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Author Topic: AI War: The Zenith Remnant Now Available!  (Read 1156 times)
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« on: January 13, 2010, 12:51:04 PM »

Arcen Games is pleased to announce the release of The Zenith Remnant, the first expansion to their hit RTS/4X hybrid, AI War! You can download a trial version or purchase a license key on the details page for the expansion.  Thanks to all of our fans who have helped to make this game possible with their feedback, suggestions, and preorders over the last months!

The Zenith Remnant includes a massive amount of new content that brings the galaxy to life in exciting ways. Capturables, special AI ships, and ancient alien artifacts litter the cosmos, making your choices as a player more varied than ever. Do you risk total war with the AI by capturing and rebuilding a massive golem? Do you procure defensive superweapons from Zenith traders?

Maybe you’d like to finally be able to build the powerful Core ships that the AI has long used -- or the all-new experimental ships with strange and powerful abilities. Befriend the dangerous alien Dyson Sphere by helping it against the AI forces, or sneak around it to avoid incurring its wrath (that thing is moody). If you see a Devourer Golem, don’t forget to run -- preferably as it pummels your enemies. Any path you take, there are consequences; AI War is known for being heavily strategic even amongst strategy games, and The Zenith Remnant takes it to new heights.

Key Features
* 122 new ships, including:
   * 14 new ship classes with a variety of abilities.
   * 7 massive capturable "Golem" ships.
   * Dozens of other new capturables, including “experimental” ships.
* 12 new AI Types.
* 4 Zenith alien minor factions (NPCs).
* Over 40 minutes of new in-game music tracks.
* Several new map styles.
* Several new AI behaviors and many related special AI weapons.

Availability And Pricing
The Zenith Remnant has a retail price of $9.99 USD (or equivalent currency), and is digitally available in English in all territories.  The expansion will, starting today, be available through all of our online partners including Impulse, Steam, Direct2Drive, and GamersGate.

50% Off Sale On AI War
In celebration of the release of the expansion, we and most all of our partners are selling the base game of AI War: Fleet Command at a 50% discount until the 18th or 19th (the end date varies depending on the vendor).  If you already have the game, now's the perfect time to get a friend into it so that you can enjoy some co-op together!

« Last Edit: January 13, 2010, 01:12:33 PM by x4000 » Logged
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« Reply #1 on: January 13, 2010, 12:51:33 PM »

EXPANSION-ONLY CHANGES
------------------------------------------------

Expansion-Only New Ships & Ship Classes
--------------

-New expansion-only Ship: Raid Engine. Launches brutal waves against its own planet or any adjacent planets, if those planets are not controlled by AI players, or if the human players have a significant fleet there.  If human players don't have warp sensors on these planets, the waves may well arrive unanncounced.  These waves arrive around every four minutes, contain a broad mix of AI ships, and use the tech level of the planet if that is higher than the current wave level for the controlling AI player.

-New expansion-only Ship: Alarm Post.  When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the guards at the current planet will desert their posts and go on the attack.  If the alarm post itself is attacked and destroyed, there is only a 50% chance of it alerting the guards.

-New expansion-only Ship: Special Forces Alarm Post.  When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the "special forces" ships in the entire galaxy will turn aggressive and attack the humans.  If the alarm post itself is attacked and destroyed, there is only a 50% chance of it alerting the special forces ships.

-Three new expansion-only ships have been added (difficulty 5 and up only): Astro Speed Booster Trains I-III.  Nearly-indestructible robotic courier.  Slightly damages nearby ships. More importantly, they provide a massive speed boost to all AI ships in the system and reveal any cloaked ships that come near. Destroy Astro Train Stations to re-route them.

-Three new expansion-only ships have been added (difficulty 6 and up only): Astro Regenerator Trains I-III.  Nearly-indestructible robotic courier.  Slightly damages nearby ships. More importantly, is able to use its own health to resurrect AI mobile ships that are killed on the current planet. Resurrected ships are teleported to another AI planet at full health at no cost beyond the health of the train. They also reveal any cloaked ships that come near. Destroy Astro Train Stations to re-route them.

-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.

-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.

-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.

-New expansion-only ship: EMP Mine.  Enemy ships coming too close to these invisible traps will incur heavy damage. If the ship triggering the mine survives, it will also be paralyzed for 60 seconds. The mine is also destroyed in the process. These are particularly useful for stalling out large incoming vesseles that don't have mine avoidance.

-New expansion-only ship: Area Mine.  Enemy ships coming too close to these invisible traps will incur heavy damage. The explosions from these mines also effect other enemy ships that are close by. The mine is also destroyed in the process. These are obviously useful for taking out groups of ships, but they are also useful for hitting ships that have Mine Avoidance -- those ships can still get caught in the blasts of area mines that are triggered by another ship.

-Three new expansion-only Starships:  Cloaker Starship I-III.  Very fast starship that cloaks other ships near it, even if those ships normally do not have cloaking.

-Three new expansion-only ships have been added: Astro Turret Trains I-III.  Tough but not nearly-indestructible robotic courier.  Has heavier turrets than normal astro trains, and so poses much more of a threat. More importantly, they reveal any cloaked ships that come near, and they tend to disrupt player minefields. Build Counter-Dark-Matter Turrets to protect against them, destroy Astro Train Stations to re-route them, or attack them head-on. If destroyed, an individual astro turret train is gone forever, but its destruction comes at an AI Progress cost.

-New Starship (expansion only): Warbird Starship.  Extremely fast starship with cloaking and a huge multi-targeting energy burst system. Great for clearing out hordes of enemy ships.

-New Starship (expansion only): Beam Starship. Fires very powerful high-range beam weapons that strike all enemy ships in a line.

-New Ship Class (expansion only): Zenith Bombardment Ship (and core).  Fires very powerful, very long-range energy bombs, but is expensive and has a very slow reload time.

-New Ship Class (expansion only): Zenith AutoBomb.  Suicidal unit destroys itself when attacking in order to deal focused area damage to enemies.

-New Ship Class (expansion only): Grenade Launcher (and core).  Launches mid-power grenades over medium distance.  Grenades explode on contact and deal area damage to enemies.


-New Ship Class (expansion only): Zenith Electric Bomber (and core).  Expensive bomber that delivers a tremendous payload, but loses attack power due to interference when too many are on the same planet.  Most efficient in groups of 5 or less.

-New Ship Class (expansion only): Sentinel Frigate (and core).  Very powerful and expensive frigate with sniper-style shots, that loses attack power due to interference when too many are on the same planet.  Most efficient in groups of 2 or less.  Also includes an onboard advanced warp sensor.

-New Ship Class (expansion only): Zenith Mirror (and core).  Extraordinarily weak main attack, but has the unique ability to reflect all incoming shots against its attackers.  With its shielding, can often deal out significantly more damage that it actually receives in this way. Mirrors are very weak to area-of-effect or melee attacks, however, since those cannot be reflected.

-New Ship Class (expansion only): Zenith Paralyzer (and core).  Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits. Great when combined with other ship types.

-New Ship Class (expansion only): Shield Booster.  Strong fighter in its own right, it also gives a 2x shielding bonus to nearby ships on your team.

-New Ship Class (expansion only): Zenith Polarizer.  Fires straight through shields, and does higher damage to shields with more shielding.

-New Ship Class (expansion only): Beam Frigate.  Fires powerful high-range beam weapons that strike all enemy ships in a line.

-New Ship Class (expansion only): Zenith Chameleon.  Midrange bomber that takes on the appearance of junk, and is unassailable, when not moving.

-New Ship Class (expansion only): Zenith Viral Shredder.  Melee ship that generates build points as it attacks, spawning a free copy of itself when enough are accumulated.

-New Ship Class (expansion only): Impulse Reaction Emitter.  Attacks with ammo that reacts with enemy energy sources, doing much higher damage to ships with higher energy use.

-New Ship Class (expansion only): Acid Sprayer. Fires an acid shot at close range. Excellent at dissolving organic components found in all Zenith ships.

-New Experimental Ship (expansion only): Decoy Drone. Tough, armored vessel with no significant guns. Attracts all fire from enemy ships to itself in place of ships within its protection area.

-New Experimental Ship (expansion only): Speed Booster. Mobile ship that increases the speed of all friendly ships in the current system by a small amount. This effect is cumulative when multiple speed boosters are present.

-New Experimental Ship (expansion only): Translocator. Mid-power teleporting fighter that fires shots that cause enemy targets to be teleported far across the current planet when they are hit.

-New Experimental Ship (expansion only): MicroParasite. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator). Very weak alone, but becomes significantly stronger when many are at the same planet.

-New Experimental Ship (expansion only): Experimental Engineer Drone. Advanced prototype model that can regenerate itself as well as repairing other ships very quickly.

-New Defensive Ship (expansion only): Zenith SpaceTime Manipulator. Stationary alien ship that increases the speed of all friendly ships in the current system by a large amount. This effect is cumulative when multiple spacetime manipulators are present. Beware the minor AI Progress increase if this is destroyed.

-New AI Ship (expansion only):  Core Warhead Interceptor. Advanced weapon insta-kills warheads (which explode without doing any damage or incurring any AI Progress increase).

-More about wasps: Very fast and nasty melee ship -- loses health over a 3 minute period, then self-destructs. Created inside Hive Golems, when these are unloaded they are uncontrollable but will viciously attack the enemy on the current planet. Players cannot give direct orders to the wasps.

-New expansion-only Minor Faction: Zenith Devourer. The nigh-indestructible Devourer Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships on planets it visits in order to power and repair itself. Only works with galaxy maps with 30+ planets.

-New expansion-only Minor Faction Ship: Devourer Golem.  This nigh-indestructible Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships on planets it visits in order to power and repair itself.  It's attack power is so high that it will insta-kill most ships, but it will only attack non-core ships that are both mobile and which have attack power. The only way for those ships to survive is for them to flee to another planet until the devourer has moved on.

-New expansion-only Minor Faction: Zenith Miners. Every five hours or so, a Mining Golem will appear from deep space, and will spend time consuming a planet unless it is destroyed before it complete its task.  The destruction of this planet may prove advantageous or not, depending on where it lies, but the usual AI Progress increases do apply if it is an AI planet.  If one Mining Golem is destroyed, the Zenith miners will simply send another one at the next allotted time. Only works with galaxy maps with 30+ planets.

-New expansion-only Minor Faction Ship: Mining Golem.  This golem is sent from deep space for one purpose: to consume the planet it is heading toward. It will fire on human ships that approach it, but it emits a signal that tricks AI ships into ignoring it as harmless. It takes it quite a while to reach the planet, but as soon as it does, it causes a blast the same as if a nuclear weapon had been set off -- destroying all the resources and most ships, and making the planet unable to sustain supply.

-New expansion-only Minor Faction: Zenith Traders. These alien traders are happy to do business with anyone who can pay.  They travel around the galaxy, providing special ships (for a hefty fee) to both human and AI players alike. Only works with galaxy maps with 30+ planets.

-New expansion-only Minor Faction Ship: Zenith Trade Ship.  These neutral traders are happy to trade with humans or AIs, although they charge quite a lot in return -- and their wares are a bit different for AIs versus humans.  The trade ship travels slowly around the galaxy, and when it has supply from your team, your entire team can use it to build very expensive and powerful ships that you can't directly build any other way.  The AI will use it to build such things as even new Warp Gates or Astro Train Stations -- but they only make purchases about 1% of the time when the trader exits a system belonging to them.
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« Reply #2 on: January 13, 2010, 12:51:59 PM »

Expansion-Only New Golems
--------------
-New Regenerator Golem (expansion only):  Very little in the way of weapons, but is able to use its own health to resurrect allied mobile ships that are killed on the current planet. Resurrected ships are teleported back to the golem at full health at no cost beyond the health of the golem.

-New Cursed Golem (expansion only):  Cursed Golems continuously take passive damage and cannot be repaired by traditional means.  The only way for this golem to survive is to attack enemy ships, which recovers its health through vampirism.

-New Armored Golem (expansion only):  Incredibly highly armored, this golem fires 30x powerful flame waves in quick succession, letting it really chew through groups of enemies. Each shot also damages itself, however.

-New Artillery Golem (expansion only): Must be manually assigned targets, but fires extremely, extremely powerful artillery shots over long ranges.  Is very slow, and heavily damages itself when firing, though.  Great for taking out very heavily defended targets.

-New Black Widow Golem (expansion only): Relatively low health for a golem, but doesn't damage itself when firing.  Fires 50x fairly powerful shots at a time, dealing extreme engine damage with each volley.  Excellent for immobilizing or outright destroying large fleets.

-New Hive Golem (expansion only):  Large, slow transport that automatically fills over time with up to 500 small wasp ships. When the wasps are unloaded, they will automatically spread out and attack enemy ships on the current planet; they cannot be directly controlled, cannot leave the current planet, and lose health slowly over 3 minutes.

-New Botnet Golem (expansion only):  Reclaims enemy ships it kills (reclaimed ships have health = full damage inflicted by reclamator). Reclaimed ships come back as Zombie Bots, which cannot be controlled but which will attack enemy ships mercilessly until they die.  Zombie bots will travel to enemy planets if no enemies present.  This golem damages itself with zombie-creating shots, and cannot attack ships that are immobile, have no attack, or are immune to reclamation.


Expansion-Only New Capturables
--------------
-New Capturable Ship (expansion only):  Orbital Mass Driver. Advanced weapon sends projectiles stripped from an iron asteroid to deal heavy damage to starships and golems.

-A new expansion-only capturable, the Zenith Power Generator, has been added: Advanced Zenith power generator that produces a massive amount of energy at a very tiny cost. AI progress goes up by 20 if this is destroyed, and while your team holds it, the AIs will send 2x stronger waves against this planet.

-New expansion-only Capturable Ship: Radar Jammer.  Causes all ships on the planet to have extreme trouble targeting at ranges greater than 1000.

-New expansion-only Capturable Ship: Radar Jammer II.  Causes enemy ships on the planet to have extreme trouble targeting at ranges greater than 1000.

-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.


Expansion-Only Ship Logic Updates
--------------
-Regarding all golems:  Golems are extremely powerful ships, and thus are very concerning to the AI. Golems cause the AI to send larger waves and reinforcements  to the planets the golems are on, as well as causing the AI Progress to increase when they are repaired.  All golems start out in a broken state when captured by players, with 25% of their health remaining, and must be repaired to full health before they will become operational.  This initial repair generally increases AI Progress by 100, but the power of the golem itself is a match for that.

-Golems are now immune to sniper shots and minor electric shots, and can no longer be boosted by munitions boosters.




Expansion-Only AI Types
--------------
-New expansion-only AI type: Raid Engine.  Uses Raid Engines on a huge number of their planets.  Makes for very frequent, short-term brutal waves in addition to the normal waves unless players carefully kill these engines.

-New expansion-only AI type: Alarmist.  Uses alarm posts (special forces or regular) on all of their planets.  Makes for massive cross-planet attacks unless players carefully kill these alarms.

-New expansion-only AI type: Camouflager.  All of its mobile ships look like harmless pieces of junk when stationary and not firing.

-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.
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« Reply #3 on: January 13, 2010, 12:52:10 PM »

Expansion-Only Misc
--------------
-When the expansion is installed and available or in trial mode (not disabled), it now shows a new expansion-specific logo and splash screen.

-Two new map styles are now available (expansion only):  Tree and Spokes.  Tree tends to have lots of little branches and long corridors, with very long numbers of hops between the sides of the map (but not always).  Spokes tends to have certain hub planets that have super-high numbers of connections (10 to 14 or even more), and usually any part of the map is a bit closer (but again, not always).

-The expansion-related text has been moved into a more final format that will be easier to handle with localization partners.

-In the expansion only, the "energize" cheat now creates 10 Zenith Power Generators instead of 10 mark II energy reactors.

-Four new cheats have been added for spawning broken or fully-functional versions of the new golems: busted curse me, curse me, busted its a troll, its a troll.  These only work when the first expansion is enabled for the current game.

-In the expansion on difficulty 7 and up, the AI home planets and core planets (those next to the home planets) will now always include both an orbital mass driver and a core warhead interceptor.

-Two new cheats have been added for spawning broken or fully-functional versions of the new hive golem: busted and the hegemon, and the hegemon.  These only work when the first expansion is enabled for the current game.

-Two new cheats have been added for spawning broken or fully-functional versions of the new botnet golem: busted zombie bots, zombie bots.  These only work when the first expansion is enabled for the current game.

-Four new cheats have been added to the expansion to trigger the four new minor factions in the expansion: Go Go Trade Pact, Spawn Miners, Calling Mr Miles, Invoke Unicron.

-Spokes maps are particularly vulnerable to supply, so all AI players now get a core force field covering all of their command stations in that map style -- this adds some challenge back, and essentially deepens the scenario as a counterpoint to how you can take advantage of them with supply denial.

-A warning message is now shown whenever a devourer is on one of your team's planets, or on an adjacent planet to your team.

-Three new expansion-only map styles have been added to the game: Snake, Vines, and Grid.  They provide somewhat more orderly alternatives to Tree and Spokes, with explorations in different sorts of connection-patterns between planets, providing more variety in terms of planet adjacency, numbers of hops, and so on.
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« Reply #4 on: January 13, 2010, 12:52:28 PM »

SPECIAL THANKS
--------------

-Thanks to kjara for reporting the issue with AI parasites note taking over human ships, for reporting exploits to the adjusted score calculation, for suggesting the new bonuses for higher-mark autocannons, for reporting that in prior versions expansion ships could show up in the lobby when the expansion was disabled or not installed, for suggesting that attrition emitters must be directly attacked by player ships, for suggesting the improvements to when the AI goes on alert, for reporting the issue with the colors not showing correctly in multiplayer lobbies, for suggesting some of the new player colors, for suggesting the Speed Boosters, for suggesting eyebots not show up in the scouts tab, for reporting that under-construction units were not receiving any protections in the prereleases.

-Thanks to Nibelung44 for reporting the issue with the raptor IIs still having a minimum range.

-Thanks to twobitshift for suggesting the colony ship improvements.

-Thanks to etgfrogs for suggesting that golems be immune to minor electric shots, for reporting that Beam Frigates were unable to hit must-be-directly-targeted ships in 2.001L, for suggesting the AI SuperTerminal.

-Thanks to RCIX for suggesting the Artillery Golem, for suggesting the Black Widow Golem, for suggesting the Armored Golem, for doing original sketches for the Grenade Launcher and the Zenith Polarizer, for suggesting the Zenith Chameleons, for suggesting the Acid Sprayers, for suggesting that players be able to set font sizes for replacement fonts, for reporting balance issues with the beam frigates, for suggesting the Zenith Power Generator, for suggesting the Core Warhead Interceptor, for suggesting the Zenith Reserve Ships, for suggesting EMP Mines, for suggesting that the strong/weak simulations be run at range, for suggesting that any ships that can fire through force fields can also fire through decoy protection radii, for reporting the exploit with control groups and building on non-controlled planets, for suggesting the Mining Golem, for reporting the visual issue with ships fading in, for suggesting the Dyson Golem, for reporting the rotating mark iii force fields, for suggesting the lightning turret rebalance, for suggesting that grenade launchers be moved to normal complexity in the lobby, for reporting the new shot outrunning problem, for reporting the issue with units collision-detecting while on the way to get into a transport, for reporting the sleeping alarm posts in 2600, for reporting the issue with blinking protecting from exo-forcefields.

-Thanks to Ktoff for suggesting the buffs to the spire starships.

-Thanks to Joshua Yu for suggesting that tachyon emitters have mine avoidance, for reporting the grenade launcher IV range error, for reporting the issue with the game version mismatch throwing players into an empty lobby, for reporting the exploit with viral shredders, for reporting that the description of teleporting units in the lobby was out of date, for suggesting Cursed Golems, for suggesting the Black Hole Machine, for reporting the missing wave names in some prereleases, for suggesting the rebalance of beam starships, for suggesting that tanks get a buff, for reporting the exploit with gifting home command stations, for suggesting that control nodes not be giftable, for suggesting the AI Superterminals not interfere with supply, for suggesting that decloaker be immune to being insta-killed, for reporting the errors in the mrls and mlrs turret descriptions, for suggesting the knowledge cost reduction in cloaker starships, for reporting the issue with speed boosters acting while under construction.

-Thanks to Calvin Southwood for suggesting that laser gatlings be weak against cruisers, for suggesting that harvester exo-shields not be pausable, for reporting the bug with the simulation data in the 2.001F, for suggesting the Stealth Leech Starships, for reporting the issue with ships forgetting queued attacks, for coding out the change to make ships able to be in multiple control groups at once, for identifying the overflow error in the line-circle intersection tests, for reporting that you could gift allies into negative energy, for suggesting the change to cold storage ships being blacked out.

-Thanks to Vaos for reporting the crash bug in 2.001C, for reporting the ucc wormhole additive bug in 2.001E, for suggesting that mirror ships should have a stronger primary attack, for reporting that paralyzers were not properly prioritizing ships in 2.001H.

-Thanks to Velox for reporting the fact that attrition emitters were not capturable, but should have been, for suggesting the Sentinel Frigates, for suggesting the Zenith Virtal Shredder, for reporting the confusing way that turrets interacted with most ships that fire minor electric shots, for suggesting the Core Fabricator, for suggesting the Zenith SpaceTime Manipulator, for suggesting the Experimental Fabricator and Experimental Starship Fabricators, for suggesting Regenerator Golems, for suggesting Hive Golems, for suggesting Devourer Golems, for reporting the description of fleet and alien starships being off, for reporting the gather points bug in 2200, for reporting the raid engine adjaceny issue, for reporting the issue with ship selection when clicking through wormholes.

-Thanks to Nailer for suggesting that wormholes should have a clickable icon in far zoom.

-Thanks to dumpsterKEEPER for reporting the two bugs with the unified command queue in 2.001F, for reporting two spelling errors on the network sync popup text, for reporting the error with FRD ships and rally posts, for reporting the crash when converting some savegames to the expansion, for reporting the issue with paralyzed self-builders, for reporting the incorrect "your income" line items in the intel summary.

-Thanks to Desmond Kaplan for suggesting the orbital command station home cores.

-Thanks to inchoate for suggesting the altered MTU as a way to solve the transmission problems that a few players were having over certain network setups.

-Thanks to keith.lamothe for suggesting that ships prefer not to autotarget mirrors when possible.

-Thanks to Vade for reporting the Zenith Starship misspelling on the technology button.

-Thanks to laxrulz777 for suggesting the Zenith Polarizers, for suggesting the Interplanetary Munitions Booster.

-Thanks to Oewyn for suggesting Shield Boosters, for reporting the issue with counter-shooter ranges appearing for enemy ships, for reporting the issue with non-combat ships showing attack ranges, for reporting a misspelling in the Raid Starship descriptin text, for suggesting the hard counter to impulse reaction emitters, for reporting a crash bug in ZF, for reporting the issue with transport percents, for suggesting that turret trains not be auto-attacked, for reporting the clipping in the stats window, for suggesting the cost reduction for EMP mines, for reporting the temporary issue with colony ships requiring supply, for reporting the temporary mixup with permamine health, for suggesting that mirrors not reflect starship attacks, for suggesting that astro train stations only be attacked via direct orders, for suggesting that fortresses not have such a huge bonus against starships, for suggesting the buzzbomb rebalance, for reporting the issue with the incorrect message being shown when player ships flew into enemy minefields, for suggesting the increase in engineer ranges, for suggesting the better range for rebel/mining spawns, for suggesting that the range of gravitational turrets be increased, for reporting that resistance fighters were not spawning, for suggesting the warning when devourers are on or next to player planets, for reporting the harvesters rebuilding too frequently, for reporting another issue with FRD ships chasing teleporters, for reporting the issue with devourer positions being revealed by some galaxy map counts, for reporting the cold storage issue with waves to unknown planets, for reporting the issues with SuperTerminals.

-Thanks to Lars Bull for suggesting the separate target search cycle for tractor beams, for reporting the issue with exo-galaxy wormholes in certain prereleases, for pointing out that the new cloaked planets could be used to circumvent scouting, for suggesting that Zenith ships have a different color of explosion, for suggesting the improved rally post attributes, for suggesting that mobile builders count as constructors instead of engineers, for reporting the issue with energy going minorly negative, for reporting that you could gift yourself into negative energy, for suggesting the change to cold storage ships being blacked out, for suggesting the widening of the minor faction listbox, for suggesting that the view never center on enemy command stations by default, for reporting the issues with acceleration and group move, for reporting the visual issue with zeroed ship counts on the planetary summary, for suggesting the change to autosave after game over, for suggesting that building hotkeys not include ships of disabled players, for reporting the issue with engineers improperly charging allies for dock acceleration, for reporting the crash when joining a multiplayer game after hosting, for reporting that group-moving into transports was not working, for reporting the miscolorization of planet names on wormholes, for reporting that cloaked ships were being shown during game syncs.

-Thanks to Kiro for reporting the exploit with command station cores.

-Thanks to Draxis for reporting the issue with force fields being able to push cutlasses.

-Thanks to I-KP for suggesting that the "Always display wormhole names in front of ships" setting no longer affect the wormhole far zoom icon, for contributing a variety of graphics noted above, for suggesting the Orbital Mass Driver, for suggesting the Gravity Drill Station, for suggesting the Distribution Node, for suggesting the AI Co-Processor, for suggesting that force fields provide protection from tractor beams, for suggesting the method for making ships borders look better at partial zoom, for reporting the issue with etherjets stuck against force fields, for suggesting the improvements to the electric shuttles and reporting the issue with their stated-vs-actual ranges, for suggesting the colorized planet names in the galaxy map.

-Thanks to Minty for reporting the bug with incoming fire going through forcefields in the 2.001L prerelease, for suggesting that trade ships be immune to force fields.

-Thanks to sparkler for reporting the bug in prerelease M that would allow unbounded ship reinforcements.

-Thanks to StealthArcher for suggesting the Impulse Reaction Emitter.

-Thanks to Hans-Martin Portmann for reporting balance issues with the beam frigates, for suggesting adjustments to the font sizes from prereleases O and P, for creating the new colorized planetary summary panel graphics, for suggesting the Planetary Shield Booster and Planetary Shield Inhibitor, for providing the new explosion graphics (red, green, and blue), for suggesting the buff of forts, for suggesting that astro train stations no longer create a force field, for suggesting that the rebel human colony event be a bit easier, for reporting the issue with ships firing too early on radar jammer planets, for suggesting that minor factions be blind for allied humans, for reporting the issue with clicking minor faction ships in the planetary summary, for suggesting that command stations never shift on game load.

-Thanks to damador for reporting the issue with the font size loading being problematic in version P.

-Thanks to freeofme for suggesting the translocator.

-Thanks to OniRyo for suggesting the decoy drone.

-Thanks to CogDissident for suggesting that golems be immune to paralysis attacks, for reporting the issue with beam frigate targeting.

-Thanks to Cintia for reporting a bug in the prereleases where munitions boosting was still working with turrets.

-Thanks to Lancefighter for reporting the bug in a few prereleases with regen abilities incorrectly being applied during the 3-seconds-after-being hit period, for reporting that Stealth Tachyon Beam Emitters did not have a proper prerequistie, for suggesting that forts be mrses and rally posts, for suggesting the rebalance of dreadnoughts, for reporting the issue with FRD ships and teleporters in 2.600, for reporting that enemy force fields were visible in enemy territory with fog of war on again.

-Thanks to Echo35 for suggesting that turrets leave remains in the same manner of mines, for reporting the disappearing fonts, for reporting the clipping of the header text in the stats window, for suggesting the simple render option for far zoom icons.

-Thanks to darke for suggesting that advanced factories should get a health boost, for suggesting that bombers should get a health boost.

-Thanks to Darloth for reporting the missing EMP Mine buy icon, for reporting the issue with the reload speed of sentinel frigates, for reporting the crash bug in ZD.

-Thanks to raptor331 for suggesting that fortresses be able to store units as a transport to keep them safe until they are ready to be ejected, for suggesting the option to not require admin rights to install updates.

-Thanks to JfpOne23 for suggesting the rebalance of sentinel frigates.

-Thanks to FFLaguna for reporting the issue with rebuilders not working correctly when ships were at cap, for reporting the issue with rebuilders going all the way to their FRD destination before actually target searching, for suggesting teleporting remains rebuilders and cleanup drones.

-Thanks to HellishFiend for suggesting the improvements to the mobile repair stations, for reporting the desyn in 2201, for reporting the missing dangerous ship counts on the command station button list, for reporting the issue with under-construction ships forgetting their orders on completion.

-Thanks to Volatar for suggesting the botnet golem, for reporting that too many bonuses were being shown in the strong/weak data for ships.

-Thanks to Kalzarius for reporting the issues with the scrollbar arrows, for reporting the issue with silent failure of unpausing low-power ships when not enough energy, for reporting that the tooltip on the tachyon warhead was out of date, for reporting the issue with old server sessions not always being cleaned up correctly, for reporting the issue with AIs growing out of control in 2801.

-Thanks to Epsilon Plus for suggesting that golems and astro trains be immune to black hole machines, for suggesting the alert when traders are visiting a player planet, for suggesting the FRD range limiting control node.

-Thanks to Haagenti for reporting the out of date description of raptors, for suggesting the extra AI force fields on spokes maps.

-Thanks to Marisa Park for her work in maximizing the readability of the new font.

-Thanks to TheWordWillSetYouFree for suggeting the rebalance of light starships.

-Thanks to Dere011 for reporting the issue with fortresses not properly accting as an MRS in some prereleases.

-Thanks to NahtanoJ88 for reporting the issue with FRD mode in 2200.

-Thanks to tombom for reporting the map seed textbox being too small in prereleases.

-Thanks to Guardia for reporting the issue with engineers teleporting agains astro train stations in 2201.

-Thanks to Cubittus for reporting issues with engineers assisting queues that were fully empty.

-Thanks to maritime for reporting the issues with marauders getting stranded by engine damage.

-Thanks to aspo for suggesting the reduction of Mark I Engineer health.

-Thanks to Shardz for reporting the counts of ships being off in cold storage planets, for reporting the enemy counts being off in the global summary button, for reporting the planetary summary sizing issue, for reporting the costs overlap issue.

-Thanks to quickstix for reporting the issue with rally posts not properly setting the FRD target of ships to themselves, for reporting the broken cross-planet attacks, for reporting the issue with clicking enemies on the planetary summary when they were in cold storage, for reporting the issue with attack-move mode working like FRD mode in 2.600.

-Thanks to Thiima for reporting the AI being laconic about its command stations being under attack, for reporting the issue with the wrong message being shown when a command station on the AI's old home planet was attacked.

-Thanks to Kaptein for reporting that engineers could repair ships even when in low power mode.

-Thanks to orzelek for reporting several targeting issues, for reporting that marauders were kiling traders, for reporting the targeting issues with turrets and mining golems in 2600.

-Thanks to Pandemic for reporting the issue with science labs and ARSes not being able to use the tech menu when selected together.

-Thanks to JoeFosterX for reporting the issue with group moving with non-military ships.

-Thanks to Rifleman for inspiring the change to make marauders and such patrol when idle.

-Thanks to dragoniv for reporting the bug in tutorial 2.

-Thanks to SingleMalt for reporting the issue with scrapping returning too many resources for in-progress ships.

-Thanks to kjara, Pantera, Dr_Mario, Calvin Southwood, and Lars Bull for reporting and helping to diagnose the multiplayer connection issue relating the batch network sending.

-Thanks to Admiral and freeofme for suggesting the ability to reveal the random AI types, for suggesting the Cloaker Starships.

-Thanks to Lars Bull and Calvin Southwood for originally suggesting the unified command queue, and Nibelung44 for bringing the issue back up more recently, as well as the dozen or more other forum members who commented on this feature, for reporting the issue with the keyboard input sometimes registering when there is no focus.

-Thanks to kjara and Haagenti for suggesting the reduced penalty for holding an attrition emitter.

-Thanks to HellishFiend and RCIX for reporting the crash bug when upgrading an existing savegame to include the expansion.

-Thanks to Cintia and TheWordWillSetYouFree for reporting the bug where player ships were unable to hit must-be-directly-targeted ships sometimes in 2.001L.

-Thanks to Lars Bull, Calvin Southwood, dumpsterKEEPER, RCIX, kjara, and eRe4s3r for reporting the queued wormhole command issue in the unified command queue prereleases.

-Thanks to Velox, Joshua Yu, I-KP, Hans-Martin Portmann, and Vaos for their input on how to rebalance the regenerator trains.

-Thanks to Lancefigher and Oewyn for suggesting the buffs to decloakers.

-Thanks to I-KP, HellishFiend, CogDissident, Velox, and quickstix for reporting the issues with the FRD mode.

-Thanks to PineappleSam and Hobbit for reporting the missing control node technologies.

-Thanks to Oewyn and I-KP for reporting the jumbled galaxy map text in some prereleases.

-Thanks to Hans-Martin Portmann and maritime for reporting the issues with the Zenith Trade Ship balance.

-Thanks to Pandemic and PineappleSam for reporting the issues with starting resources not being properly granted in some cases.

-Thanks to aspo and quickstix for reporting the missing strong/weak data in 2201.

-Thanks to Harry and LanceFighter for reporting the issue with command stations counting as scouts.
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