Posted February 26, 2023
high rated
AI War 2 has just received another update, taking it from 5.537 to 5.538 for Windows, Mac and Linux.
5.538 Return of The Dragons
(Released February 25th, 2023)
• Trying to load a save game now prompts you to reload your mods and expansions to -exactly match- the ones enabled in that save.
• Previously it only prompted you to enable missing ones, which lead to accidentally continuing a game with new mods added to it.
• Show spys, dsaas, and 'danger' text in Spy Network galaxy mode.
• Quickly open Encyclopedia from in game and immediately start typing a name to search using Ctrl+E by default.
• When opened in this way category is restored to All and search by is restored to name.
• Quickly search the galaxy for anything by name by pressing Ctrl+F by default.
• The dropdown for choosing Find Unit or Planet is no longer needed. If the text matches a planet name we show that. If the text matches a ship name we show that.
• Also now shown but not previously are:
• Ships in transports or guard posts, shown by what they are inside.
• Ships offered by hacking, shown by the hackable facility.
• Ships in capturable neutral transports, shown by what they are inside.
• New keybinding in Other UI: Focus Searchbox
• Recommended to try using Enter for this and reassign Open Chat Window.
• ie. within Galaxy Map or Encyclopedia, press enter to begin typing into 'search for...'
• Settings menu improvements:
• The settings menu now retains the category and scroll position when closed and reopened.
• "Set Defaults" now only does so for the currently viewed category.
• While in the mods category you can now quickly disable them all, by clicking the same button, but labeled as "Disable All".
• Pushed a forgotten change to fix the attack modifiers for game speeds not applying correctly.
• Fixed an error in the on-death spawning where sometimes entities would not spawn due to a silent exception.
• Fixed another error in the on-death spawning where if a non-drone was spawned into a drone fleet it would instantly be deleted due to not belonging in the drone fleet. Instead the new non-drone entity now spawns in the current planet's fleet.
• Thanks to Lord Of Nothing for reporting the on-death spawning issues above.
• Fixed the Zenith Architrave additional win condition falsely not respecting their home territory and in general not working at all.
• To do so added the DoForControlledOrInfluencedPlanetsSingleThread() function for factions as a pendant to DoForControlledPlanetsSingleThread that does the same, but also checks for influenced planets (controlling planets only works via player or AI command stations).
• Fixed a typo in the objective for said win condition.
• Thanks to Dismiss for reporting the issue of the Zenith Architrave win condition never appearing.
• Cleanup of some old Galaxy Settings.
• Extended section looks a lot nicer without the huge fuel section.
• Nukes and Emps really did not need a setting about 'cheating': they aren't.
• Lost Spire Frigates kiting was a tiny bit outside its beam range but is now exactly correct.
• Thanks to Lampshade for reporting (took me a while)
• New galaxy settings in Extended: Energy Production Scalar, Metal Production Scalar.
• These affect any energy or metal production, respectively, and it can be scaled from 10%-200%.
Balance
• Balance adjustments to a pair of HRF guardian units that players can hack for when HRF is enabled from the start of the game.
• Nucleophilic Protector base damage 7600 -> 4600
• For reference a regular AI Nucleophilic Guardian has a base damage of 3600 and the Royal version has a base damage of 7200. The HRF version was wildly over-performing.
• Concussive Defender base damage 450 -> 550
• Since these ships fire 10 shots per salvo this is an entire extra 1000 base damage per reload cycle. Should make them a little more appealing.
Fallen Spire
• Dragons now properly spawn for the Fallen Spire again
• Debris should no longer persist weirdly between campaigns
• Thanks to Lord of Nothing for reporting
Dark Spire
• Added in a new type of energy logic, which can be opted into in the Faction's lobby settings
• This makes VG generate energy at an overall slower rate, and increases unit variety
• It is an overall easier experience than the regular logic's state of Eidolons everywhere
Neinzul Custodians
• Can now manually control which subfactions spawn, and optionally choose which Enclave each subfaction gets
• Added per comments by Dismiss and Corpserule
Mods
Sidekicks
• The Mothership spawned by the Ametor AI Type is in pursuit mode
• Thanks to Dismiss for noting
• The Ark Empire gets access to the new arks from the Ark Sidekick
• Requested by Dismiss
• The Ark Sidekick arks now get some bonus metal/energy, since we can't assume they will get to capture a lot of planets
• The notion is "The Sidekick player is probably less experienced than the Human Empire player they are playing with, so will get to capture fewer planets"
• Fix a problem with the Dyson Sidekick Planetary Drill Notifier
• Balance tweaks:
• District 3 Vaults now grant 3 units, not 2
• Spire Frigate takes a big nerf (loses its AOE)
• Spire Cruiser gets a buff (gets the AOE from the frigate), now giving players some motivation to get Cruisers
• Spire Destroyer/Cruiser/Opalesence generally buffed to make them more desirable
Points of Interest
• Necromancer is now able to perform the Reprogram hack on the Long Range Sensor Array.
• Fix to the Rocketeer's unique fortress getting seeded for other ai types (and without a rocketeer in the game).
• Thanks to LordOfNothing for reporting
• New AI-Type Ravager: destroying its command stations causes all asteroid mines to be permanently destroyed.
Outguard Party
• Necromancer is now able to invest in Expatriate.
• Scarecrow Golem can now be placed on any planet.
• Should have more uses: scaring off hunter, not just warden.
• Orbital Missile Control damage and mark scaling reduced quite a bit.
• Can still do impressive things like kill Dire Guardposts, but not ALL of them, on one deploy.
Reclaimers
Significant Improvements!
• Near Space Outposts no longer get infinite drones!
• Major thanks to Arphar for reporting
• The Scrap Boxes setting can now be any value between 0-20. Its default is now 5.
• Thanks to SirLimbo for recommendation.
• Artificial wormholes created between deep space outposts will no longer cause the ai to place instigator bases, spire debris, or relics, outside of the normal range it would have.
• Reclaimers Research Ship is now always locatable on the galaxy map, as it shows even on unexplored planets.
• All initially seeded Reclaimers stuff no longer actually explores the planet but instead are visible to you despite being unexplored. This means they won't be a distraction to auto-exploration.
5.538 Return of The Dragons
(Released February 25th, 2023)
• Trying to load a save game now prompts you to reload your mods and expansions to -exactly match- the ones enabled in that save.
• Previously it only prompted you to enable missing ones, which lead to accidentally continuing a game with new mods added to it.
• Show spys, dsaas, and 'danger' text in Spy Network galaxy mode.
• Quickly open Encyclopedia from in game and immediately start typing a name to search using Ctrl+E by default.
• When opened in this way category is restored to All and search by is restored to name.
• Quickly search the galaxy for anything by name by pressing Ctrl+F by default.
• The dropdown for choosing Find Unit or Planet is no longer needed. If the text matches a planet name we show that. If the text matches a ship name we show that.
• Also now shown but not previously are:
• Ships in transports or guard posts, shown by what they are inside.
• Ships offered by hacking, shown by the hackable facility.
• Ships in capturable neutral transports, shown by what they are inside.
• New keybinding in Other UI: Focus Searchbox
• Recommended to try using Enter for this and reassign Open Chat Window.
• ie. within Galaxy Map or Encyclopedia, press enter to begin typing into 'search for...'
• Settings menu improvements:
• The settings menu now retains the category and scroll position when closed and reopened.
• "Set Defaults" now only does so for the currently viewed category.
• While in the mods category you can now quickly disable them all, by clicking the same button, but labeled as "Disable All".
• Pushed a forgotten change to fix the attack modifiers for game speeds not applying correctly.
• Fixed an error in the on-death spawning where sometimes entities would not spawn due to a silent exception.
• Fixed another error in the on-death spawning where if a non-drone was spawned into a drone fleet it would instantly be deleted due to not belonging in the drone fleet. Instead the new non-drone entity now spawns in the current planet's fleet.
• Thanks to Lord Of Nothing for reporting the on-death spawning issues above.
• Fixed the Zenith Architrave additional win condition falsely not respecting their home territory and in general not working at all.
• To do so added the DoForControlledOrInfluencedPlanetsSingleThread() function for factions as a pendant to DoForControlledPlanetsSingleThread that does the same, but also checks for influenced planets (controlling planets only works via player or AI command stations).
• Fixed a typo in the objective for said win condition.
• Thanks to Dismiss for reporting the issue of the Zenith Architrave win condition never appearing.
• Cleanup of some old Galaxy Settings.
• Extended section looks a lot nicer without the huge fuel section.
• Nukes and Emps really did not need a setting about 'cheating': they aren't.
• Lost Spire Frigates kiting was a tiny bit outside its beam range but is now exactly correct.
• Thanks to Lampshade for reporting (took me a while)
• New galaxy settings in Extended: Energy Production Scalar, Metal Production Scalar.
• These affect any energy or metal production, respectively, and it can be scaled from 10%-200%.
Balance
• Balance adjustments to a pair of HRF guardian units that players can hack for when HRF is enabled from the start of the game.
• Nucleophilic Protector base damage 7600 -> 4600
• For reference a regular AI Nucleophilic Guardian has a base damage of 3600 and the Royal version has a base damage of 7200. The HRF version was wildly over-performing.
• Concussive Defender base damage 450 -> 550
• Since these ships fire 10 shots per salvo this is an entire extra 1000 base damage per reload cycle. Should make them a little more appealing.
Fallen Spire
• Dragons now properly spawn for the Fallen Spire again
• Debris should no longer persist weirdly between campaigns
• Thanks to Lord of Nothing for reporting
Dark Spire
• Added in a new type of energy logic, which can be opted into in the Faction's lobby settings
• This makes VG generate energy at an overall slower rate, and increases unit variety
• It is an overall easier experience than the regular logic's state of Eidolons everywhere
Neinzul Custodians
• Can now manually control which subfactions spawn, and optionally choose which Enclave each subfaction gets
• Added per comments by Dismiss and Corpserule
Mods
Sidekicks
• The Mothership spawned by the Ametor AI Type is in pursuit mode
• Thanks to Dismiss for noting
• The Ark Empire gets access to the new arks from the Ark Sidekick
• Requested by Dismiss
• The Ark Sidekick arks now get some bonus metal/energy, since we can't assume they will get to capture a lot of planets
• The notion is "The Sidekick player is probably less experienced than the Human Empire player they are playing with, so will get to capture fewer planets"
• Fix a problem with the Dyson Sidekick Planetary Drill Notifier
• Balance tweaks:
• District 3 Vaults now grant 3 units, not 2
• Spire Frigate takes a big nerf (loses its AOE)
• Spire Cruiser gets a buff (gets the AOE from the frigate), now giving players some motivation to get Cruisers
• Spire Destroyer/Cruiser/Opalesence generally buffed to make them more desirable
Points of Interest
• Necromancer is now able to perform the Reprogram hack on the Long Range Sensor Array.
• Fix to the Rocketeer's unique fortress getting seeded for other ai types (and without a rocketeer in the game).
• Thanks to LordOfNothing for reporting
• New AI-Type Ravager: destroying its command stations causes all asteroid mines to be permanently destroyed.
Outguard Party
• Necromancer is now able to invest in Expatriate.
• Scarecrow Golem can now be placed on any planet.
• Should have more uses: scaring off hunter, not just warden.
• Orbital Missile Control damage and mark scaling reduced quite a bit.
• Can still do impressive things like kill Dire Guardposts, but not ALL of them, on one deploy.
Reclaimers
Significant Improvements!
• Near Space Outposts no longer get infinite drones!
• Major thanks to Arphar for reporting
• The Scrap Boxes setting can now be any value between 0-20. Its default is now 5.
• Thanks to SirLimbo for recommendation.
• Artificial wormholes created between deep space outposts will no longer cause the ai to place instigator bases, spire debris, or relics, outside of the normal range it would have.
• Reclaimers Research Ship is now always locatable on the galaxy map, as it shows even on unexplored planets.
• All initially seeded Reclaimers stuff no longer actually explores the planet but instead are visible to you despite being unexplored. This means they won't be a distraction to auto-exploration.