Prerelease/Expans 2.001ZJ (9 Control Nodes, Transports+, Fixes, AI Logic+)
The pre-releeases continue for New Year's Eve!
Please see http://arcengames.com/forums/index.php/topic,2804.0.html for more information upon ZG, as I have missed it, and it contains a "Control Node" feature that re-allows players to control one another's units, and with a impressive new skin for Fortresses made by community member, I-KP.
Topic: http://arcengames.com/forums/index.php/topic,2821.0.html
Download: http://www.arcengames.com/share/AIWar2001ZJ.zip
What's new since 2.001ZG:
-The way that the names of technologies are loaded is now more efficient for localization, and also prevents a redudancy in the notification-of-unlock message text that is now shown.
-New Control Node: Auto-Build Engineers Mark II. Each command station you control will automatically maintain one Mark II Engineer at each planet you control. Building multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet.
-New Control Node: Auto-Build Engineers Mark III. Each command station you control will automatically maintain one Mark III Engineer at each planet you control. Building multiple of this control node causes multiple engineers to be maintained at each planet. Replacement engineers will only be built if there are fewer than 100 mobile enemy ships on the planet.
-New Control Node: Auto-FRD Engineers. Automatically places all of your engineers (including secondary engineers such as remains rebuilders) into Free-Roaming Defender mode if they are on planets you control.
-New Control Node: Auto-FRD Mobile Military. Automatically places all of your mobile military ships into Free-Roaming Defender mode if they are on planets you control.
-New Control Node: Auto-Build Remains Rebuilders. Each command station you control will automatically maintain one Remains Rebuilder at each planet you control. Building multiple of this control node causes multiple rebuilders to be maintained at each planet. Replacement rebuilders will only be built if there are fewer than 100 mobile enemy ships on the planet.
-New Control Node: Auto-Rebuild Harvesters. Automatically rebuilds metal and crystal harvesters on all planets you control. Replacement harvesters will only be built if there are fewer than 100 mobile enemy ships on the planet.
-New Control Node: Engineers To Not Auto-Assist Queues. Prevents your engineers from automatically assisting build queues (keeping them on repair duty only, unless they are given explicit orders to accelerate a queue).
-New Control Node: Engineers To Not Auto-Assist Allies. Prevents your engineers from automatically assisting any allied ships (though you can still manually assign them to assist specific allied ships).
-The intel summaries on the galaxy map now include labels for all of their icons to make it easier to tell what planets might deserve more investigation without having to use the help palettes in the planetary summary.
-Ships that are rebuilt from remains now start out with 50% health when they are starting to be rebuilt.
-Previously there was a bug that would sometimes cause AI ships -- most notably bombers -- to act indecisive when they are generally outnumbered but also still have a target of value that they can kill. This is now fixed.
-On difficulty 7 and up, the AI is now smarter about taking out key targets when it is outnumbered; now sometimes managing suicide runs instead of always falling back in this situation.
-The list of scouts in the scouts button now only includes the specific scout ships (Scout I-IV) and the Scout Starship.
-Fortresses now provide scout data.
-Transports move away from the wormhole to avoid taking so much direct fire.
-When transports are destroyed they now safely eject their cargo, rather than losing all of it.
Please see the topic on the changes since prior releases, and changes since 2.001ZJ.
