaponry allowed the QNLC modules aboard vessels to be forcibly recalibrated to link with the attacking faction's own Quantum Command Hubs, effectively allowing them to take control of the ship. Performing this recalibration requires direct physical contact with the QNLC module, specialized 'parasitic' shells were developed for...

If you like the above, and there's player demand for a more complete story, I'll definitely consider writing one. :)

Note: The above all occur before the AIs turn on humanity.

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AI War / Post Counts Are Now Visible Again
« on: August 26, 2009, 07:16:06 AM »
In response to an issue raised on the AI War IRC Channel, post counts are now hidden on the posts themselves. You can still view your total number of posts on your profile page.

This is because some players were concerned that voicing their opinions might be inappropriate if their post count was relatively low.

Please note, all suggestions are considered equally, regardless of the forum member's seniority. Constructive criticism of the game is always appreciated.

Enjoy playing AI War!

Update: Post counts are now once again visible.

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AI War / Shortcut Reference: Add Cheat Codes Section (Complete)
« on: August 20, 2009, 01:31:49 PM »
Add a cheat codes section to the printable and in-game shortcut references.

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- Spider Turret (Kalzarius)
- Missile Turret MkII (eRe4s3r)
- Missile Turret MkIII (eRe4s3r)
- Laser Turret MkII (Kalzarius)
- Laser Turret MkIII (Kalzarius)

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