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AI War 2 v0.783 Released! "Go Ahead And Shoot Me, Eyebot!"
[ 2018-10-13 02:56:34 CET ] [ Original post ]
Release noteshere. The name of this release comes from a pair of contradictory bugs fixed in this build. They're best summed up by a fun savegame that HeartEater7 provided: Longwinded Storytime
- 200ish Eyebots and Agravic Pods of his are sitting on a planet, staring at an enemy Concussion Guardian.
- They refuse to shoot it unless you tell them to shoot it manually.
- Meanwhile, it has less than 1% health left and is slowly shooting at them, not doing much damage because it's just one ship and they're all pretty high-mark.
- TheConcussion Guardian erroneously had data on it stating that massive damage was incoming from shots that no longer existed.
- It's almost a certainty that these shots were aimed at it when it was under a forcefield, and the forcefield blocked the shots but didn't bother to tell the Guardian that the damage was no longer inbound.
- Because of this, the Eyebots and Agravic pods ignored the Guardian as a potential target because -- any second now! -- it was about to be obliterated.
- Manually giving them an order would cause them to go "whatever, pile on the overkill!" And it would thus die.
- Those same 200 ships are staring down the concussion guardian when I load the save.
- When I unpause, they all unload into it at once, murdering it before it can get off a single shot, and then they start circling the spot where it died, firing into the voice for a good 5 more seconds before being satisfied.
- Good grief that overkill! One light breeze would have knocked it out. Take it easy, guys!
- Same scenario with the 200 ships v 1 guardian.
- Unpause, and a single shot from an agravic pod fires out and kills it. Yay!
- ...and as soon as the guardian explodes, ALL 200 SHIPS START FIRING AT THE SPOT IT DIED AND CIRCLING IT!
- Guys! Seriously, cut that out!
- Guardian is on death's door, all the 200 ships read this correctly.
- One shot is fired, all others correctly read that it's about to die.
- Guardian dies. At this point, its object gets put back into the "object pool" for use.
- At this time, the "HasBeenRemovedFromSim" flag gets set to true to let everyone know that it's dead.
- All is well so far. Now it's time to blank out it's data so that it's fresh to load next time as another ship, whenever it is needed from the object pool.
- Uh-oh, like a moron I was immediately settingHasBeenRemovedFromSim back to false! So they immediately thought it was alive again.
- And even worse, we store health as an "amount lost," which I was clearing back to 0, which meant that suddenly they thought it was at full health!
- The only reason theyever stopped firing at that ship was that its object got repurposed for something else, and then they detected that condition (thanks to SquadWrapper noting the new PrimaryKeyID) and thus treated it as gone.
- Yet more brief-ening of ship tooltips, which feels oh-so-good. The original text is still there if you hold Ctrl, as it notes in the tooltip.
- Improvements to the profile screen thanks toDominus Arbitrationis, based on notes from Bobtree about how unclear that was as the very first thing the game shows you.
- More improvements to the tutorial by Badger, thanks to a bunch of great notes byrkfg and Pepisolo.
- Ships should no longer do that "blip into a different place for a bit" thing when they first enter a new planet, or when you first switch planets. That was a really annoying one!
- Ships staying selected when going through wormholes sometimes-but-not-always, in a very confusing way, is now gone. So the "accidental orders to ships on other planets" issues should be gone.
- Fixed the issue with really slow ships not turning to face their movement direction, and moving in a really jittery fashion.
- Open-sourced several significant portions of the ship logic code.
[ 2018-10-13 02:56:34 CET ] [ Original post ]
AI War 2
Arcen Games, LLC
Developer
Arcen Games, LLC
Publisher
2019-10-22
Release
Game News Posts:
506
🎹🖱️Keyboard + Mouse
Very Positive
(1063 reviews)
The Game includes VR Support
Public Linux Depots:
- AI War 2 Linux [1.72 G]
Available DLCs:
- AI War 2: The Spire Rises
- AI War 2: Zenith Onslaught
- AI War 2: The Neinzul Abyss
AI War II is a grand strategic RTS against an overwhelming, inhuman enemy who has conquered the galaxy. The enemy has made only a single error: underestimating you.
You must steal as much technology as you can, and take enough territory to fortify your bases and launch your attacks. But every conquest you make turns the attention of the AI ever more in your direction... so choose your targets with care.
It's "a sequel to [Arcen's] enormo-space RTS AI War, which we called'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)
Wishlist the game to be notified when it becomes available!
You must steal as much technology as you can, and take enough territory to fortify your bases and launch your attacks. But every conquest you make turns the attention of the AI ever more in your direction... so choose your targets with care.
It's "a sequel to [Arcen's] enormo-space RTS AI War, which we called'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)
What's New?
We still have a lot of work to do on the game, and we're undergoing some major work with our beta testers before heading to Early Access, but a lot is already awesome:- The game is crazy moddable.
- It's multithreaded to take full use of modern computers.
- The new 3D graphics are working out great.
- The UI has already been dramatically improved by the introduction of a tabbed sidebar in the main view, and streamlining of several other mechanics that felt very difficult in the past. More to come, there.
- We’ve got art for over 130 distinct units (not counting different mark levels), and there's more to come.
- We’ve got over 1500 lines of spoken dialogue from more than 25 actors, focusing primarily on the human side at the moment; we have a few hundred lines of AI-side taunts and chatter, some of which is recorded but just not processed yet.
- There are hundreds of high quality sound effects for a varied battlefield soundscape (with distance attenuation if you’re far away, and positional 3D audio if you’re down in the thick of it), all routed through a tuned mixer setup for optimal listening to all the various parts.
- We have a set of music from Classic that is over four and a half hours long, and the new music from Pablo is partly in, but mostly set to be mastered and integrated within the next week or two.
- There’s also a ton of map types, many of them new, and with a lot of sub-options to make them even more varied.
- And a whole lot more.
Wishlist the game to be notified when it becomes available!
MINIMAL SETUP
- OS: Ubuntu 12.04+. SteamOS+
- Processor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GTX 510+. Radeon HD5900+. or Intel HD4000+
- Storage: 4 GB available space
- Processor: Any Quad Core or 3.0+ GHz Dual Core CPUMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
- Storage: 4 GB available space
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