User talk:WinterBorn

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Revision as of 20:02, 10 November 2010 by Draco18s (talk | contribs)
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test area

  • testing To Be Developed

(in development)


AI War:AI War


link to templates list


Link to my practice area

Link to wiki Redux

Link to wiki Prep area


(in development) Your Home System And What's In It


Yes, for sure, we'll definitely be doing updated installers.

manual patch

Meanwhile, if you want the raw zip files, you can get a list of them here: http://www.arcengames.com/dl/AIWarBetaUpdates2.xml

Simply unzipping them into your game folder in order would give the desired result if you want the betas that way. Hope that helps


Hybrids Section

AI_War_-_Hybrid_Hives


Various quotes on Hybrid development follow

CoN exp Added "Advanced Hybrids" AI Plot; if the base Hybrids plot is enabled and the Advanced one is not, then the highest tier of Hybrid classes will be disabled (including stuff like the re-coloinzer, which is not quite implemented yet). Also slightly influences the tech level of equipment available to the lower classes, for instance the first Attacker type will only be able to get a mkI forcefield (instead of mkII) if Advanced Hybrids is off. If you select Advanced Hybrids and not the base Hybrids plot for an AI player, once you start the game it will act as if you had checked both.

Added 2 galaxy map display overlays: detected hybrids and detected hybrid facilities. Only displays info on planets that you current have visibility.

The following modules now use a new shot-movement mechanic to fire their multiple-shot bursts in a brief sequence rather than all at once, to give more of the desired visual effect (gameplay impact should be minimal) : Riot machine gun modules now fire 12 shots per salvo with a reload time of 4 seconds, instead of 3-shot salvos with a 1-second reload. Riot laser modules now fire 8 shots per salvo per 8 seconds instead of 4 shots per salvo per 4 seconds. Hybrid machine gun modules (I-IV) changed from firing 2/3/4/5 shots per 1-second reload to 10/15/20/25 shots per 5-second reload. Hybrid laser cannon modules (I-IV) changed from firing 1/2/2/3 shots per 4-second reload to 2/3/4/5 shots per 8-second reload.

Hybrid Hive (hull, not ff-module) armor from 500 to 1000, health from 1,500,000 to 2,000,000. Hybrid Hive forcefield generator hull type from (default) to Structural, the same as normal ff-generators (they used to be intentionally different, but with the simplification of damage bonuses there isn't room for that). Health from 500,000 per mark level to 600,000 per mark level.


Hybrid plot Difficulty scaling: the initial number of hybrid facilities (including hive spawners) and the maximum-hybrids-alive-at-once calculations (which is based on planet count and spawner count) are now scaled by the total number of human-players/human-homeworlds and the highest AI difficulty (facility count only scales by the former). A single player with one homeworld playing on difficulty 7 has a factor of 1.0; on difficulty 10, 3.0; two players on diff 7 have 2.0, etc. The maximum-hybrids-alive-at-once number is now capped at numberOfPlanets * difficultyFactor, which is 4 times the number of hybrids supported by just the planet count. This allows the number of spawners (each of which support an additional 2 hybrids, which is down from 4) to have a significant impact on hybrid population without it exploding into the 500s or crazy stuff like that (unless you're playing with a lot of players or homeworlds or high difficulty).