Difference between revisions of "AI War:Current 4.0 Beta"

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(Created page with '== Prerelease 3.700 == * AI War version 3.189 converted to the Unity 3D engine. Only new features since 3.189 are mentioned here. * There …')
 
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* In-game textures are now streamed into the game in a queue, rather than loaded-all-at-once when first encountered.  This avoids choppiness and momentary lag when loading savegames and similar.  This does cause images to be invisible and then pop-in during that same time, but that's much preferable in the main.
 
* In-game textures are now streamed into the game in a queue, rather than loaded-all-at-once when first encountered.  This avoids choppiness and momentary lag when loading savegames and similar.  This does cause images to be invisible and then pop-in during that same time, but that's much preferable in the main.
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* Added "Blitz" combat style which is like Fast and Dangerous but the ship speed is doubled again.  Also, "Normal" has been renamed to Epic/4X-like and "Fast and Dangerous" has been renamed to "Normal".
  
 
(note: the above changes reflect our work-in-progress build that has not yet been released)
 
(note: the above changes reflect our work-in-progress build that has not yet been released)

Revision as of 17:03, 20 September 2010

Prerelease 3.700

  • AI War version 3.189 converted to the Unity 3D engine. Only new features since 3.189 are mentioned here.
  • There are no longer any prerequisites for running the game.
  • The game no longer uses GDI+, so it is no longer at all dependent on system fonts, and programs like FRAPS are able to record the menus as well as the actual gameplay.
  • Thanks largely to the removal of the GDI+ components, the game application itself opens markedly faster now.
  • The draw-framerate is now independent from the simulation-framerate.
    • This is a huge benefit, because now the draw framerate automatically drops under serious load (like a big battle), which lets the actual simulation speed stay at 100% during play in many cases.
      • Thus the game doesn't slow down to a crawl during big battles (it just gets briefly choppy, if that), which passes much more quickly and is markedly less frustrating.
      • Also, if one player has a slightly underpowered machine during a network game, it is less likely to slow down the simulation for the other players, which is also excellent.
  • The keyboard bindings are now able to be edited.
  • In-game textures are now streamed into the game in a queue, rather than loaded-all-at-once when first encountered. This avoids choppiness and momentary lag when loading savegames and similar. This does cause images to be invisible and then pop-in during that same time, but that's much preferable in the main.
  • Added "Blitz" combat style which is like Fast and Dangerous but the ship speed is doubled again. Also, "Normal" has been renamed to Epic/4X-like and "Fast and Dangerous" has been renamed to "Normal".

(note: the above changes reflect our work-in-progress build that has not yet been released)