Dynaverse.net
Taldrenites => Dynaverse II Experiences => Topic started by: NuclearWessels on October 18, 2006, 11:27:15 am
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The pack:http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exe [Last updated Jan. 15]
BUG FIXES IN PROGRESS
This is where I'll keep a short list of current bugs and revisions and their status.
Bugs/fixes still in progress:
- AI attacking tractorable asteroids
status: mitigated, but not eliminated (under further investigation) - some combat scenarios ending before the enemy is fully toasted
status: under investigation - need to add Wyn terrain
status: on the TTD list
Patrol Scenario Overview
OK, here's the candidate "Patrol Duty" scripts that try to reflect more typical patrol activities. (Note, this doesn't replace the standard combat patrol scripts, it's a pair of additional scripts if an admin wants to include them.)
This also now includes the Piracy and Privateering scenarios, which are invoked only if you're flying for one of the cartels.
http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exe [Last updated Nov. 22]
In a PvP situation they operate like the standard big-map/warp-disengagement combat script: 3v3 drafting, stripping AI, etc.
When you're flying against the AI (solo or with a wing or two) things work as follows: you're notified that there is a disturbance of some form in your sector of space, and you have to find it, investigate it, and (if possible) deal with it.
Find the problem
First you have to find the source of the disturbance
(the ability of the 'nearest enemy' key to reveal enemies at any distance has been blocked :flame: )
The range at which you can detect the enemy depends on a number of factors
- the number of scout channels your ship has (scouts will be MUCH better at quickly sweeping large regions of space)
- the number of labs and control stations your ship has
- whether or not you've got deep scanning turned on
- how long you've been scanning (as time progresses your computer is able to isolate and filter more and more of the region's background noise)
- whether or not the enemy is cloaked
- whether or not the enemy has a hull stealth bonus
- interference from terrain (nebula and ion storms in particular)
Identifying the problem
You'll often need to scan an entity or vessel from close range (sometimes 5 or less if your ship doesn't have a lot in the way of labs) to determine what to do.
Here's the scenario list, the numbers are scenario ids from your Battlelog.txt file
- An enemy warship
[li] #34 immediate attack (shoot on sight) no scan necessary, an enemy vessel is in hot pursuit of you from the start. This is the same setup as a PvP encounter, and automatically generates appropriate planet/bases for assault/defense. Unlike the pure-combat mission script, you do NOT get AI help in assaulting planets/bases.[/li]
[li] #0 scan your opponent then engage in standard combat[/li]
[li] #1 an enemy spy/recon vessel, you need to investigate by scanning them, then planting a security team aboard, following which they may try to fight or flee[/li]
[li] #2 an enemy negotiator/envoy/diplomat on a legitimate mission - you must scan and release, unless you can also jam their communications, in which case you might cause them to mysteriously disappear ...[/li]
[li] #36 outpost raid - destroy an enemy repair/resupply outpost (FRD, freighters, and cargo boxes) [/li]
[li] #37 eavesdropping - sneak into enemy space and listen in on their transmissions, WITHOUT getting detected (green alert, low speeds, no deep scanning) [/li]
- One of our own warships
[li] #3 one of our ships has mutineed or been captured - you'll need to scan them then retake the ship[/li]
[li] #4 they may be in distress, and need medical or technical assistance [/li]
[li] #40 one of our cruisers has been badly damaged, you have to help it reach a shipyard and try to get enough repairs started to make it combat worthy before a marauding enemy comes down on all of you [/li]
- A derelict vessel creating a shipping hazard
[li] #5 You need to send a salvage team aboard to get what you can, then destroy the vessel - there is a chance the vessel is booby-trapped if it belonged to a hostile race, there is also a chance the derelict is in a dangerous region of space (minefields, ion storms, etc)[/li]
[li] #29 For security reasons, the derelict might need to be disposed of in a black hole, to remove any traces of its existence [/li]
- Civillian vessels
[li] #6: they are in distress of some form - after scanning you need to beam a rescue party, repair party, or medical supplies aboard. There may be minefields or terrain hazards about.[/li]
[li] #7 they are harmless but can't be bothered responding to hails - after scanning the vessel to ensure it isn't a threat you bawl them out and can go on your way. Pirate captains will have an opportunity to buy/sell contraband.[/li]
[li] #8 they need to be towed away from a hazardous region such as the edge of an ion storm or minefield [/li]
[li] #9 they are smuggling something - after scanning the vessel you'll need to capture it - they may turn and fight or they may try to run. Pirate captains can hang onto the captured contraband for later resale.[/li]
[li] #10 they are a wanted criminal - again, scan and kill or capture - they might fight or run[/li]
[li] #11 they may be outright hostile and turn to attack you once you close to scanning range - once in awhile they may have an agent planted on your ship to carry out an act of sabotage just before they turn to attack[/li]
[li] #12 they are a spy vessel, you need to scan them and place an investigation team on board, then they may still try and fight or flee[/li]
[li] #27 there are a pair of squabbling civillian vessels - you'll need to bring one of the captains aboard your vessel to talk some sense into them [/li]
[li] #30 there is important cargo/personnel on board a vessel, and you'll need to escort them to a nearby base or planet [/li]
[li] #31 a vessel transmits critical data to you, and you need to deliver the information to a nearby base or planet - there is also a chance the information turns out to be phone, and the base will instruct you to turn around and go after the other vessel again![/li]
- Pirate vessels
[li] #13 an harmless pirate with a bad attitude (scan, scold, and release). Pirate captains can buy/sell contraband - though the other pirate may try to pull a double-cross.[/li]
[li] #14 a smuggler (scan and destroy/capture)[/li]
[li] #15 a wanted pirate (scan and destroy/capture)[/li]
[li] #16 an out-and-out hostile, eager to attack you (capture or destroy them, again they may have a saboteur aboard your ship)[/li]
[li] #17 a spy vessel (scan, plant a security team aboard their vessel, then they may try to flee or fight)[/li]
[li] #32 a pirate base, which needs to be eliminated[/li]
[li] #33 a suspected black marketeer - your officer will give you instructions after scanning them. Pirates can sell most of their troops, parts, bombs, etc at outrageous markups, although they could try to double-cross you.[/li]
[li] #38 you're invited to drop your shields and come aboard the legendary Riverboat Casino ... is it worth the risk? [/li]
- A monster
[li] #18 harmless, but will fight back if attacked (scan and release)[/li]
[li] #19 aggressive (scan and destroy)[/li]
[li] #35 fight a swarm of tiny annoying foes [/li]
[li] if you happen to draw a monster in a starbase/homeworld hex then you might find yourself facing an intruder or large sunglider attacking your base/homeworld (a variant of the #34 shoot-on-sight)[/li]
- A terrain feature
[li] #20 determine where the strange readings are coming from (scan and log)[/li]
[li] #21 there may be a wreck on the surface that needs to be salvaged - this may be just a couple of items you can directly beam off with transporters, or it may be a more time consuming process where your officers ask you to go into orbit around the asteroid/planet while they carry out salvage operations[/li]
[li] #22 there may be survivors on the surface who need to be evacuated - like #21, this may simply be beaming an injured party off the asteroid/planet, or it may be a more time consuming evacuation process[/li]
[li] #25 you may need to recalibrate your weapon systems, done by blasting away at an asteroid and letting your lab and weapons crews analyze the results[/li]
[li] #28 you may need to conduct terraforming operations, done by landing a team on an asteroid and following their directions to blast it into appropriate pieces[/li]
[li] #42 crossing a storm barrier - you are just coming out of a nasty belt of ion storms and dust clouds (even worse if you draw this in a nebula hex) and you find an enemy waiting for you on the outside... [/li]
- Scientific experiments (your mother and I have to sell the lot of you...)
[li] #39 your scientists want you to investigate Kirk's time warp maneuver -- survey a local sun and then go to high warp as close to it as possible... (i.e. use the warp disengagement, plotted to skim the sun) [/li]
[li] #41 your scientists have captured an Andromedan displacement device and installed it on your ship. You get to fly around while they try to figure out how to control it. Unfortunately, an enemy may show up while you're experimenting...[/li]
- A rogue minefield
[li] #23 you'll need to destroy the minefield (actually a combination of defsats and listening posts) [/li]
- Asteroid base missions
[li] #24 you may be called in to restore order at a prison where the inmates are rioting: you'll need to capture (NOT destroy) the facility before the inmates gain control of its weaponry[/li]
[li] #26 you may be called in to help put down a mutiny at an asteroid base, again by capturing (not destroying) the base[/li]
[/list]
Note that firing on innocent vessels causes you to lose the scenario, and firing on a potential hostile before you've confirmed they really ARE hostile can earn you a reprimand, so verify your target before attacking!
Calling for help and jamming communications
The size of enemy vessels will be randomly determined, but with a curve making CL-CA class ships the most likely opposition. (I.e. the enemy strength won't be based on your strength.) As such, it may be necessary for you to call for help and wait for it to arrive -- if you're forced to disengage before help arrives then the enemy is assumed to slip away into your space and you lose. Calling for help is currently done automatically, I may replace that with a dialogue box eventually)
Needless to say, the enemy will attempt to jam your communications. Similarly, in a number of the scenarios listed it helps if you can jam their communications. (Jamming is also handled automatically at the moment, you're just informed if it's taking place.)
Each ship is assigned a jamming capability, based on their lab space, control stations, and scout channels (again, scouts will be much better at this than other vessels). Based on the relative abilities of the two sides, there will be a probability of success in jamming each other's communications.
Piracy and Privateering
Blackmail, finder's fees, and protection rackets
In various scenarios, the pirate captain will have the opportunity to rescue someone (for a fee), charge someone protection fees, salvage or capture valuable cargo, protect someone who has paid their protection fees, try to smuggle items past naval/customs vessels, etc. Most of these scenarios operate under the same mechanism as the naval scenarios in the new mission pack.
Pirates can carry contraband
All pirate vessels, but only pirate vessels, can carry a certain amount of contraband.
You can carry one item of contraband per hull box, and ten items of contraband per cargo box.
Contraband items carry over from mission to mission, and are transferred over when you buy a new ship (if there is sufficient space in the new ship)
Contraband items are lost if your ship is captured or destroyed.
Limitations
I've had to add a couple of restrictions in the contraband rules to handle limitations in the scripting api:
- If there is a "host left" situation the script will not do any cargo updates, due to the possibility of mis-identification
- If there are more than two humans in a mission only the player who initiated the mission will receive cargo updates.
I might simply set up the storyline so that if more than one human is in a mission then the black market opportunity falls through (there are too many witnesses or some such thing)
Carrying contraband makes you a smuggler
Many of the scenarios you encounter will involve naval vessels from the different empires, and they will want to scan your vessel to make sure you aren't smuggling anything.
Sometimes they won't detect the contraband even when they do scan you (you put a lot of effort into masking it).
Sometimes when they detect it you'll have the opportunity to put a team aboard their vessel with a hefty bribe, and they'll let you go.
Sometimes you'll be forced to either fight or run away.
Fighting with or running from the cops makes your vessel wanted
If you run away, or pick a fight with the navy and don't finish them off, then they will issue a warrant for your vessel, and in subsequent scenarios you will automatically be assumed guilty. How badly you are wanted increases every subsequent time this happens, but goes down in missions where you manage to bribe the naval officer. At some threshold a shoot-on-sight order is issued. (Hmmmm .. I should probably set this up so that each different navy has their own classification of how badly wanted you are.)
The warrant goes with the vessel - if you sell the ship most of the grief goes to the new owner. Of course, when you buy a new ship there is a chance you'll inherit its history.
Acquiring contraband
You can acquire contraband in three different ways:
(1) salvaging wrecks: if you destroy a vessel carrying contraband then 10-20% of the contraband survives and can be salvaged if you have space available
(2) capturing vessels: if you capture a vessel carrying contraband then 30-60% of the contraband survives and can be transferrred to your vessel if there is space
(3) the black market: when you encounter non-hostile pirates, civillians, bases, and planets there is a chance you'll be able to purchase contraband from them (you quartermaster knows the going rates, and will ensure you don't get ripped off)
Selling contraband
You can sell contraband on the black market when you meet a non-hostile pirate, civillian, base, or planet.
The prices at which contraband items are bought and sold depends on the type of item and the race, inidicated here as High/Medium/Low. I haven't put any rhyme or reason into who pays well for what (I'll rework that later) but each commodity has an equal price distribution across the races, and each race has an equal price distribution across the commodities. I've also rigged it so that, using traditional alliances, each side has an equal distribution of prices/commodities.
Race | DilithiumCrystals | NovaMines | RomulanAle | Tribbles | AlienArtifacts | WeaponSchematics | MedicalSupplies | MedicineJars |
Federation | High | High | Med | Med | Low | Low | Low | Low |
Gorn | Low | Low | Low | Low | High | High | Med | Med |
Hydran | Low | Low | High | High | Med | Med | Low | Low |
ISC | Med | Low | Low | High | Med | Low | Low | High |
Klingon | High | Med | Low | Low | High | Med | Low | Low |
Lyran | Low | Low | High | Med | Low | Low | High | Med |
Mirak | Med | Med | Low | Low | Low | Low | High | High |
Romulan | Low | High | Med | Low | Low | High | Med | Low |
BeastRaiders | Low | High | Low | Low | Med | Low | Low | Low |
Camboro | Low | Low | Low | High | Low | Low | Med | Low |
Korgath | Low | Low | Low | Low | High | Low | Low | Med |
Orion | High | Low | Low | Med | Low | Low | Low | Low |
Prime | Med | Low | Low | Low | Low | High | Low | Low |
Syndicate | Low | Low | High | Low | Low | Med | Low | Low |
TigerHeart | Low | Med | Low | Low | Low | Low | High | Low |
Wyldefire | Low | Low | Med | Low | Low | Low | Low | High |
dave
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This sounds awesome! Can't wait to try it out.
Thanks for all your continuing hard work you do for this community, sir!
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;D
This sounds AWESOME! I can't wait to try it out.
Thanks NW!
KF
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Absolutely marvelous Dave!
This is what I've been wanting for years!
+1 bro
P.S. Missions like this can brethe new life into non-specialty ships (and scouts) as they tend to be more multi-purpose ships whereas many of the specialty ships are geared pretty much for combat.
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:notworthy: :woot: :notworthy:
Excellent !
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Nice work there Dave... lookin good ;)
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Absolutely marvelous Dave!
This is what I've been wanting for years!
+1 bro
P.S. Missions like this can brethe new life into non-specialty ships (and scouts) as they tend to be more multi-purpose ships whereas many of the specialty ships are geared pretty much for combat.
If folks have ideas on how to utilize some of the other non-combat systems be sure to mention them.
I'm adding salvage and evacuation scenarios to the mix of civillian-type operations. The amount of material you can salvage, or civillians you can evacuate, depends on your ship's cargo or barracks space (using 10% of your hull boxes for ships without dedicated cargo/barracks).
dave
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yeah baby!! I can't stand up in the office right now :)
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I do have a question though - what do folks think is a "reasonable" search time for a run-of-the-mill CA to spend looking for their target? 2 minutes? 5 minutes? 10 minutes? 20 minutes? How long before you get bored and start cursing a certain scripter? ;)
Again, scouts and ships with lots of labs/control arrays will do better than this, ships with few labs/control systems will take longer, but what should I aim for as typical?
thanks!
dave
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I do have a question though - what do folks think is a "reasonable" search time for a run-of-the-mill CA to spend looking for their target? 2 minutes? 5 minutes? 10 minutes? 20 minutes? How long before you get bored and start cursing a certain scripter? ;)
Again, scouts and ships with lots of labs/control arrays will do better than this, ships with few labs/control systems will take longer, but what should I aim for as typical?
thanks!
dave
I'm sure this will vary a lot with different players, but, IMPO, 5 min isn't unreasonable. ;)
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Randomize it so that the time it takes to find it is somewhere between 2 and 10 minutes. I wouldn't be too annoyed if 20 minutes popped up every once in a while though.
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That sounds very cool.
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I guess 5 minutes from start of mission to engagement (that includes hunting up target, and travel time to reach it) should be reasonable for a ship with 4 labs & no Spec Sen.
I'd also venture to propose an upper limit of 8 min. for a 1-lab (or 0-lab using a control space) ship to find / engage the target. Much more than that would drive me batty.
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Honestly I think it all comes down to interaction with all the other scripts. As long as all the missions we're doing churn out results on a similar time, then people wont spend all their time loooking for the "golden mission," the one that absolutely runs the fastest times ever compared to all the other missions.
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recommend no more than 5 minutes to find the enemy and close in. I realize this may restrict you a bit but if you see this mission once every say 5 times, and it averages 20 + minutes, I guarantee it will be avoided like the plague.
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OK, thanks folks.
Right now I've got it configured so that in open space detection should be pretty nearly instantaneous for a high end survey cruiser, sorta 1-5 minutes for a typical line ship (call it 3 on average), and probably 3-9 minutes (6 on average) if you're flying something like a freighter or low-end police ship. (Assuming you remember to turn on your scanners - otherwise it'll take you longer.)
Of course, if you're flying with a wing you can scan more territory quickly so things will go quicker, and if the enemy is cloaked/stealthy/hidden it'll take a bit longer.
Once we get them into testing we can tweak the times a bit more for playability, but hopefully these are in the ballpark.
dave
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SWEET!! :thumbsup:
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Awesome!
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Cool!
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Cool :)
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Awesome Dave !!!!
Can't wait to try this one out! :thumbsup: :thumbsup:
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Dave you are a GOD!!!
BTW, for ideas... how about one where spares are available...
Something like a pirate or enemy vessel has just destroyed a merchant ship and is now trying to collect the bounties from cargo containers and you can beam the parts aboard....
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Lookin good dave.
One question... How do you jam the communications?
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Lookin good dave.
One question... How do you jam the communications?
Stick bubblegum in Uhura's headset silly. ;D
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Dave you are a GOD!!!
BTW, for ideas... how about one where spares are available...
Something like a pirate or enemy vessel has just destroyed a merchant ship and is now trying to collect the bounties from cargo containers and you can beam the parts aboard....
Wasn't there some discussion of a mission that "resupplied" you? -- ie you draft into it (possibly enemy's too) and you can get spare parts - no fighters or mines or marines - but spares....
I know that's not the same as your idea - I like the pirate interception thingy....
Speaking of beaming spares - there's the one patrol variant you get when running defense missions on a planet - you start off with the bases having their shields lowere and you can beam spares before the enemy closes with your small moon. I've done this one lot's, but I'm always full of spares when I start the mission so I can only hear the "beaming" sound - but don't think i ever actually get spares....
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OK, here's a very beta version. The installer has the three warp patrols: the friendly/enemy space combat versions and the new player-space patrol. It also installs single-player campaign files so folks can test them out.
http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exe
Like I said, it's very beta, so holler if you see any weirdness (incorrect mission results, hideous starting placement, incorrect allies, etc). I think the crashes have all been dealt with, but ya never know.
The random scenario selection seems to be working ok for me, but I've only tried it on a couple of races with a handful of ships, so let me know if you seem to be drawing the same missions over and over and over and over....
Any feedback on mission times/difficulty would be appreciated too - most of the missions are geared to be EASY for a cruiser, but maybe not so for a little frigate alone on patrol. That said, even a cruiser captain can be sweating buckets as you get closer and closer to a big sunglider trying to find out if the damn thing is friendly.
Some of the niceties aren't in place yet -- the nature and amount of supplies you find on a wreck aren't too imaginative yet, the mission dialogue needs a lot of work, calling for help is currently done automatically if you're outgunned, later I hope to switch that to a dialog box for the player (complete with a loss in prestige for being unable to cut it on your own), etc etc
But, at least the core of each scenario is in there, and a couple of different ways the enemy vessel might decide to handle each different scenario.
Do make sure you use your scanners and pay attention to your crew dialogue -- often that's the only place to get critical information on mission goals and enemy activity.
hope you enjoy it!
dave
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;D
Thank you NW!
Minor issues:
On some of the double patrol selection screen I got over six missions that lasted only 4 seconds before stating mission complete and awarding me 300 prestige that was not actually added to my prestige. No biggie there. Lots of space has nothing worth noting in it.
One one patrol I entered a Nebula hex, started the mission and it ended after less than ten seconds as mission incomplete.
Warp disengagement is something I need to read something about best practices on. I was able to do all stops and HETs and did this weird jerking stop/start warp effect. I was hoping I could get back into the fray. To be honest, I'd like it to be something closer to SFC tactical warp. However, I am willing to learn new tactics based on your new implemented warp.
After playing over an hour I'm only at 775 prestige and had two FFFs shot out from under me, ouch!
I absolutely loved the missions. I especially liked the rescue mission and I also loved the fact you could have allies (Klingon no less, LOL) in missions and that the bad guys weren't always to your immediate front but hundreds of klicks to your flanks too.
Well done NW! I can't wait to play this some more.
KF
P. S. While playing a skirmish yesterday I neared a model of a planet cluster 1 large moon and 3 smalller moons I substituted for a stock planet [Solar 3 IIRC] and collided into something invisible between two of the moons. Maybe this can be looked into for a Tholian Web anchor; say launch two stationary astroids as a non-moving PFT with a web between them? True its not SFB or KA T-web but it would be interesting to try it.
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Thanks KF
The warp disengagement is intended to only allow you to exit the mission, so if you try to force yourself back down to combat speeds it'll keep jerking you back up. I've got a seperate combat version that I'll get back to work on shortly, that one supports the tactical warp concepts.
Hmm - there aren't supposed to be any that simply end ... gotta be a glitch in either the ships I'm generating (one isn't getting created) or a glitch in the mission-completed test for one of the scenarios.
Do you remember which shiplist and ship you were flying at the time?
thanks for the feedback!
dave
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Perhaps you could use another function for going to Warp...maybe that 'switch schematic' function, since it's usually in the best interests to start a mission like this at condition green. I had an encounter with a planet, I didn't feel like going to Red Alert, but I certainly didn't want to risk staying at condition green. As soon as I hit Yellow Alert the entire mission went buggy, I couldn't target anything and it wouldn't let me get a scan of the planet, like I was supposed to.
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Righto Q, I'll set things up so you can start the mission at green. Eventually I'll switch it over to a dialog box choice for going to warp.
For the sake of debugging, I've reposted the pack with different mission names for the two script types (Combat Patrol vs Patrol Duty)
EDIT: I've updated the scenario list in the post at the start of this thread
dave
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Got another one for you. In a missiion where I was protecting a Starbase from three attackers, 2 Commandor ships and a cruiser. After the first ship was destroyed it spontaneously set me to yellow alert and forced me to withdraw. Got a mission failed after that one.
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Thanks - that'll be from the combat patrol script, will look into it
dave
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Thanks KF
The warp disengagement is intended to only allow you to exit the mission, so if you try to force yourself back down to combat speeds it'll keep jerking you back up. I've got a seperate combat version that I'll get back to work on shortly, that one supports the tactical warp concepts.
Hmm - there aren't supposed to be any that simply end ... gotta be a glitch in either the ships I'm generating (one isn't getting created) or a glitch in the mission-completed test for one of the scenarios.
Do you remember which shiplist and ship you were flying at the time?
thanks for the feedback!
dave
I've been using a modified SFC OP+ 4.0 shiplist.
I've replaced a good chunk of the models but NOT any specs. I have cut and pasted some Tholian, Andromedan and Terran Empire ships to it from GAW.
However, I seriously doubt this is any factor in having missions that last less than ten seconds....
I'll try this again later and report any CTDs or weird anomalies.
KF
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if you have a bad model for a ship being created, it definately could be doing it
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I've been using a modified SFC OP+ 4.0 shiplist.
I've replaced a good chunk of the models but NOT any specs. I have cut and pasted some Tholian, Andromedan and Terran Empire ships to it from GAW.
However, I seriously doubt this is any factor in having missions that last less than ten seconds....
I'll try this again later and report any CTDs or weird anomalies.
KF
Hmmm ... the 10-second missions come from a test that takes place at the start of the mission to see if the script has managed to find appropriate ships for each team. If the script doesn't find a ship in the right size range it's possible it isn't creating anything, then the test just says "hey, no one to fight, let's quit".
I'm just in the process of adding some debugging code to the script so that if/when this happens you'll get an in-mission message and some data in your Battlelog.txt file describing what went wrong. I'd like to get this nearly bulletproof in terms of the weirdnesses admins can inflict on the shiplist, so feedback from modded lists is great!
thanks!
dave
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Mine used to do that too :-\
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OK, I've updated the pack to add some more scenarios and address the points brought up by Q and KF
on we go ;)
EDIT: BTW, if you ever want a look at the scenario distribution you've been getting, open Battlelog.txt in your op directory, and for each "Patrol Duty" mission run you'll see an entry like
Log call: Mission type: dealing with wanted criminal 10
The number on the end of the line is the scenario id. There are currently 23 scenarios, numbered 0-22.
Any missions without a description like that are the standard combat patrols.
dave
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;D
What a blast this has been! On the Klingon-Mirak-Fed border, I got ambushed by a Klingon battlegroup inside a nebula and lost my fellow Fed allies and I got my arse handed to me. LOL.
2+ hours and only got the ten second missions twice. Not a huge problem in my book at all. So far the F-GSX has been my favorite ship with these missions.
I use a Chandley variant by Destiny Calling with an Oberth Sensor pod attached.
Now its off to try the updated version.
KF
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I have been trying to play these new missions but so far I cannot get them to show up anywhere in a game. Either I am doing something wrong, or putting things in the wrong place, or just not seeing what it is I am supposed to be able to see within the game so that I may try these missions. I have looked in multiplayer and singleplayer to find any script of anywhere near the names you have posted. So far, not seen them, and any I try to play, suchas your Warp one from before, they work, but are not this new stuff you mention.
HELP.
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Don't know if you've already tried to take care of this or not, but, I was once again at Green Alert, flying to check out a civilian frieghter which wasn't responding to hails. I clicked the fleet control panel while still at green alert, and I went to warp.
Its just too painful early in these mission to go to Red Alert, especially in a Frigate.
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...I clicked the fleet control panel while still at green alert, and I went to warp.
Ahhhhhh! I was trying to figure out how you were triggering the code without repeatedly hitting the green alert key.
Thanks, will look into it.
Its just too painful early in these mission to go to Red Alert, especially in a Frigate.
As a temporary work-around, if it's power concerns you can turn off any energy-sucking weapons and shields, even while at red alert.
thanks,
dave
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I have been trying to play these new missions but so far I cannot get them to show up anywhere in a game. Either I am doing something wrong, or putting things in the wrong place, or just not seeing what it is I am supposed to be able to see within the game so that I may try these missions. I have looked in multiplayer and singleplayer to find any script of anywhere near the names you have posted. So far, not seen them, and any I try to play, suchas your Warp one from before, they work, but are not this new stuff you mention.
HELP.
When you double-click the EDWarpPatrols.exe installer, if your main OP directory is something like "C:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates" then the destination folder you want to select would be "C:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\Assets\Scripts" (I think that's the default I had set up).
Within that folder, the three files installed should be
Met_EDDisengageEnemy.scr
Met_EDDisengagePlayer.scr
Met_EDPlayerPatrol.scr
and in the Campaigns subfolder you should have a bunch of new .mct files, e.g. WarpTest-Klingon.mct, WarpTest-Federation.mct, etc.
Then when you fire up single player and choose to start a new campaign you should see the warp campaigns listed somewhere near the bottom of the list.
hope that works for ya!
dave
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OK, a few range and detection time tweaks, a bit more variety thrown into the opposition behaviour in some of the scenarios, a mine-sweeping scenario added, and pseudo-minefields thrown into the mix in a couple of places.
http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exe
dave
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;D
D/l now. I'll report anything I encounter.
Thanks.
KF
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Any chance you can make the Warp speed button the 'O' - Toggle Schematic button? Does anyone still use that? (an old hold over from when people played SFC1 at 640 x 480)
Edit: The 'O' button is unmapped by default, but Toggle Schematic is still in the game, just currently unmapped.
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Any chance you can make the Warp speed button the 'O' - Toggle Schematic button? Does anyone still use that? (an old hold over from when people played SFC1 at 640 x 480)
No, unfortunately we're limited by what the API can detect during missions, which isn't much. The only reason we can get away with using the alerts is that there's a special event that gets passed to the script when a ship alters its alert status.
dave
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When compiling code, don't forget to include this important header file: #include <beer.h> ;D
(http://www.thinkgeek.com/images/products/front/lg-include-beer-4pack.jpg)
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<saves the piccie for future use> ;D
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Alrighty, here's the updated plan:
(I'm keeping it up to date here so I actually remember what's still in the ttd list ;)
I'll cross 'em off as I get them done.)
Lt Q - I'm updating it so just the yellow alert key is the one used to jump to high speeds,[/s] (done) so players can continue to switch back and forth between red/green alert as needed.
There's a they-fired-first tweak I need to add (done) (if the opposition opens fire then of course you should be free to return fire without penalty).
I've got to add the planets/bases of appropriate size (done) when you're in those hexes.
I want to balance the frequency of the patrol duty and combat patrol scripts (done) so they come out roughly equally, then switch both back to just showing the generic Patrol name (done) for the mission offering.
I've got a couple of additional scenarios I want to add, and with those in the mix I think the breakdown of the script behaviour will be roughly as follows:
- 1/3 of the time you'll be fighting something that shoots back (whether it's a warship, pirate, civillian, monster, or minefield)
- 1/5 of the time you'll be shooting at something that doesn't shoot back (e.g. a fleeing opponent, or a derelict to be destroyed, a planet you're terraforming, etc)
- 1/5 of the time you'll be stuck with harmless but time-consuming duty (towing somebody, delivering something, waiting for an away team do do something, etc)
- 1/4 of the time you'll be stuck with something harmless and quick (scan and release, or scan and do a single quick transport)
(Those numbers aren't exact, but they're pretty darn close.)
The new planned additions are:
- prison break: there's a riot in progress at the maximum security prison on a nearby asteroid base, and you have to regain control of the installation (hopefully before the inmates get the base weaponry working)
- weapons calibration: your crew has just done a major overhaul on the weapon systems, you need to find and hit a fast-moving asteroid then give your techs a chance to calibrate the new systems (calibration time depends on how much lab space and related gear you've got)
- automatically switch over to a base construction mission if the player is packing a base (done)
- shore patrol: there's a planetside disturbance, and you have to beam marines down to quell it. The more marines you can put in place the faster the scenario will be completed
- arbitrator: there is a pair of battling civillian ships, you need to break it up
- terraforming: you need to beam a survey team down onto a moon or asteroid, let them do their work, beam them back up, then blast out the appropriate chunks using the ship's weapons
- cleanup duty: there are a handful of derelict ships that you need to dump into a local black hole to keep others from finding/investigating them
- escort duty: you encounter a ship carrying a government official, and get stuck escorting them to a nearby base/planet
- courier: you encounter a lifepod from a destroyed vessel, and the occupant is carrying critical material that must be delivered to a nearby base/planet/ship
- base busting: deal with a pirate base
Then I'm going to treat the script as ready (aside from the expected bug reports) and move on to producing an enemy space version. For that, your emphasis is of course going to be a bit different, since you're actually encouraging anything that makes life more difficult for the enemy, as long as it doesn't interfere with your own troop movements.
If folks have got other scenario ideas feel free to toss them in!
thanks,
dave
http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exe
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;D
Thanks NW!
I can't wait to try out this version tonight.
Qapla!
KF
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Doh! I forgot to upload the new version before I left for work this morning - it'll either be late tonight or sometime tomorrow before I can get it posted
dave
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Got another one for you. In a missiion where I was protecting a Starbase from three attackers, 2 Commandor ships and a cruiser. After the first ship was destroyed it spontaneously set me to yellow alert and forced me to withdraw. Got a mission failed after that one.
This happened to me once too. I ended up hiding behing the base and becominig its augmented anti-missile support and won the mission that way. Not exactly how I wanted to finish the mission.
The switch to Yellow alert also happened to me more than once when I was fighting pirates (4 vs me and an AI ally) and at least twice on two seperate missions while fighting against a trio of Klingon warships.
Wow! The AI matching seems pretty cool. I've been averaging 3-4 enemy AI against my single ship (FCXB). I have been thinking about having another ship to see if the AI matching adds more enemies or just tougher ones.
I can't wait for the next patrol mission update.
Thanks again NW!
KF
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Whoops - I stuck in code so that once in awhile the AI would chicken out and try to disengage when one of its allies died ... I'm guessing I didn't include enough safeguards to keep this from happening to players!
will fix ;D
EDIT: updates/fixes posted
dave
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OK, the next draft of the enemy-space scenarios is now in place, and both friendly and hostile space versions have been modified so that cartel players will get a more pirate and profit-oriented set of scenarios.
I've updated the scenario list at the top of this thread - I think right now there are 34 scenarios when patrolling friendly space, and about 25 when patrolling enemy space. The balancing between the scenario patrol scripts and the combat patrol scripts seems to be getting there - we'll have to see how it turns out with different shiplists and alliances.
Now it's just testing and bug fixes ;D
http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exe
holler if ya run into any problems!
dave
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;D
One of my favorite missions so far NW was the explore the rogue ship with an engineering team before destroying it mission:
BTW: I'm routinely facing 3-4 enemy ships w/ 1-2 allies and sometimes with none. The challenge factor is MUCH better now.
Thanks again NW!
KF
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Just checking in to thank everyone working on this project, and especially Dave once again.
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Just checking in to thank everyone working on this project, and especially Dave once again.
Hey man, a lot of the ideas came from work you and Corbo did back in the DIP - I'm still referring to those mission threads on a regular basis! Geez - don't suppose anyone still hears from Corbo do they???
thanks!
dave
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Any chance someone could set up a quick and dirty D2 to test these scripts in MP? (Yes I'm bored and looking for a Dynaverse to fly ;D)
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Any chance someone could set up a quick and dirty D2 to test these scripts in MP? (Yes I'm bored and looking for a Dynaverse to fly ;D)
OK, I've thrown up a really basic one, using the Forge shiplist/ftrlist and these test patrols (with a partial implementation of the pirate/black market scenarios) It doesn't replace any of the scripts currently in use on the Forge, so if the Forge comes back up you won't have to undo anything.
http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exe
My machine is old and slow, and I only spent about 15 minutes on the server setup, so don't expect miracles ;D
EDIT: Heh, whoops! Apparently I was a little too quick and dirty with the settings - it wasn't offering any missions ;)
Anyway, she seems functional now, though movement and mission offerings are slllloooooowwwwwwww.
Any feedback will be much appreciated! Since there are 30+ scenarios, many of which can take different directions, I'm expecting some issues - holler when ya find 'em!
thanks!
dave
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If I download those scripts will it mess with other servers, etc? Is there an uninstall?
Technically challenged,
The Dread Pirate Geek.
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No, these scripts are additions, so won't interfere with you other server installs -- if you whack them in with your forge install it should be 100% compatible with both
dave
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Whoops, looks like the test server crapped out after about 4 hours. Will take a look and see if I can see what went wrong
dave
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Heh, updated pack posted.
It turns out the pirate scenarios were a little too profitable in that last batch -- I made over 7300pp in four minutes in a W-HR2 ;D
EDIT: a couple of additional modifications to ensure pirates don't draw planet/base assault/defense scenarios
dave
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Bug: Enemy Space Patrol.
Bases act as ships. They move, and spin very wildly...
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Bug: Enemy Space Patrol.
Bases act as ships. They move, and spin very wildly...
Heh, whoops! Thought I'd caught all those, but apparently not ;)
thanks!
dave
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Bug: Enemy Space Patrol.
Bases act as ships. They move, and spin very wildly...
Heh, whoops! Thought I'd caught all those, but apparently not ;)
thanks!
dave
Hang on a second... I LIKE my custom bases to spin. Thre are far too many scripts out that don't allow the custom starbases/BS to actually slowly SPIN and rotate their shield facings. I haven't encounted a starbase that acts like a ship so far in these scripts but I will look out for such a glitch.
KF
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I don't mind them spinning slowly, but there were two different bugs here - one that caused them to spin at about speed 20, and another that would allow the base to actually move around and follow you. (It's even more disconcerting when you've got a homeworld following you around the map with those damn ph-IV's ;D )
dave
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I don't mind them spinning slowly, but there were two different bugs here - one that caused them to spin at about speed 20, and another that would allow the base to actually move around and follow you. (It's even more disconcerting when you've got a homeworld following you around the map with those damn ph-IV's ;D )
dave
OKay, having a moving homeworld is weird. A cloaking homeworld has been done in Trek Canon a la TNG, I forget the episode.
Moving a starbase has also been done in Canon Trek al a DS9, I also forget the episode. A Starbase witha Speed 20 rotation is a problem, I admit. However, certainly any starbase would have some maneuver thrusters to move out of the way of say an asteroid, comet or some non-manipulated object/phenomenon. I would think this would protect every races starbase investment with some minor manuever capability as not every base need be in an l-9 or geostationary orbit.
I digress but am anxiously awaiting the next round of script tweaking NW.
Qapla!
KF
At any
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A cloaking homeworld has been done in Trek Canon a la TNG, I forget the episode.
Season 1, Episode 17: When the Bough Breaks (http://www.imdb.com/title/tt0708841/)
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In the Original series Trelane's planet chased the Enterprise around a bit. I do not remember the name of the episode though.
Hey Dave - any chance we can get a "nuclearwessels new scripts for dummy's" posted? I DL'd the stuff, ran the install but can't see anything different happening in the basic campaign. Then again my install is a bit weird anyway, with a shiplist containing a bunch of battle tugs and stuff and my main map is not the one originally coming with OP. Maybe I just need to re-install from scratch...
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In the Original series Trelane's planet chased the Enterprise around a bit. I do not remember the name of the episode though.
Hey Dave - any chance we can get a "nuclearwessels new scripts for dummy's" posted? I DL'd the stuff, ran the install but can't see anything different happening in the basic campaign. Then again my install is a bit weird anyway, with a shiplist containing a bunch of battle tugs and stuff and my main map is not the one originally coming with OP. Maybe I just need to re-install from scratch...
Hey KzB!
Once you do the install, you need to select one of the new single player campaigns. When you go to the campaign selection screen, scroll down a ways and you should see a handful with names like "Lyran - warp mission testing" - those are the ones you want to pick.
If it doesn't show up, double check that your Assets\Scripts\Campaigns folder contains the new campaign files (e.g. WarpTest-Lyran.mct) and that your Assets\Scripts folder contains the new scripts (e.g. Met_EDPlayerPatrol.scr)
holler if you still run into problems!
dave
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...
I digress but am anxiously awaiting the next round of script tweaking NW.
Thanks KF - I'm just debugging the pirate contraband scenarios, then will repost with a bunch of additional bug fixes. (Lots of scenarios right now require you to warp off the map where that wasn't the original intent. Ah well - bit by bit!)
dave
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In the Original series Trelane's planet chased the Enterprise around a bit. I do not remember the name of the episode though.
Season 1, Episode 17: The Squire of Gothos. (http://www.imdb.com/title/tt0708478/)
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Alrighty, the new version is posted.
This has the full pirate contraband scenario implementation, but that hasn't been tested much so watch out for weirdness.
Just a heads-up -- since your cargo bays will initially be empty, don't be surprised if the first couple of black-market missions result in your cargo officer doing a lot more buying than selling (possibly spending more than you earn in some missions). Dinna worry, you should make it back plus some once he starts selling.
dave
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Another dumb question: What version of OP do I need to make these work? The missions sound awesome...
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The scripts should (bugs aside) work with any version of OP and nearly any shiplist.
I should have another round of bug fixes/tweaks out later today (so many bugs, so little time ;D )
hope you enjoy 'em!
dave
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Alrighty, the new version is posted.
Sorry to be so OBTUSE, but you mean the latest revision is in your first post on page 1 of this thread right?
Thanks NW!
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Sorry to be so OBTUSE, but you mean the latest revision is in your first post on page 1 of this thread right?
Thanks NW!
Correct. Actually all the links in this thread and the Smuggler's Cove thread [should] go to the same file.
dave
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Just had an odd thought,
You said there's certain functions that the API can or cannot detect. Do you know which on the "Flee Now" command falls into? By default that command is unmapped, but I mapped it on a whim, thinking that if I targeted a wing and selected it the ship targeted would bravely run away. That didn't happen, instead it set my ship's speed to maximum possible. I use it quite often now...
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No, off the top of my head, about all the player-triggered events we can detect are alert status changes and deep scan on/off, and comm button choices. Most of the other detectable events are distance or damage based.
EDIT: OK, the pack has been updated to include the various cargo/contraband scenarios, and to include the "wanted" status of the player. Let the debugging continue ;) [It also cuts down the search time/starting distances a bit.]
dave
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OK, I've incorporated all the piracy/privateering rules and contraband pricing tables into the top of this thread - I'll no longer be updating the Smuggler's Cove thread.
I think I'm nearly done with feature additions to the beasties, from here on in it's just bug fixes and time/distance/pp tweaks. (Which is a good thing, since I'm about to hit the busy season at work!)
EDIT: LOL - the worst thing about a 90-minute commute is that it gives me tons of time to think about mission ideas. It turns out there are a few more things I'd like to add:
- (For pirates) tips from your supply officer, assessing what races would pay the most for your current inventory
- (For naval officers in your homeworld hex) a chance your homeworld is under attack from something particularly nasty (e.g. M-INT or M-SGL)
- A Swarm mission, where you've got to deal with a large number of weak opponents (e.g. M-SSS, or enemy Interceptors)
- Situation-appropriate taunts: I like having the AI throw out taunts once in awhile, but some of the taunts are more appropriate in certain situations. I might have to throw in a few text taunts once in awhile too (hmmmm .... where are the words to "Brave Sir Robin" ;D )
If someone gets the chance to throw up a test server it'd be HUGELY appreciated - my box just can't handle it, and all the different scenarios badly need playtesting in a multiplayer environment to catch all the ugly little buggies that don't come out in singleplayer.
thanks folks!
dave
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If someone puts up a test server I'd love to try out the additions to the pirate side. Being "wanted" and chased by authorities makes OP sound a little like that San Andreas game. Let the cops chase me, I've got plenty of power and ammo!
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How is it going w/ the new missions?
Curious KAT wants to know. ;D
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A few more bug fixes posted -- there still seem to be a few scenarios that don't credit you with completion until you warp out (not that big a deal, just takes an extra 40 seconds or so, but I'll gradually get 'em cleaned out)
dave
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In the Original series Trelane's planet chased the Enterprise around a bit. I do not remember the name of the episode though.
Hey Dave - any chance we can get a "nuclearwessels new scripts for dummy's" posted? I DL'd the stuff, ran the install but can't see anything different happening in the basic campaign. Then again my install is a bit weird anyway, with a shiplist containing a bunch of battle tugs and stuff and my main map is not the one originally coming with OP. Maybe I just need to re-install from scratch...
Hey KzB!
Once you do the install, you need to select one of the new single player campaigns. When you go to the campaign selection screen, scroll down a ways and you should see a handful with names like "Lyran - warp mission testing" - those are the ones you want to pick.
If it doesn't show up, double check that your Assets\Scripts\Campaigns folder contains the new campaign files (e.g. WarpTest-Lyran.mct) and that your Assets\Scripts folder contains the new scripts (e.g. Met_EDPlayerPatrol.scr)
holler if you still run into problems!
dave
Um,,, heh... how do you change to yellow or green alert status? We Lyrans just go right to red, none of this pansy ass yellow crap.
In other words I don't know how to make my ship go to warp :'(
Kzinbane
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You can either use the options menu to set a key shortcut for the alerts (I've been using the same set of custom keys for years now, so can't remember what the defaults are), or if you look down in the bottom right of the screen you'll see three small vertical bars - green, yellow, and red. Clicking on those changes your alert status.
dave
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I'll go for the bar(s) any day. Meaning I don't remember how to get to the options menu ::). We old kitties memory ain't what it used ta be sonny. ;)
Kzzzzzzzinbane
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Well, the number of glitches found seems to be slowly dwindling.
I did throw in one more tweak - as your ship gets larger your chances of drawing some of the simpler civillian-oriented scenarios gradually dwindle.
dave
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;D
SFC: OP keeps getting better and better. I keep getting my arse kicked by small fleets of bad guys! I had two FCX's and keep getting toasted in hostile territories. Well done NW!
Add some tactical warp like SFC3 and some additional 3D movement and this will be a completely different game.
I still am hoping to see a Repair roundevous SFC1 style mission.
Also perhaps other missions can be added to this? I found that Tracey G's Doomsday Machine Beta mission is universal [for all the races I've played in testing anyway] and works best as a nebula based mission; no MIRVs, Shuttles or Fighters to take the MDM out... If she doesn't mind maybe it can be incorporated? I'd also like to see the warp Convoy mission as well. If its already there I haven't come up with it so far.
Qapla!
KF
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DOH!!!
I broke the enemy-space scenario generator (the other three scripts are looking pretty good).
Tomorrow I'll try to either debug it or roll the posted one back to a more stable version. Whoops ;)
EDIT: N/M - found the rotten little bug and squashed it. (Gotta learn to pay more attention when I cut and paste ::) )
dave
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OK, I've added a couple of additional scenarios:
- the swarm: fight a collection of small foes
- a nasty ol' monster attacking your homeworld or a starbase (large sunglider or intruder)
- an outpost raid: destroy an enemy repair/resupply post, consisting of an FRD, freighters, and some floating cargo boxes
- an eavesdropping mission: sneak up close to an enemy outpost and listen in on transmissions, without getting detected yourself (this means travelling with your scanners off, at green alert, and with weapons and shields down)
I'll test the beasties out tonight and hopefully post them in the morning
dave
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I've gotta stop doing that commute - two more scenarios in the mix:
- time warp: ever since that lunatic Kirk tried it, our scientists have wanted to investigate the process. You have to survey a local star and then go to high warp (the one we're using for disengagement) as close to it as you dare. Keep in mind that going to high warp will drop your shields...
- riverboat casino: you have an encounter with the legendary vessel and her rogue captain. It's your decision which is more perilous: accepting or declining his invitation to come aboard the vessel, keeping in mind that he has agents everywhere....
dave
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;D KUDOS NW! MORE missions!
I have never had so much fun with SFC: OP thank you.
Last night I finally got the Minefield mission. In my shiplist I swapped out the Astrominer model for Skinman's Leigon Sunspider and I gave the STOCK Astrominer to the Jindarians as a LP/DP. With the Jindarians added as the Neutral race in my shiplist I encountered this:
I had a blast, LOL.
Keep those revisions/new missions coming NW!
Qapla!
KF
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I'm just trying to tweak things now so that the enemy is a little more "at ease" if you come in at green alert (depending on the scenario obviously) ... we'll see how it goes
dave
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Anyone remember the name of the SFB scenario where the attacker is trying to steer an asteroid to get it to slam into a defender's planet?
I might set up a scenario along that lines, but since the AI isn't too bright I might apply enough damage to the asteroid so they've got a chance of destroying it before it impacts. (If a small attacker tractors and guides the asteroid in, they can also use it as a shield while they approach the planet, hopefully giving them a chance of surviving the attack.)
I was also considering a time-trial sort of scenario for friendly space. A local government is considering purchasing new vessels, and you have to show yours off - running through an obstacle course, destroying designated targets, etc. Your victory level would depend on how quick and effective your ship was, since that will determine if the sale goes through and what the purchase price will be.
dave
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Dave i dont rember the mane of the mission with the asteroid but wasnt there one in sfc1 not sure been a while.
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Interesting concept. Can the Script detect if the ship is brand new? Somthing I've wanted to see is a "Shakedown Cruise" mission. Could set it up in a homeworld hex, It being a number of different objectives starting off with scanning a nearby asteroid or planet, running the above obstacle course, launching probes, and shuttles. Test firing all weapons. Then finishing it off by going to warp. Or if you set it up to be in a non-homeworld hex, theres always a chance that an enemy ship slipped through and is looking to ruin your brand new ship, and your whole career.
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Anyone remember the name of the SFB scenario where the attacker is trying to steer an asteroid to get it to slam into a defender's planet?
I might set up a scenario along that lines, but since the AI isn't too bright I might apply enough damage to the asteroid so they've got a chance of destroying it before it impacts. (If a small attacker tractors and guides the asteroid in, they can also use it as a shield while they approach the planet, hopefully giving them a chance of surviving the attack.)
I was also considering a time-trial sort of scenario for friendly space. A local government is considering purchasing new vessels, and you have to show yours off - running through an obstacle course, destroying designated targets, etc. Your victory level would depend on how quick and effective your ship was, since that will determine if the sale goes through and what the purchase price will be.
dave
Nuclear Wessels, the Starfleet Universe site has a section of downloads with non-official additions for missions. One of them was the very asteroid pushed into the planet scenario you're describing. There was the planet, an enemy ship, the asteroid, and you. It's been a long time since I played it but it might have taken place in an asteroid field.
I tried slipping over there to try and find it for you and link it here but, for some reason, I can't reach the downloads section for Starfleet Universe.
http://sfc.strategyplanet.gamespy.com/
There, at least, is the Starfleet Universe link. The downloads section is about halfway down the left hand side.
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;D
Actually Battleclinic has a good selection of SFC1/2 missions:
http://www.battleclinic.com/docks/dock.php?r=scripts/tools
If I had the know how and time, I'd convert the following:
REPAIR ROUNDEVOUS: This mission hooked me into SFC. I'd like to see this mission as part of a 10th anniversary celebration of the SFC series.
The SFC1 Federation campaign; the Mirror Universe Imperials and the Doomsday Machine missions just rock!
Custom/Fan made mission THE QUANTUM FACTOR: A big MAP, investigate a derelict FDD, a powerless federation starbase and attempt to destroy an energy draining monster somewhere in an asteroid belt nearby before it completely robs your ship of power...
Just some thoughts.
Qapla!
KF
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If we're going back to these unofficial add-on mission, I've got a request. I don't know if this is possible or not. SFC2 had some special pirate missions made for it. The control interface was a cobbled-together combination of various races' interfaces. For example, if your pirate ship had missiles and photons, then the missile controls were Klingon and the photon controls were Federation. It really gave a feeling of the pirates having had to obtain weapons illegally and nail their ships together out of mismatched parts.
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Thanks Geek and KF, good ideas.
Hey KF, if you wanted Repair Rendezvous you should have said so someplace!
(j/k ;D )
dave
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Thanks Geek and KF, good ideas.
Hey KF, if you wanted Repair Rendezvous you should have said so someplace!
(j/k ;D )
dave
+1 karma for a sense of humor!
Qapla!
KF
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;D ANOMALY report.
Okay, NW I'm using the latest scripts by you and I wanted to share this observation:
I'm on a Klingon border hex and attack it to flip it gray. During the second mission I enter the same hex and observe this after 3 minutes into the mission. Mind you the Klinks remained hidden almost up to the 3 minute mark. I do not recall having my deep scan on after the three minute mark.
I fired only two probes in my AI allies direction. The probes left the map and I could still see the AI allies. I think this is odd that I can see them at 1600+ range when most of the scan for the bad/neutral/friendly ship missions are scripted to stay hidden at range 150+ and you have to use probes to keep in contact until you reach sensor range.
I chalk this up to IFF (identification friend/foe) transponders screaming electronically to my ship "here comes the calvary". So, I'm okay with that; they aren't trying to hide anyway.
I won the mission and haven't encountered this phenomenon any other time so far.
KF
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Sigh. Dumb question time...
I dusted off my old copy of SFC1, installed and patched to 1.03, but when I go to run it the Skirmish and Campaign options are greyed out, only the Multiplayer option is available. This seems horribly familiar, but I can't remember what's up. Any clues? (Asks Dave the Lazy before he breaks out the search option ;) )
thanks!
dave
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The Multiplayer Only Option appeared when the CD was not in the drive. The CD was required for SFC1 to run the campaigns.
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Hmm - unfortunately my CD is in the drive...
A forum search turned up a thread discussing this problem for SFC1+XP, and mentioned a file fix - unfortunately the link to it is broken (it went to Pestalence's old site, now commandeered by some damned marketing group).
EDIT: a reboot seems to have cleared things up.
Man, it had been a LOONNNNGGG time since I played sfc1, good call guys! I'll start going through the scenario list and see what transfers over easily (and yes KF, I'll start with R.R. ;D )
dave
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Alrighty, here's the latest set of (not yet uploaded) revisions:
- I've added a chance of an attack-the-planet-with-an-asteroid style mission
- I've tweaked the AI in some scenarios so that it makes a semi-intelligent decision about when to cut-and-run (AIs in their own space will still fight to the death, but when attacking your space might decide to run if the battle is going poorly).
- I've added a chance that the enemy you encounter in your own space has some leftover damage from previous battles (I think this is configured correctly to avoid applying such damage to player ships, but if there's any whiff of this happening we'll pull this feature).
- I've added (here it comes KF) a sort of repair rendezvous style scenario. You have control of three ships: your own, an FRD, and a badly damaged cruiser. These will initially be randomly placed seperated by about range 50-80. A larger enemy ship is bearing down fast, aiming to toast as many of you as possible. If the incoming enemy is too big to handle with just your own ship your best bet is to tow the damaged cruiser into the point-defense/tractor shield of the FRD and transfer as many spare parts into it (from your ship and the FRD) as possible, then use your good ship to lead the enemy on a wild goose chase while the cruiser repairs.
- I'm also adding another scientific experiment scenario. This time, your gurus have gotten ahold of an Andromedan displacement device, and want to take it out for a test run - using your ship of course. Needless to say, they haven't gotten things quite right, and periodically throughout the mission your ship will suddenly leap ahead by a range of 1-6. Naturally there is also a chance you're going to get interrupted by an enemy while this is going on... Anyone remember the year of contact with the Andromedans? I'll rig the scenario so that it doesn't appear before that year.
dave
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In reference to accessing the starfleet universe's dowloads section. There have been reports of this problem from others so i will address it in this post. If you are having problems getting to the downloads section i recomend the following: go to the yahoo search engine and do a search on the subject that would appear in starfleet universe, for eaxample, i type in starfleet command patch 2552. After you get a list of websites click on the starfleet universe link which will take you to patch 2552 in starfleet universe. Once you are there you can access other downloads such as missions and mods. The abovementioned asteroid mission is there as well as the orion missions for sfc2 plus many other great ones for sfc 1,2 and op. I have no idea why this works the way it does, i stumbled on this solution when looking for the patch for op.\
GermzSlap
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;D
Somebody see if they can get this SFC1 Mission The Quantum Factor to NW PLEASE!
http://www.fileplanet.com/hosteddl.aspx?%2fstrategyplanet%2fsfc%2fmissions%2fsfc1%2fquantumfactor.zip
I have no intentions on getting a FilePlanet subscription at this time and I can't find my copy on disk at the moment.
KUDOS NW! Thanks for looking into the RR update/variant for SFC: OP+.
Qapla!
KF
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Thx germ!
Well, I guess y'all have noticed by now that with the new script configurations it has become wayyyyyy easier for me to add scenarios. (Wish I'd managed to get the restructuring working a long time ago, but hey.)
I'm also thinking about adding an across-the-barrier style of mission. The idea is you've just crossed through a nasty chunk of space (simulated in the scenario by starting you out in a nebula in the midst of a wide and densely packed belt of ion storms, maybe even throw in some dust clouds), and there's an enemy vessel waiting for you when you come out.
Sooner or later I'm going to run out of time or ideas, but so far I seem to be getting them largely debugged as we go (crosses fingers). We really do need a test server at some point though, otherwise there's just no way to be sure the scenarios are debugged for flying with wings. (They all revert to pure combat in PvP situations, so hopefully that part won't be a worry.)
dave
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;D
Somebody see if they can get this SFC1 Mission The Quantum Factor to NW PLEASE!
[url]http://www.fileplanet.com/hosteddl.aspx?%2fstrategyplanet%2fsfc%2fmissions%2fsfc1%2fquantumfactor.zip[/url]
I have no intentions on getting a FilePlanet subscription at this time and I can't find my copy on disk at the moment.
KUDOS NW! Thanks for looking into the RR update/variant for SFC: OP+.
Qapla!
KF
I do have a FilePlanet subscription, however when i went to download quantum factor i got an error message unable to dowload.This does happen with FilePlanet from time to time. I followed their recomendations to fix the problem but it still didnt work, they suggest i contact customer service which i will do.Not sure why its not working, i dowloaded loads of missions from there recently so go figure.
I will try downloading at a later time, hopefully it will work then. Sorry KF, i tried.
GermzSlap
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;D
NW have you played the Quantum Factor mission yet?
Inquiring minds want to know...
KF
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Didn't somebody write a mission once with a Casino in it for SFC3? Would it be possible to have a brothel?
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OK, I finally got that last batch debugged (the displacement device, barrier crossing, and pseudo-repair rendezvous) and posted, plus killed a whole lotta other mission-results bugs that were lurking around.
I think now the four scripts are interacting pretty well - even if you're hitting the same hex over and over you seem to get a decent mission mix.
There might still be a few bugs around the contraband handling, but hopefully that's got most of the others.
DH - I'll think about the brothel mission ... do you want a cameo as Kroma's cabin boy, or the other way 'round? ;)
dave
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OK, I've updated the post at the top of the thread, I think all the scenarios are correctly listed/numbered/described now. We're currently sitting at 43 scenarios, many of which have a couple of variations in how they can play out.
I was surprised at how well the displacement device mission went - kudos to Karnak for the idea on how to implement it!
Now back to testing...
dave
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Hey Dave, if I want to update to the new scenarios do I just DL again and install or do I have to do some deleting or something first?
Kzinbane
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just download and install, no need to do any uninstalls or deletes
dave
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Anomaly report:
I had another ten second patrol deep inside Federation space in a starbase hex.
A planet materialized, there was a flash as something blew up and I got the mission failure message. The planet obstructed my veiw so I'm not sure if it were an asteroid or base defense mission. This has only happened oce so far...
Repeat question worth +1 Karma:
NW have you played the Quantum Factor SFC1 mission yet?
Inquiring minds want to know...
KF
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Thanks KF - I'll see if I can figure out which one it was.
And no, haven't found Quantum Factor yet (I've got a bias against fileplanet, and haven't found any other live links to it yet)
dave
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Thanks KF - I'll see if I can figure out which one it was.
And no, haven't found Quantum Factor yet (I've got a bias against fileplanet, and haven't found any other live links to it yet)
dave
http://sfc.strategyplanet.gamespy.com/sfcbriefing/Quantum%20Factor.zip
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Beauty - thx Skyflyer!
dave
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Thanks KF - I'll see if I can figure out which one it was.
And no, haven't found Quantum Factor yet (I've got a bias against fileplanet, and haven't found any other live links to it yet)
dave
[url]http://sfc.strategyplanet.gamespy.com/sfcbriefing/Quantum%20Factor.zip[/url]
+1 karma Skyflyer!
Naturally, I just found my copy on CD...2 minutes after you posted. LOL
NW you have to try this mission out.
KF
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Thanks KF - I'll see if I can figure out which one it was.
And no, haven't found Quantum Factor yet (I've got a bias against fileplanet, and haven't found any other live links to it yet)
dave
Hey NW,
Since i have a fileplanet subscription I already downloaded and emailed you the Quatum Factor mission a couple of days ago after KF asked for help in the matter. Check your inbox and look for an email marked RE: Quatum Factor mission, it is attached to the email.
GermzSlap
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Thanks KF - I'll see if I can figure out which one it was.
And no, haven't found Quantum Factor yet (I've got a bias against fileplanet, and haven't found any other live links to it yet)
dave
Hey NW,
Since i have a fileplanet subscription I already downloaded and emailed you the Quatum Factor mission a couple of days ago after KF asked for help in the matter. Check your inbox and look for an email marked RE: Quatum Factor mission, it is attached to the email.
GermzSlap
+1 Karma for your help too GermzSlap.
I also e-mailed the Quantum Factor's author out of courtesy and to see if this may have been made for SFC:OP already...
EDIT: I got the following message upon attempting to e-mail Clewis: "This is an automatically generated Delivery Status Notification.
Delivery to the following recipients failed."
Qapla!
KF
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No problem, lets hope NW gets it updated for OP, i dont think its been done yet, i havent seen it posted anywhere.
GermzSplap
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I had a mission in a hex with a planet - well, all was fine except that I warped in RIGHT ON TOP OF THE THING. Needless to say my ship went kaBOOM. We made it to the life pods and I did have the satisfaction of spacing my helmsman.
I note that ship mission matching is a bit odd - I was flying a Mirak X cruiser around and was getting really wimpy opposition.
Finally - My map is weird - not the original one that came with OP, it looks like one that was with that last comapaign I mucked about in a bit. Is there a way I can get back to the default OP map?
These missions are a kick Dave - I find myself glad I did not delete OP a while back when I was thinking about it...
Kzinbane
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np NW.
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I had a mission in a hex with a planet - well, all was fine except that I warped in RIGHT ON TOP OF THE THING. Needless to say my ship went kaBOOM. We made it to the life pods and I did have the satisfaction of spacing my helmsman.
I note that ship mission matching is a bit odd - I was flying a Mirak X cruiser around and was getting really wimpy opposition.
Finally - My map is weird - not the original one that came with OP, it looks like one that was with that last comapaign I mucked about in a bit. Is there a way I can get back to the default OP map?
These missions are a kick Dave - I find myself glad I did not delete OP a while back when I was thinking about it...
Kzinbane
Kzinbane,
You can reinstall SFC: OP and then go here and d/l the enhancement package: http://www.dynaverse.net/forum/index.php/topic,163365240.0.html
or you can use these unmodified by me campaign maps I've attached.
These maps are from my personal SFC: OP META ASSETS folder.
1. Make a back up copy of your current maps in the META ASSETS folder
and
2. Then copy/paste these 5 SFC maps into your META ASSETS folder.
Again, these are unmodified stock/OP+ 4.0 campaign maps.
These work fine for me but I take no responsibility if your PC gets messed up using these maps.
Qapla!
KF
EDIT: Now that Kzinebane has the maps I have removed them...
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Thanks KF - I'll give the maps a try first. I have installed, re-isntalled, re-re-installed (etc) OP and verious enhancements so many times it's not funny. I don't quite understand why the last D2 server campaign didn't uninstall and give me back my original map(s). Then again I just drive the computer, I don't know how it works - kinda like a car.
Kzinbane
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Thanks for Quantum Factor (everyone!) I finally tried it out last night, very cool :)
I hadn't checked my hotmail in awhile, thanks germz!
Kzinbane - thx for the spawn-by-planet report, I'll play with the initial placements a bit more.
thanks for the feedback everyone, keep it coming!
dave
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I'm liking these missions a lot, I've actually done a sngle player campaing for the first time in years.
Keep up the good work Dave!
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Thanks DH! Holler if you find any mission results anomalies ... I'm still running across little oddities.
Just updated the pack to include a chance that someone will try and doublecross you when making contraband deals (they try to get away with the money and the goods - you'll have to hunt them down after the deal).
dave
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;D
NW what about a generic Quantum Factor style mission???
D/l updates now.
Happy Thanksgiving!
KF
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Oh yeah! Happy Turkey Day to all the loonies south of the border! (Yaya, it's a day early, but I'll probably forget tomorrow ;) )
I really liked Quantum Factor - actually, I'd like to include a few more of the monster scenarios where the monster has some effect other than just weaponry (maybe one that kills/incapacitates crew units, one that drains power, one that impairs top-speed, one that ...?)
dave
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I really liked Quantum Factor - actually, I'd like to include a few more of the monster scenarios where the monster has some effect other than just weaponry (maybe one that kills/incapacitates crew units, one that drains power, one that impairs top-speed, one that ...?)
dave
I've never seen a monster use a tractor beam. I like the idea of planet crusher with a powerful tractor.
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Oh yeah! Happy Turkey Day to all the loonies south of the border! (Yaya, it's a day early, but I'll probably forget tomorrow ;) )
I really liked Quantum Factor - actually, I'd like to include a few more of the monster scenarios where the monster has some effect other than just weaponry (maybe one that kills/incapacitates crew units, one that drains power, one that impairs top-speed, one that ...?)
dave
I'm all for that! Monster missions are cool but I really want to try the Quantum Factor as a Skirmish or universal campaign mission as close to the SFC1 version as possible. Please ;)
KF
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Oh yeah! Happy Turkey Day to all the loonies south of the border! (Yaya, it's a day early, but I'll probably forget tomorrow ;) )
I really liked Quantum Factor - actually, I'd like to include a few more of the monster scenarios where the monster has some effect other than just weaponry (maybe one that kills/incapacitates crew units, one that drains power, one that impairs top-speed, one that ...?)
dave
How about one that you can only kill with photons? and phasers repair it or something? dunno
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...
How about one that you can only kill with photons? and phasers repair it or something? dunno
I'd love to do something like that, but with the api we can't tell what kind of weapon caused the damage. :(
dave
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...
How about one that you can only kill with photons? and phasers repair it or something? dunno
I'd love to do something like that, but with the api we can't tell what kind of weapon caused the damage. :(
dave
oh bummer.
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Dave, does the amount of ships in your fleet affect AI draw at all? I appear to be getting 4 opponents in the Base defense mission whether I have 1 ship or 3.
I LIKE this BTW if ti is intentional.
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Diehard you like Milfs too... So your opinion doesnt matter.
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Dave, does the amount of ships in your fleet affect AI draw at all? I appear to be getting 4 opponents in the Base defense mission whether I have 1 ship or 3.
I LIKE this BTW if ti is intentional.
No, the number of ships you have isn't (I hope) a factor.
I haven't done much testing with multi-ship fleets, so let me know if you spot weirdness!
thanks,
dave
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Ok, after much procastination I've installed the missions and I'm about to try them out.
Cover me, I'm going in.
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So far I'm enjoying these new missions enormously. It's almost like getting a whole new version of OP. One question: Which pirate campaign can I select in order to try out the piracy and privateering additions? I've been fooling with the Klingon warp missions and the Federation ones. (By the way, these missions seemed easier in a K-E4C than they do in an F-FF.) I'm dying to try out the pirate stuff.
I'll let you know if anything weird happens with my mission testing.
---Dread Pirate Geek.
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Dave, does the amount of ships in your fleet affect AI draw at all? I appear to be getting 4 opponents in the Base defense mission whether I have 1 ship or 3.
I LIKE this BTW if ti is intentional.
Here is a typical screen of what I face. I *think* the AI is trying to match the BPV of my player ships. On averge in a single FCXB I get four bad guys bearing down on me.
In this base defense mission [see attached picture] I have SIX bad guys not counting the enemy fighters (two squadrons). I thought it was a good mix/bang for the AIs buck. I lost one of my FCXBs in this mission...
Now even without tactical warp SFC: OP has become a NEW game IMHO.
Thanks again NW!
KF
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Hey Guys,
just got back from a fun filled weekend in spokane ::)
The combat scripts (not the scenario ones) will try to do a rough matching of total bpv, but the number of ships in the ai fleet isn't based on the number in the player fleet.
The scenario scripts only do very vague matching (some scenarios don't scale at all, while others have a ballpark difficulty and only do some limited scaling)
dave
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I don't know if this is a bug or if I'm doing something wrong. In that mission where you have to put a security team aboard a (usually) pirate vessel because you have orders to investigate...what is supposed to happen after you get the team aboard? I knock down their rear shields, beam aboard the team and wait. I've tried tractoring them, capturing them, killing them, disabling them. I still fail the mission. Am I missing something?
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I don't know if this is a bug or if I'm doing something wrong. In that mission where you have to put a security team aboard a (usually) pirate vessel because you have orders to investigate...what is supposed to happen after you get the team aboard? I knock down their rear shields, beam aboard the team and wait. I've tried tractoring them, capturing them, killing them, disabling them. I still fail the mission. Am I missing something?
Hmm - I'll have to check if I've introduced a bug in the last version. If you're instructed to put a team aboard the other ship then you should receive further messages, and 99% of the time you need to cap or kill 'em. I might get to look into it today - I'm just waiting to see if today is a snow day for us <crosses fingers ;) >
EDIT: Ah! Indeed - I overcompensated when fixing another bug. I should have a fix posted shortly.
dave
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Sweet. You are truly the man, Mr. Wessels. It's good to know I wasn't just doing something dumb.
I just install the fixed version over the current version, right?
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Yep, just a straight install. I posted the quick fix, but (in true bad-programmer fashion) haven't actually tested it yet ;)
dave
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I'm going to give it a shot tonight. I'll let you know if your quick fix did the trick.
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Would this be an appropriate place for a "you bastard" comment?
Freaking Displacement drive device...took me well over 1k away from my target! The first shot in that battle was fired at exactly the 20:01 mark!
If you want to include that mission...give us Tactical Warp Please!!
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Would this be an appropriate place for a "you bastard" comment?
Freaking Displacement drive device...took me well over 1k away from my target! The first shot in that battle was fired at exactly the 20:01 mark!
If you want to include that mission...give us Tactical Warp Please!!
Whoops! Scaling problem/computation error - sorry Q! I'll put that one at the top of the bug list
dave
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Dave, do you intend on doing a new set of Planet and Base assaults?
Are you waiting for this code to be considered "stable" before moving on?
I'm very happy with these patrols, we just need to test them with multiple players
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I'd still love to know which Pirate campaign I should choose to try out the piracy and privateering side of this?
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I wasn't planning on doing up new planet/base assaults, but if you've got changes in mind just holler and I'll build them into either the scenario scripts or the pure combat scripts (probably the latter).
Edit: if you want destructible bases I'll need to do up an additional script for each destructible type (bs/bats/sb), so holler if you need 'em!
dave
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I'd still love to know which Pirate campaign I should choose to try out the piracy and privateering side of this?
Did I not include the pirate .mct's for single player? Doh!
Sorry, I'll bundle a few up and repost! Can't believe I did that!
(In the meantime, if you're on DH's server you should just need to select any pirate race.)
EDIT: I've posted a SP Wyldefire campaign here: http://www3.telus.net/NuclearWessels/sfc/downloads/WarpTest-Wyldefire.mct
Just copy that file to your Assets/Scripts/Campaigns folder, e.g.:
C:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\Assets\Scripts\Campaigns
(Sorry for the manual instructions, I didn't want to rebundle the installer to avoid screwing up people downloading for DH's server. Next time we do an update I'll include all the cartels.)
dave
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Blimey, has Die Hard set up a test server? SWEET!
By the by, you didn't do a Romulan single player campaign either. I'd love to try these new missions in the classic War Bird.
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Edit: if you want destructible bases I'll need to do up an additional script for each destructible type (bs/bats/sb), so holler if you need 'em!
This is a MUST!!! ;D
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Edit: if you want destructible bases I'll need to do up an additional script for each destructible type (bs/bats/sb), so holler if you need 'em!
This is a MUST!!! ;D
Alrighty - will get to work on it soonly ;)
dave
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Any chance you can do a check to make sure the right bases are spawning in missions? I don't mind defending Hyrdran Bases, but when I'm in Federation Space I expect to be defending Federation Bases.
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Jeez !this is what I get for not checking in more often!!!! I had no idea this was here! :)
Looks awesome!! I will install ASAP and let you know how she flies. :)
Thanks Dave =1 for you!
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Any chance you can do a check to make sure the right bases are spawning in missions? I don't mind defending Hyrdran Bases, but when I'm in Federation Space I expect to be defending Federation Bases.
Roger that
BTW, I might put a "bug fixes in progress" note at the top of this thread - just so we've got a point form list somewhere of what's been reported but not yet fixed
dave
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That Displacement drive device was much better behaved this time... (only took me about 5 to 10 every time it jumped)
not sure why it did what it did the first time I flew it.
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Dunno if its part of your script or just the game, but I just got Bethked...
Two Klingon ships ganging up on a Hyrdan Frigate, I managed to get one of them before the Hydran went up, but then I went up simultaneously.
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Anytime two ships go up simultaneously it's suspicious. Was it one of the regular combat patrols or one of the scenario ones? And was it in enemy or friendly space? (just so I go looking in the right script)
thanks,
dave
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Nuetral Space. Hostile Patrol.
At the end it said EDDisengagment
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A bug Alphageek and I came across, Home Patrol mission (my home space, I drafted) We crippled a K-D5V, and then we got the message Mission Complete. It didn't let us destroy it, and it didn't disengage.
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Also, although we only ran two missions, we only drew one AI opponent each time.
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Yeah, I do have to agree. The AI opposition was really light. A D5D against a Fed CC+ and a D6 doesn't seem very stiff.
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Hostile Patrol - Rock Hex - Romulan Space - Met_EDEnemyPatrol
scenario loaded my ship inside a rock and well boom!
Home Patrol - Planet Hex - ISC Space - Met_EDPlayerPatrol
scenario loaded my ship inside the planet and again boom!
Flying I-CCY in both
really enjoying the different scenarios...
thank you!!!
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I'd still love to know which Pirate campaign I should choose to try out the piracy and privateering side of this?
Did I not include the pirate .mct's for single player? Doh!
Sorry, I'll bundle a few up and repost! Can't believe I did that!
(In the meantime, if you're on DH's server you should just need to select any pirate race.)
EDIT: I've posted a SP Wyldefire campaign here: [url]http://www3.telus.net/NuclearWessels/sfc/downloads/WarpTest-Wyldefire.mct[/url]
Just copy that file to your Assets/Scripts/Campaigns folder, e.g.:
C:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\Assets\Scripts\Campaigns
(Sorry for the manual instructions, I didn't want to rebundle the installer to avoid screwing up people downloading for DH's server. Next time we do an update I'll include all the cartels.)
dave
Err...Dave, I'm not sure that link is working correctly. When I clicked on it I just got a page with some printing on it. I right clicked and saved it to the desktop, then cut and pasted it in the folder indicated. It didn't show up under single player campaigns. Let me know if I've done something wrong.
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...
Err...Dave, I'm not sure that link is working correctly. When I clicked on it I just got a page with some printing on it. I right clicked and saved it to the desktop, then cut and pasted it in the folder indicated. It didn't show up under single player campaigns. Let me know if I've done something wrong.
Hmmm - and you say the Romulan campaign isn't showing up either?
I know there's a limit on how many SP campaigns the interface will display, you may have hit that.
They go in alphabetical order (can't remember whether it's by filename or the campaign title inside the file), so you might try renaming it to something other than Warpblahblahblah.
dave
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I tried deleting two of the SP warp campaigns, Lyran and Hydran, to "make room" for the others. When I got to the SP campaign screen, those two didn't show up, but neither did the Romulan or Wyldefire SP warp campaigns. Curses.
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I'm actually having a similar problem. After installing EDWarppatrols i could only see 5 campaigns for 5 races. I had to remove all the EEk pirate mct files from the campaigns folder plus acouple of others to get 8 campaigns for 8 races, and i do have the Romulan campaign, but none of the pitates campaigns, not a single one.
To Alphageek, you may try unistalling the campaign scripts that were not included in the OP enhancement package 3.2 (thats what i have, i know 4.0 is out but i still got this one) and then reinstalling Edwarppatrols to get the Romulan campaign, you may even get the Pirate campaigns as well who knows. I dont know if it will work, but you can give it a shot, since its working for me and i'm getting the Romulan campaign.
GermzSlap
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I'm actually having a similar problem. After installing EDWarppatrols i could only see 5 campaigns for 5 races. I had to remove all the EEk pirate mct files from the campaigns folder plus acouple of others to get 8 campaigns for 8 races, and i do have the Romulan campaign, but none of the pitates campaigns, not a single one.
To Alphageek, you may try unistalling the campaign scripts that were not included in the OP enhancement package 3.2 (thats what i have, i know 4.0 is out but i still got this one) and then reinstalling Edwarppatrols to get the Romulan campaign, you may even get the Pirate campaigns as well who knows. I dont know if it will work, but you can give it a shot, since its working for me and i'm getting the Romulan campaign.
GermzSlap
GermzSlap, there are no pirate campaign mcts in the pack, see this post above
dave
Did I not include the pirate .mct's for single player? Doh!
Sorry, I'll bundle a few up and repost! Can't believe I did that!
(In the meantime, if you're on DH's server you should just need to select any pirate race.)
EDIT: I've posted a SP Wyldefire campaign here: [url]http://www3.telus.net/NuclearWessels/sfc/downloads/WarpTest-Wyldefire.mct[/url]
Just copy that file to your Assets/Scripts/Campaigns folder, e.g.:
C:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\Assets\Scripts\Campaigns
(Sorry for the manual instructions, I didn't want to rebundle the installer to avoid screwing up people downloading for DH's server. Next time we do an update I'll include all the cartels.)
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Yeah, I do have to agree. The AI opposition was really light. A D5D against a Fed CC+ and a D6 doesn't seem very stiff.
The idea for the home patrol scenario is that you're facing more-or-less fixed encounters, not balanced combat. If you're flying in teams, or you're flying a heavy cruiser or better, then most of what you encounter should be smaller than you. (If there's an enemy frigate exploring your territory it doesn't morph into a pair of cruisers just because that's what you happen to have ;) )
The two combat scripts still follow the traditional bpv-matching approaches.
dave
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Hostile Patrol - Rock Hex - Romulan Space - Met_EDEnemyPatrol
scenario loaded my ship inside a rock and well boom!
Home Patrol - Planet Hex - ISC Space - Met_EDPlayerPatrol
scenario loaded my ship inside the planet and again boom!
Flying I-CCY in both
really enjoying the different scenarios...
thank you!!!
Righto, I'll go over the terrain generation code again,
thanks,
dave
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A bug Alphageek and I came across, Home Patrol mission (my home space, I drafted) We crippled a K-D5V, and then we got the message Mission Complete. It didn't let us destroy it, and it didn't disengage.
thanks q, will review the victory check code
dave
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I'm actually having a similar problem. After installing EDWarppatrols i could only see 5 campaigns for 5 races. I had to remove all the EEk pirate mct files from the campaigns folder plus acouple of others to get 8 campaigns for 8 races, and i do have the Romulan campaign, but none of the pitates campaigns, not a single one.
To Alphageek, you may try unistalling the campaign scripts that were not included in the OP enhancement package 3.2 (thats what i have, i know 4.0 is out but i still got this one) and then reinstalling Edwarppatrols to get the Romulan campaign, you may even get the Pirate campaigns as well who knows. I dont know if it will work, but you can give it a shot, since its working for me and i'm getting the Romulan campaign.
GermzSlap
GermzSlap, there are no pirate campaign mcts in the pack, see this post above
dave
Did I not include the pirate .mct's for single player? Doh!
Sorry, I'll bundle a few up and repost! Can't believe I did that!
(In the meantime, if you're on DH's server you should just need to select any pirate race.)
EDIT: I've posted a SP Wyldefire campaign here: [url]http://www3.telus.net/NuclearWessels/sfc/downloads/WarpTest-Wyldefire.mct[/url]
Just copy that file to your Assets/Scripts/Campaigns folder, e.g.:
C:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\Assets\Scripts\Campaigns
(Sorry for the manual instructions, I didn't want to rebundle the installer to avoid screwing up people downloading for DH's server. Next time we do an update I'll include all the cartels.)
Duh! I should be paying better attention to whats going on. Also i should have been able to tell that there are no pirate warp test campaigns by the fact that there are no pirate mct files. So i guess am all set for now.
Dave, thanks for pointing this out!
GermzSlap
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Dave,
Another thing, i would like to add the 4 Edwarppatrol missions to a stroryline campaign. Lets say i want to add them to a Custom Fed vs the ISC, do i just copy the 4 missions from the WarptestFed.mct to Custom Fed vs the ISC mct file? Do you think this will work? If not how do i go about it? I would love to play a storyline campaign with these missions in it.
GermzSlap
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Dave,
Another thing, i would like to add the 4 Edwarppatrol missions to a stroryline campaign. Lets say i want to add them to a Custom Fed vs the ISC, do i just copy the 4 missions from the WarptestFed.mct to Custom Fed vs the ISC mct file? Do you think this will work? If not how do i go about it? I would love to play a storyline campaign with these missions in it.
GermzSlap
Just open the .mct file for the campaign you want to include them in,
and add the mission names to the bottom of the list of missions, e.g.
... suppose the .mct file already had missions 0..21
22="Met_EDDisengagePlayer.scr"
23="Met_EDDisengageEnemy.scr"
24="Met_EDPlayerPatrol.scr"
25="Met_EDEnemyPatrol.scr"
dave
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Just exactly as i thought, these missions will make the storyline campaigns much more fun.
Thanks for your help.
GermzSlap
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I was just playing some of your missions locally and like the monsters using ECM, I've never seen them do that before. :thumbsup:
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Not sure if this bug has been reported but I saw opposing ships open fire on the asteroids that apparently one can tractor and move. Pretty silly to see a Gorn ship attacking an asteroid.
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Not sure if this bug has been reported but I saw opposing ships open fire on the asteroids that apparently one can tractor and move. Pretty silly to see a Gorn ship attacking an asteroid.
LOL - thanks Lepton. I'd intended to set things up so they'd try and destroy the asteroid if you tried to push it into their planet, but forgot to make them neutral in other circumstances. Doh! :)
dave
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OK, I've updated the current status of the change requests and bug reports at the top of this thread.
If the multiplayer test goes ahead on Wednesday then I'll dig through the reports/results that come out of that, and hopefully we can get a subsequent version of the pack out next week.
dave
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;D
D/l now... Thanks NW!
KF
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;D
D/l now... Thanks NW!
KF
Whoa - maybe I wasn't clear, the posted pack hasn't changed yet (trying to minimize the number of different installs folks have to do during testing). After Wednesday we hope to know (mostly) what else needs changing, and once that's done I'll revise the posted pack. The status update is just so folks know where we are in terms of bughunts.
Sorry for the confusion!
dave
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;D
Thanks for the clarification NW.
I finally got to play the repair roundevous style mission.
What a blast!
I still haven't played the Andromedan Displacement device mission yet though, maybe I'll draw it up tonight...
Qapla!
KF
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Don't know if this is a bug or not, but, came across a mission where I had to rescue a friend in a mine field. I blew up one of the mines and the mission ended incomplete.
Also, When we try to knock down a shield to beam over the repair team, they shoot back... even though they are "my friend".
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Don't know if this is a bug or not, but, came across a mission where I had to rescue a friend in a mine field. I blew up one of the mines and the mission ended incomplete.
Also, When we try to knock down a shield to beam over the repair team, they shoot back... even though they are "my friend".
AH, thanks - both are bugs, will see what I can do about them today.
dave
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Also if you can check when we have to beam medical supplies over as well. I remember plinking that Freighter with a phaser-3 just to knock its shield down and it returned fire (as I was beaming) with a photon and three phaser-1s.
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Righto (actually the code for those two scenarios is pretty tightly bundled together, so the fix for one should get both)
thanks,
dave
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The 30-Second warmup seems like a good idea. If we were to switch over to Tac Warp being used at anytime, any chance you could make it so pressing the Emergency Stop button would cause a HET breakdown while at warp, and give the Tac Warp a standard 15-seconds to drop out of warp, with say...a minute or two cool down time before Tac Warp can be used again?
I think that may fix the problem with balancing it for seeking weapons.
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Also, it seems that when you went to disable the Target Closest Enemy button, you disabled targeting all around. Until your sensors find what you are looking for in the mission. You cannot target anything. Why were you concerned about disabling that button anyways?
Got some bleed over in the missions... I got the Riverboat Casino...where I get to go aboard and clean J'inn out...and its giving me the slingshot scripts in the corner...over and over and over again...
How are we supposed to "Board" J'inn's ship...do I need some kind of search warrant? :D
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Also, it seems that when you went to disable the Target Closest Enemy button, you disabled targeting all around. Until your sensors find what you are looking for in the mission. You cannot target anything. Why were you concerned about disabling that button anyways?
Got some bleed over in the missions... I got the Riverboat Casino...where I get to go aboard and clean J'inn out...and its giving me the slingshot scripts in the corner...over and over and over again...
How are we supposed to "Board" J'inn's ship...do I need some kind of search warrant? :D
I had the same problem with the Riverboat. Also, Q and I flew together for awhile. In a few missions, scanning does not give further instructions on how to proceed. An example would be the planned placing of a terraforming team on an asteroid. The other I can remember right now dealt with a burnt-out naval ship not answering hails. It was repairing itself while we scanned it, but there was no result from the scan.
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OK, thanks Q and A!
The crossover from the casino mission sounds like a missing break stmt, I'll check that out when I get home tonight.
I'll have to dig into the unresponsive scans, not sure what that is yet.
dave
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MP Glitch: Whenever someone goes to warp in a mission, ALL players lose their current targets.
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and MP battles, 2v3, an ai ship shows up for the 2 side.
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thanks to everyone who helped in the MP testing - much appreciated!
these would have been a lot more irritating if found a day or two before a campaign ;)
dave
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I'm not sure if this counts as a bug, but I'll include it anyway. During the mutliplayer test tonight, I was in a Korgath BC2 for about half the time. We seemed to have a problem with "host left" missions and bugged missions. On Die Hard's suggestion I switched to an Empire ship, Romulans. After that, the problem seemed to go away.
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I'm thinking that that may have had something to do with my computer. But I talked with t00l and he had me do something that I hadn't done, so we'll see if that made a difference.
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I'm not sure if this counts as a bug, but I'll include it anyway. During the mutliplayer test tonight, I was in a Korgath BC2 for about half the time. We seemed to have a problem with "host left" missions and bugged missions. On Die Hard's suggestion I switched to an Empire ship, Romulans. After that, the problem seemed to go away.
Righto, I'll look into it. There are a bunch of special cases for pirates, I'll dig into whether some of them are interfering with the PvP setup.
thanks,
dave
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Dave -
Wondering how this will play out with UAW..
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I think it should play nicely (once we finish debugging) with most setups.
The thing to watch for is that there are a few ship types I assume exist in the shiplist:
- each of the empires and the rogue orion race has at least one base of each class available at any point in the timeline
- each of these races also has at least one freighter , one frd, one defsat, and one listening post available at any point in the timeline
- the monsters are present (well, at least some kind of ships with the stock monster names M-SGL etc ) exist throughout the timeline
- the N-AST, N-AB, and N-BOX are still present
Within those restrictions I think things should be ok
dave
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Alrighty - the PvP simulator mode came in pretty handy, it looks like most of the issues raised to date are now (crosses fingers) dealt with.
The remaining known issues are:
* AI attacking tractorable asteroids - hopefully this is down to managable limits, but I don't believe it's gone entirely
* some combat scenarios ending before the enemy is fully toasted - I can't reproduce this one so far, so (unless it got fixed by accident with one of the other changes) it's probably still around
* need to add Wyn terrain -
* multiplayer stability issues with pirates - I think I've got this handled, but am not 100% convinced yet
hopefully I can get a revised pack ready sometime over the weekend, including the new assault script for destructible bases
dave
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OK, things seem to be going ok, I've posted the new version (the link is at the very top of this thread)
dave
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sweet! Downloaded.. will take a look probably not until Sunday though.
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Wow Dave...did you put that in there? I have NEVER been boarded by the AI before. Didn't even know they were trying to board me! Usually when the AI beams over they are trying to H&R.
So now...that being said...anyway we can actually tell that we're being boarded, rather than being H&Red?
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Wow Dave...did you put that in there? I have NEVER been boarded by the AI before. Didn't even know they were trying to board me! Usually when the AI beams over they are trying to H&R.
You mean it worked? :flame:
I've been experimenting with it, but hadn't seen the AI actually try and apply it yet.
So now...that being said...anyway we can actually tell that we're being boarded, rather than being H&Red?
Good point, I might put in a message from your security officer or some such.
dave
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I was all set to report a bug because the mission was closing, then I put two and two together. (I got an Orion guy saying "we lost control" and suddenly three marines showed up in my H&R panel)
So...yeah...it worked.
Just one more surprise from the Evil Dad... ;D
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Holy crap! I didn't know you could be taken over by the AI. I'll have to watch out for that.
Dave, one scenario I haven't run across yet, as a Pirate, is the convoy raid. Is there some sort of cool script you could do for hitting flotillas of frieghters? Something like that almost seems de rigeur for a Pirate.
Also, I've noticed, in neutral space especially, that I have to do a 180 degree turn at the start of the mission in order to find the enemy. This has been the case since the last update to the mission pack.
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;D
Whoa! The AI can send boarding parties now. Wow I was wondering what it was doing when I didn't see ant successful Hit and runs in the last few campaign patrols I was on.
Probes and boarding parties really mean something now.
Thanks again NW!
KF
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I've actually had to start dropping my shields when I'm using my Deep Scan to get extra speed. Who knew sensors would actually come in handy? Nothing like getting a 50 klick jump on the bad guy.
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How is the testing going, and when are we going to have another server. ;D
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How is the testing going, and when are we going to have another server. ;D
Um, I wanted to do another multiplayer test tonight butt eh directory server arent' cooperating. Maybe tommorow will give us better luck.
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Um, I wanted to do another multiplayer test tonight butt eh directory server arent' cooperating. Maybe tommorow will give us better luck.
FTP is slow and TS is acting up a bit too. Server probably just needs a cup of coffee.
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Been playing around on the D2 server for Evil Dave's Hell. Found that its taking a considerable amount of time to enter and exit missions. Sometimes upon exit is brings up the message "It appears that someone lost connection, this might take a bit" Even though I'm the only one on the server at the moment
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I was running a mission as a pirate, and, while scanning, got the message that there was a pirate vessel. However, it turned out to be a Federation CAR+. I'm not sure if this is a bug or if my science officer is a retard. It has happened a couple of times, though.
I'd like to recommend a change to a couple of scenarios. In the one where you buy and sell from another pirate, it might be a cool option to be able to attack the other ship. You know, the old "keep the money and the goods" trick.
In the mission where an empire naval ship calls you over for inspection, you should have the option of blasting him, even after he says you're clean.
These are just suggestions, though. Overall, I'm enjoying these new missions enormously. Dave, the drinks are on me next time you're on board the D.P.S. Rorschach.
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I was running a mission as a pirate, and, while scanning, got the message that there was a pirate vessel. However, it turned out to be a Federation CAR+. I'm not sure if this is a bug or if my science officer is a retard. It has happened a couple of times, though.
Yeah, I've been having troubles nailing that one down -- it's supposed to be drafting a pirate ::)
I'd like to recommend a change to a couple of scenarios. In the one where you buy and sell from another pirate, it might be a cool option to be able to attack the other ship. You know, the old "keep the money and the goods" trick.
In the mission where an empire naval ship calls you over for inspection, you should have the option of blasting him, even after he says you're clean.
Good plan on both - I'll see what I can work out
These are just suggestions, though. Overall, I'm enjoying these new missions enormously. Dave, the drinks are on me next time you're on board the D.P.S. Rorschach.
Deal! thanks ;D
dave
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I was playing the "Deliver prisoner to base obiting a planet mission" and there was no prisoner to transport. Once the attacking Pirate was destroyed the mission ended as a success. Solo play as Klingon.
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I'm not sure if this is a bug or not, but I'll list it here. I'm playing a Syndicate Pirate, and I've just gotten to the edge of Wyldefire/ISC space. So far, I've seen one ISC ship. I've also seen other pirates, but mostly I'm seeing Romulans on the edge of ISC space. In fact, the last mission I flew earlier today I fought a few light cruisers and two Romulan dreadnoughts.
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Maybe another glitch, I'm not sure. I reported it in the Hell Server thread too. In a Korgath BCH0, in Orion Pirate space, I encountered a small freighter with two burned out phaser 2's,. It's transporters and shuttle bay were burned out as well. It proceeded to "attack" me. I gave the captain extra points for style and chutzpah before I took his ship and threw him overboard.
Edit: I had an idea for a scenario, Dave. You encounter a burned out frigate. Upon a close scan, your science officer announces it's booby trapped as it explodes with enough force to say....knock out a shield or two and maybe some weapons/systems. As an alternative you could suddenly suffer systemwide failures due to sabotage. At this point you are jumped by two light cruisers/heavy frigates.....
Sorry to keep throwing dumb ideas at you but it seemed kind of cool.
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I was playing the "Deliver prisoner to base obiting a planet mission" and there was no prisoner to transport. Once the attacking Pirate was destroyed the mission ended as a success. Solo play as Klingon.
I've played this out twice more and each time one of my allied ships was a Lyran freighter called "Prisoner Transport" as soon as it was close to the base the mission ended with a victory. Each time there was a whole FLOCK of Orions and one other alliied cruiser. Maybe I just missed the ship name the first time. I have been rather short on sleep lately.
In any case the whole thing "as is" counts as a significant enhancement. Well done and I wish I had the skills to assist more directly.
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???
The prisoner transport mission isn't actually part of the warp-mission pack (it's an ollllllld script cannabilized from the ISC storyline campaign).
I never got that one working the way I wanted, but now that you mention it, a cleaner version might not be a bad plan for a scenario in the new scripts somewhere down the line.
thanks,
dave
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???
The prisoner transport mission isn't actually part of the warp-mission pack (it's an ollllllld script cannabilized from the ISC storyline campaign).
I never got that one working the way I wanted, but now that you mention it, a cleaner version might not be a bad plan for a scenario in the new scripts somewhere down the line.
thanks,
dave
Makes me wonder why I never saw it before. Must not have been in the mission list for the races I play. If you do work on it is there anyway to make the transport a Q ship? With the flocks of Orions I'm seeing there is no way a freighter can survive without being towed (pushed) to the base at high speeds then you don't get to fight.
Maybe its time to set up a virgin copy of SFC just with the new mission pack. After Christmas I think.
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Can I be a pain and make another scenario suggestion? In the one where you approach an asteroid and scan, why not (sometimes) have some foe leap out from behind the asteroid and ambush you? Maybe something on the order of a Federation CA or better. You still have to get whatever's on the asteroid, but then you need to fight your way out.
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Won't be much of an ambush... (for me anyways) the first probe that I fire in that general direction will detect it. ;D
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Won't be much of an ambush... (for me anyways) the first probe that I fire in that general direction will detect it. ;D
Ah, but it's hiding behind the rock. You'll pick up the rock but hopefully not the ambushing ship behind it.
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Well...uhm...ya see... my aim isn't all that good...so I usually miss the rock... :-[
when the probe flies by, the ship behind it would be revealed.
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I'm not sure this counts as a bug but I'll note it here. As a Prime pirate, I attacked two Orion hexes repeatedly and there was no reduction of cartel DV. This was all in online play. The warp around the sun mission: the dialogue constantly repeats. I got the Andromedan Displacement Drive mission. There was no displacement at all as far as I could tell.
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Thanks Alpha, will take a look at them next week
dave
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What are these new missions like NW for multi or sp as well?NW did you have to batton down the hatches a few weeks ago?
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These new missions work (pretty) well in multiplayer and single player as well. You will have to delete some of the available campaigns from the OP 4.0 loadout to make room on the roster for the new Evil Dave/Warp missions.
This is a possible bug report in online play. Two missions in a row I was tasked with destroying a pirate base (I was flying for Prime) for my bosses. Both times, I made a single hit and run attack on their shuttle bay. Both times I got a "Team Away" message, then shortly after that, a mission complete.
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...
This is a possible bug report in online play. Two missions in a row I was tasked with destroying a pirate base (I was flying for Prime) for my bosses. Both times, I made a single hit and run attack on their shuttle bay. Both times I got a "Team Away" message, then shortly after that, a mission complete.
Thanks Alpha, will add it to the bug list
dave
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Any idea when the new pack will be ready so I can update the testing server?
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...
This is a possible bug report in online play. Two missions in a row I was tasked with destroying a pirate base (I was flying for Prime) for my bosses. Both times, I made a single hit and run attack on their shuttle bay. Both times I got a "Team Away" message, then shortly after that, a mission complete.
Thanks Alpha, will add it to the bug list
dave
This also happened a few days ago against a D6U. I did a hit and run and the mission ended prematurely with a success. (Sorry I didn't say anything earlier, but I've been really sick. At this point, I'm taking medicine made for chemo patients.)
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Oooh! I've found a new use for wild weasels. They can now act as the "brakes" on tactical warping. On a whim, as I was warping off the map after a no-enemy mission (I flew around quite a bit and couldn't find one, which happens sometimes.) I launched a weasel and came to an immediate halt. I believe I could have gone back to red alert and sailed back to any enemy I had just outrun.
So now we can get a serious amount of breathing room, repair, get power back, then go back in and pound the bad guy all fresh and relaxed.
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No, can't do that. I've already tried. The Emergency Stop function (which works with WWs while going faster than 4) does indeed stop you. But you cannot go back to Red Alert. Once the E Stop is done you'll accellerate back to warp speed and off the map you go.
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Curses!!
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Oooh! I've found a new use for wild weasels. They can now act as the "brakes" on tactical warping. On a whim, as I was warping off the map after a no-enemy mission (I flew around quite a bit and couldn't find one, which happens sometimes.) I launched a weasel and came to an immediate halt. I believe I could have gone back to red alert and sailed back to any enemy I had just outrun.
So now we can get a serious amount of breathing room, repair, get power back, then go back in and pound the bad guy all fresh and relaxed.
I can live with it, it at least "Costs" something to stop.
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Oooh! I've found a new use for wild weasels. They can now act as the "brakes" on tactical warping. On a whim, as I was warping off the map after a no-enemy mission (I flew around quite a bit and couldn't find one, which happens sometimes.) I launched a weasel and came to an immediate halt. I believe I could have gone back to red alert and sailed back to any enemy I had just outrun.
So now we can get a serious amount of breathing room, repair, get power back, then go back in and pound the bad guy all fresh and relaxed.
I can live with it, it at least "Costs" something to stop.
Q said you can't go back to red alert. That's a shame as it would have expanded the uses of tactical warp immensely.
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By the way, if you want to know what being an early Romulan without warp drive is like, fly a WB. It moves at a maximum of 5, no matter what. There's no way to accelerate to warp disengagement. Thank goodness I got myself into a SNB+. 3 plasma cannons, two phasers, and 9 points of power. Sweet!
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The Antagonizer mission (the two Freighters arguing over cargo) I beamed the captain of belligerent ship off, nothing happened, I beamed the captain of the other ship off, still nothing happened. So I captured both of the freighters and got a mission failed.
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Bases aren't destructable. Had a Bethke happen in a Hostile Patrol Mission.
I had an NCA and 2 NCDRs. Three AI Allied Kzinti, no Idea what they were. vs a C8KR, D5KR, D7ER, and another D5 type. I think it was a C. And a Klingon BSF. When the D5KR was destroyed, my NCA went with it. The two remaining NCDRs and a Kzinti MAC destroyed the Base, but it was still there after the mission.
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There is a specific base assault script in which we can make the bases destructible, but in all the other scripts the bases aren't destructible - that's going to be next to impossible to change.
dave
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There is a specific base assault script in which we can make the bases destructible, but in all the other scripts the bases aren't destructible - that's going to be next to impossible to change.
dave
I'm not sure I'll ask this the right way... here goes:
Can't the non-destructable bases be removed from being included in the scripts [as AI controlled or otherwise] and somehow limit the destructible bases missions to only those missions that would be counted as base assault/defense missions for the Dyna?
NW, I love the base missions for the simple reason that in some of the other non-NW scripts the CUSTOM bases I use can actually rotate. Anything else you do about the base missions is icing on the cake to me.
Qapla!
KF
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Dave, I was tossing around an idea for a mission. Maybe, for pirates/Romulans, there could be a sort of "fishing" run, where you enter a shipping lane as a friendly, pick a target and blast it. Then the other ships in the lane would converge for attack. Your objective is to run away and survive after killling your target.
Just a dumb idea. It probably can't be done, but it would be kind of cool to play it.
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Q, myself, and Knightstorm managed some PvP play last night. There were no bugs to report.
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Q, myself, and Knightstorm managed some PvP play last night. There were no bugs to report.
:dance:
Thou hast made a geezer very happy ;D
thanks!
dave
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I'm not sure I'll ask this the right way... here goes:
Can't the non-destructable bases be removed from being included in the scripts [as AI controlled or otherwise] and somehow limit the destructible bases missions to only those missions that would be counted as base assault/defense missions for the Dyna?
NW, I love the base missions for the simple reason that in some of the other non-NW scripts the CUSTOM bases I use can actually rotate. Anything else you do about the base missions is icing on the cake to me.
Qapla!
KF
Here's the rub - the other scripts would still appear in base hexes, and would essentially create "easy" missions that could be run in a base hex while avoiding taking the assaults. It would also mean that admins would be obligated to include destructible bases to get any kind of base assault mission in the pack.
I figured it would be better if all missions run in an enemy base hex included a base, and you'd have a chance of drawing one that could eliminate the base. (I can be talked out of that, it was just my train of thought at the time.)
dave
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Multiplayer PvP round 2. Knightstorm and I traded a beating each. There were no apparent bugs to report.
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Dave, is there a "threshhold" speed for going to tactical warp? I was in a SNB, at yellow alert, and with EA for movement set at 1, and couldn't make over about 18 speed. I kept getting the message that I needed to be going faster to engage warp engines. My confusion arises from the blurb that says, "...go at best speed and then reach warp...", or words to that effect.
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Dave, is there a "threshhold" speed for going to tactical warp? I was in a SNB, at yellow alert, and with EA for movement set at 1, and couldn't make over about 18 speed. I kept getting the message that I needed to be going faster to engage warp engines. My confusion arises from the blurb that says, "...go at best speed and then reach warp...", or words to that effect.
The default min speed to jump is 23, but it should be calculating exceptions for ships that can't hit that. I'll double-check those calcluations, there might be a glitch in there someplace.
dave
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The WB is the same way. It won't make over speed 5. I figured that was your way of limiting early Romulans to having no warp drive.
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Got a Bug for you.
Home patrol mission. Simple Engage and Destroy, never even gave a script like "Incoming Hostile Ship!"
I've drawn it a couple of times, and it generates an AI, ironically a Kzin both times. The Kzin and I head towards the two enemy ships. But the Kzin never engages, it just keeps flying by. Making a relatively simple battle into something much MUCH Harder.
"Never Trust a Kzin!"
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Too much catnip in the ventilation system.
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Guys, I may not be able to test the missions for awhile. I'm going into the hospital tomorrow. I don't know what's wrong. I only know I can't live like I have been anymore. I wish I could try out the new pack. I'm sure it's ultra-cool.
I'll just relist here the one bug that keeps coming up, especially in neutral territory: frequently you have to make a full 180 turn to double back and find the enemy. Otherwise, it takes forever for him to catch up with you if you're moving at any kind of real speed. (Thankfully, I usually fly tiny little frigates like an E4BR or an SNB, so going fast is not an issue.)
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Guys, I may not be able to test the missions for awhile. I'm going into the hospital tomorrow. I don't know what's wrong. I only know I can't live like I have been anymore. I wish I could try out the new pack. I'm sure it's ultra-cool.
I hope all turns out well for you, M'Lady.
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New Scripts are up on the test server.
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just installed the jan15 scripts and noticed a few 'glitches', but before I start listing them I wan't to verify I installed it corectly.
What shiplist do I need installed ? Stock, OP+4, or something else ?
Do the scripts need something installed first ?
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just installed the jan15 scripts and noticed a few 'glitches', but before I start listing them I wan't to verify I installed it corectly.
What shiplist do I need installed ? Stock, OP+4, or something else ?
Do the scripts need something installed first ?
For DH's server you'll need OP+4, but in general they should work for most "standard" shiplists. They do expect races have all the usual base types, frd's, etc, and that the core monsters are present, but that's about it.
The only other thing I'm aware of that can cause issues are a campaign's political tensions. The missions assume your campaign is set up so that every race has at least one empire and pirate ally and at least one enemy and pirate ally.
Outside that, if you see glitches then yes, they probably are glitches ;)
thanks,
dave
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OK, seems like my problems are with 1 mission in particular (I noticed it yesterday, but it happened again this morning)
Met_EDPlayerPatrol
When the mission loads I don't see any map on the briefing screen as the mission is loading.
when I close in on another ship, my scanners can't lock on, even when I run up ecm and eccm. I can't scan a target if I can't lock him up, right ? No lock on freighters, nor the pirate frigate I was following at 3 spd 12,
And that 'tactical warp' needs tuning down, it's too easy to activate by accident, and once it's been triggered it's rough trying to get it de-activated,
...and this morning I was tailing the pirate (above) th range 3, spd 12 the 'Tac-Warp' triggered by itself as I was going thru the station screens.
And the map is unbelievably Large, took me over an hour at full impule just to find the corner of the map from where I started from.
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You have to actually turn on the scanners at the beginning of the mission. That then triggers the script that then allows you to target. I'm still not sure why he disabled targeting, in MP scripts it does lead to some issues at the beginning of the mission. Nothing game breaking, but annoying nonetheless.
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You have to actually turn on the scanners at the beginning of the mission. That then triggers the script that then allows you to target. I'm still not sure why he disabled targeting, in MP scripts it does lead to some issues at the beginning of the mission. Nothing game breaking, but annoying nonetheless.
I tried that and it still didn't work unless there's another way to turn them on other than the button beneath the probe panel.
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I usually just use the "I" hot key.
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Any tips on flying a CAR-R when you're doped to the gills?
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Get a real ship, a CC+ or a NCA.. ;)
Seriously now.
The CAR+ is only different (combat wise) from a CC+ in that the Ventral Phaser only fires to the rear instead of 360. You can use that to your advantage. My best Recommendation is to set your Phaser Capacitor to about 80 to 85%. You don't need to have it fully charged unless you are doing a fly by. Take the power you save and put it into either EW or Movement.
Because it is an Aft Phaser, you can use it quite effectively at the end of a flyby. When a CC flys by, it usually fires ALL of its phasers at the first pass, meaning that as its retreating from the flyby it's vulnerable, especially to T-Bombs. The CAR has the advantage of being able to exploit the shield dropping to place the bomb.
While the CAR is less effective while facing the target than the CC, the hidden strength of having that Aft Phaser is you have saved a phaser for an exploitation attack. Never underestimate that advantage.
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Here's a bug for you Dave.
Was doing a Home Patrol mission. Civilian ship smuggling Contraband. When I got into detection range of the contraband, they attempted to flee. I absent mindedly went to Yellow Alert instead of Red Alert, which of course at the 5 minute mark was going to send me shooting off the map in 30 seconds. I "Overrode" the warp sequence by going to Red Alert, and just not accelerating to the speed neccessary to send me to warp. I kept getting the we must be going a Higher speed for disengagement. But here's the bug, it disabled my targeting, but still kept the old target in memory. When my phasers got hot, I fired at range 20, and it hit like I shot at him from range 1-2. When my Torpedoes finished loading, I did the same thing, hit him at range 12 like I was firing at range 1. (I know because I had the feedback damage to the forward sheilds) Firing 3 torpedoes, I did 6 damage to myself, and obliterated him.
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It appears to be in all of your scripts Dave. I've duplicated it in two different missions already. Firing Overloads at range 20... Looks like the Magic Photons are back! ;D
Could this be something to do with how you disabled Drone Firing while at Warp?
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Kewl - thanks Q, that's an interesting one ;D
dave
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Not a bug this time Dave, but a suggestion for a script.
Works in PvP and single player. Fleet Engagement.
Your fleet enters a sector where you know an enemy fleet is nearby. You have to find them, and bring your fleet to bear on them before they find you. This is going to have to allow for Tac Warping of some sort. The Ideal way of doing this, would be to send out scout ships (anyway to boost the sensor range on them?) Have them locate the fleet, and then have the rest of the fleet Tac Warp to a Rendezvous before the other fleet realizes that they've been spotted. Usually it won't work, unless the other fleet got caught looking the wrong way, or you catch a non-scout ship at the edge of your scout ship's sensor range. (W/O tac warping could be interesting though)
Currently regardless of what type of ship you fly, Sensor Range is 100, but that can be boosted by "Deep Scanning" to about 125-130ish. If one ship in your fleet sees the ship, all allied ships can see it. Is there anyway to bump it to something like 150 / 200 for Scout ships? That would make flying a scout very useful. Possibly useful to bump planets and bases to that sensor package as well.
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I encountered a pirate ship which tried to run with contraband. I got a mission successful without firing a shot.
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I encountered a pirate ship which tried to run with contraband. I got a mission successful without firing a shot.
You scared him so bad, he gave it to you Girl!!!! ;) :)
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I scared him in a King Eagle? What a pussy!
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:lol:
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Ok...that was a weird one...
I'll give you a portion of the screenie
I drafted a Romulan in Nuetral Territory I had a CB, no idea what he had, but it's marker was a Heavy Battle Cruiser.
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Dave, I got a similiar message on screen about not being able to generate an AI enemy. It advised me to send a battlelog file or something. Send me a PM with the idiot version and I'll happily do it for you. Just be warned I'm a computer imbecile.
Edit: During the encounter with the J'inn Riverboat, the go to green alert message was repeated until I went to green alert.
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Anyone know what year the server was in?
The message comes up when the script can't pick an enemy of appropriate size from the shiplist in the current year. If we know what year it is I'll take a look at the shiplist and see where the "picking" routine needs to be broadened.
(My responses are likely to be a little slow for the next few weeks - RL is getting a little challenging time-wise.)
thanks!
dave
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Uhm...2288 or 89 I think it was. Could have been 87, I just don't remember now.
I'll hop into the server right now and see what it says...
EDIT: Hmm...the Directory Server appears to be down...
Now who are we supposed to contact when that happens? :huh:
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I was in a single player campaign, so I'm not sure of the year. One of the earlier ones. I could still buy DDs and CL's.
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Not to hound you or anything Dave, but do we have an update of any type? Not neccessarily looking for a patch, but just looking to see if there is any progress in bug swatting.
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Sorry Q, it's going to be awhile yet - the nearest lull in RL for me looks to be about two weeks away
dave
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In single player mode, the enemy pick seems to be way off. I was flying a frigate and got a light cruiser and and a heavy cruiser for enemies.
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Dave, I got an error message about the scenario not being able to generate appropriate AI oppostion. It was during a scan mission. I was flying as a Pirate. I'm not sure which year it was. There was a number: 34.0. I hope that helps.
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Two possible errors here. One was in which I had one ship targeted, and tried to beam over marines to take it over. The non-targeted ship was taken over.
The second was excessively heavy AI opposition in single player. A heavy cruiser and a light cruiser against a pirate BCH1 seems a little much.
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I fought against another pirate who cheated me (tried to keep the goods and the money). He fired once and never moved. This was in single player. The AI opposition has been pretty heavy too.
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I've been out of the loop for a while, can somebody PM me a link to the newest mission pack? I should be able to put a test server back up on sunday
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I've been out of the loop for a while, can somebody PM me a link to the newest mission pack? I should be able to put a test server back up on sunday
Sorry DH - Hasn't been one in awhile (the link at the top of this thread is still the latest)
No ETA on a new one yet
dave
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I've been out of the loop for a while, can somebody PM me a link to the newest mission pack? I should be able to put a test server back up on sunday
Sorry DH - Hasn't been one in awhile (the link at the top of this thread is still the latest)
No ETA on a new one yet
dave
Can somebody give me a link to the LATEST ones, even if they aren't "new"?
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I've been out of the loop for a while, can somebody PM me a link to the newest mission pack? I should be able to put a test server back up on sunday
Sorry DH - Hasn't been one in awhile (the link at the top of this thread is still the latest)
No ETA on a new one yet
dave
Can somebody give me a link to the LATEST ones, even if they aren't "new"?
The link at the top of the thread is still the LATEST package.
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Test server is back up
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Very cool. Thanks, Die Hard.
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Die Hard, around 2:30 a.m. EST the ED server was down.
Dave, not to keep harping, but in Single Play the bad guys are way too big. Going up against a K-D4 in an I-FF is a bit much.
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I was running home patrol as klingon and had a badly damaged, allied asteroid base to help by beaming security teams down. Asteroid had 5 guards and I had only 2 transporters. my 2 guards made no dint in the bases numbers, after beaming 6 guys with no results, so I started attacking with wepons on disable. a couple of minutes made no difference in base numbers, so I switched to normal weapons and hacked them down to 2, then beamed marines on board and wound up winning the mission. Shouldn't 3 rounds of 2 guards have reduced the base a bit? shouldn't weapons on disbalbe have reduced guards on base?
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;D
Update please...
KF
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What's the status of this Dave?
I am planning on putting a small server up after ATOK, and would like to use your warp missions.
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This has temporarily taken a back seat while mission and editor work goes on for SGO and AOTK, I will get back onto it, I'm guessing sometime in June.
dave
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Just got into these missions. I know I'm a year out and I probably am repeating some things already observed so forgive me if I missed something while reading this stuff.
Ok here's my observations so far:
1) Map size/Starting range: Good. I like large maps and the starting range gives no one an advantage. The deactivated targeting and contact message is a good idea, but can the arrow be made to disappear after target lock is achieved? It gets annoying after a time. I assume that there is no status map in the Mission Briefing Screen because these are in a rough state?
2) The different options of target and possible mission ambiguity in the patrols is intriguing, however, I feel they need to be more... interactive:
a) Do we really need missions that have no point like the one where "Everything appears to be in order here sir".... Mission Complete.... and 370 PP to boot!! :screwloose: If you really want to keep those types of missions make them worth like 10 PP or something.
b)Since when are Monsters a questionable target? I have never met a non-pissed off Monster, have you? ;D Besides, we all don't work for the Federation. ;)
c) I am told to keep getting closer to get a good reading (too many times), but not the "We must get within "X" to get a good reading sir" or "We must use Long Range Sensors at range "X" in order to get a good reading sir" I would expect ala the stock Scout mission. I prefer the LRS option as it makes you get within a certain range and then you have to use power. We should know the range we have to get to to achieve the information needed.
d) We should have to use the Comms Panel to trade dialog if we get a message that they feel they are being unfairly harassed (like the Gorn I met with diplomatic clearance) as in the campaign missions. I like the Asteroid one a lot, but you might want to include a message that you have to beam Marines down there to "retrieve" the cargo. i,e. capture it. I beamed the spare part over and it took me awhile to figure out how to end the mission.
e) Home Patrol with the Civilian Ship we need to board and check out: After beaming in the Security Team (in the Transporter MFD with the Spares showing too) we should get a message that we need to Capture it or at the very least have to beam our team back before destroying it. You can't get the team back at this time and I doubt their mothers would think their sacrifice was worthwhile. I have been capturing it as a matter of principle, but I think it should be a mission requirement with a penalty for a destroyed ship.
3) Terrain: I saw Ion Storms in the far distance in the Base Assault mission, but they were in a position that I can't imagine them ever coming into play. You are placed right in front of your target with the enemy ships coming in from a long distance; no real reason to go traipsing across the map to check out an ion storm! If this is something that can be randomized either in position or in frequency it would be cool to either have them show up in different places or have them show up about three wide right in front of you so you have to go around them or go through them. As long as it wasn't everytime. It would also give you the option of waiting for the stupid AI to fly though and take damage, but you lose a lot of time waiting. Its a real shame that you can't make them move. Other terrain should be included: An icy asteroid with ion storms for the tail would be a good Comet or possibly a rogue asteroid or two.
4) Bugs/Weirdness:
a) In a Home Terrain Defense mission my "help" took off in the wrong direction at mission start for about three minutes and then decided to come back and die like a good AI.
b) Saw no black hole in a black hole hex. If it was there and the map was just enormous so I missed it, I restate my previous desire to see terrain placed in a position where it has a chance to come into play, i.e. we have to know where it is at mission start.
c) The missions don't seem to scale for ship size very much. I tried up to a BB and almost always got the same mix of opponents, albeit many times multiple ones, with a dred just once. If it can be scaled a bit it would be nice. If not, its live-able.
d) I have yet to see anything other than a base attempt to cloak. Was there a patch fix to stop AI from cloaking and being useless? I can't remember.
e) Home Patrols with Planets and Bases: The AI seems to ignore me and go for the Base/Planet. It fires PD at fighters and incoming seeking weapons, but thats about it. Seems reminiscent of the AI behavior in the Derelict Mission. A larger force is in order for this I believe. I have had frigates show up to attack a SB. I just orbited the base and watched the frigate get fried. The bases should be controlable by the player as well.
f) Terrain Assault: Neutral Hex, Black Hole - Allies started the mission 90+ away (Hydran Escort and a Police ship). Miraculously survived against a Rom KVL, Mauler and BHR until I got there and even killed the Mauler while I dealt with the other two (I was in a light carrier). Even still, this is too far away for allies to start. 50 clicks max and behind us would be my preference.
g) I don't know what the status of destroyed bases is. Some missions remove them and some leave them. I even had some disappear after capture. I can't seem to find a pattern. I'll keep playing them because I do think there is a difference between the Terrain Assault bases and Base Assault bases.
Thats all I've seen so far. Great Missions Dave!! Thanks so much!
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After Corbomite bringing this thread up again (I missed it before), I tried the missions. Cool stuff! It gives the whole game a feeling more like the TOS show, with all the vastness of space. Also makes the campaign and patrol missions a whole lot more fun. The tactical warp is very well integrated, and I like how you allowed us to warp into planets if we wanted to. :)
Regarding the tactical warp, I didn't know it was even possible to add things like this into a game. VERY nice.
One thought- would it be possible to make the warp so that it warped to your designated target? Maybe limited to planets, asteroids, and starbases. I remember the "Klingon Academy" warp being like this. <drool> :rwoot: <drool>
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Couple more:
Home Patrols with Planets and Bases: The AI seems to ignore me and go for the Base/Planet. It fires PD at fighters and incoming seeking weapons, but thats about it. Seems reminiscent of the AI behavior in the Derelict Mission...
Clarification: It only happens when I get the "We have a hostile vessel coming in fast!" message to denote a combat type patrol. All other scenarios work in planet and base hexes as expected so far.
I got another whopping payout for nothing. It was the scenario where you scan the vessel and get a message saying that he is a suspected black marketeer, but there is nothing you can do about it except report him to command. No shots fired. 884 PP! :o
Bug: Home Patrol, known smuggler, he's trying to evade us yadda yadda... Get to range 3 and the mission closes with a win. I've played that one a bunch and it was the first time it did that. May have been an anomaly.
EDIT: Just got another 1682 PP for the Black Marketeer mission. I don't know whether I love it or hate it! ;D
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In a couple of Home Patrols (Player Patrols) the target was generated close enough to me that the Target Disable was for all intents and purposes useless because I could see the ID tag and find the ship quite easily, although I couldn't target it until the detection message. One was in open space and the other in an asteroid field.
In the asteroid field one I was placed about 7 away from a freighter and I got a message that two captains were squabbling over something, except there was only one other ship, the freighter, with me in the mission. I boarded it as told and the mission completed with a 245 PP gain and a -25 PP "Bonus".
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I'm getting a crash to desktop in a Base Assault mission in a hex with a base and a planet. I've noticed that the Mission Briefing map is totally black, not the normal grey mesh that every other mission has there. After I click READY, I see a quick LOADING message then right to the desktop.
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Base Assault in base hex: Appeared 9 away from a Romulan SB!!! :o Needless to say I didn't look very good after one turn! I appreciate the time savings on travel, but I think that was a little closer to my destination than I would have liked. ;D
Was also placed 16 from a Black Hole in one mission (sorry forget which), not really that bad, but a little alarming!
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I noticed the AI trying to board my fighters. My fighter jocks were very happy about the open shield offered them for their Alpha Strike, the AI wasn't so happy after that. Not sure if it is even a real issue since AI stripping in PvP is in effect. It does speed up the mission a whole lot though!
I might have found something more serious:
I noticed that you can bypass the Target Disable by hitting the Closest Enemy Target hotkey before your shields go up after going to Red Alert. The disabling feature only goes into effect after shields are raised (I assume because of the nature of "events" in the script), before that you can get the target's direction like you would normally; no lock and no visual contact, but the direction is quite clear. This pretty much takes away the need for LRS or waiting to get the contact message. Not sure what could be done about it since the power up sequence is not within the scripts domain (is it?). Unless the event can be timed with the creation of the ship at mission start, Target Disabling is easily avoided.
EDIT - Tested it further by not going to Red Alert at all. It has nothing to so with your ship or it's status. There is a time delay from mission start to Target Disable. If possible this needs to be eliminated.
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Is ED still working on these? I remember some deal-breaking MP bugs that stopped us from using them on a server.
I LOVED these in single player and Co-op.
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Is ED still working on these? I remember some deal-breaking MP bugs that stopped us from using them on a server.
I LOVED these in single player and Co-op.
Heh, "working" might be too strong a word, but I haven't abandoned hope yet
as I recall, there were problems with the arming/firing cycles (being able to dodge at high warp while readying drones/phasers, being able to arm repaired systems while at high warp ... I'm sure there were a couple of others)
dave
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Is ED still working on these? I remember some deal-breaking MP bugs that stopped us from using them on a server.
I LOVED these in single player and Co-op.
Dave and I have been talking via PM about these. I was just posting here because it it a convenient place where he can see everything at once. I am learning how to make terrain maps. If everything goes well there will be some new maps to add to the randomization of these missions. I'm hoping we can slice the hexes into quadrants or even sextants (figuratively) to simulate traveling around the hex while you "clean it out" for occupation by your forces.
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;D Any news on mission updates?
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None so far, but there's a big round of layoffs coming at work ... you never know if I might find myself with a lot of free time all of a sudden. (A bright side to every situation I suppose ;) )
dave
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None so far, but there's a big round of layoffs coming at work ... you never know if I might find myself with a lot of free time all of a sudden. (A bright side to every situation I suppose ;) )
dave
I hope the layoffs will not impact you Nuclear Wessels. Thank you for the update.
Qapla'
KF
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Is this discussion about the EDWarpPatrols Pack (http://www3.telus.net/NuclearWessels/sfc/missionguide.html#WARP)?
If so, how does the "warp" work? I don't see it in the description linked above, though I may have just missed it. I admit I have not read it all through yet, but these look like a great addition to low population servers to provide interest when PvP is not available.
I have put these missions on The Forge to get some more testing in on them. I'll yank them if they turn out to have too many problems, or gladly replace them with new builds for additional testing... :whip: ;)
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Is this discussion about the EDWarpPatrols Pack ([url]http://www3.telus.net/NuclearWessels/sfc/missionguide.html#WARP[/url])?
If so, how does the "warp" work? I don't see it in the description linked above, though I may have just missed it. I admit I have not read it all through yet, but these look like a great addition to low population servers to provide interest when PvP is not available.
I have put these missions on The Forge to get some more testing in on them. I'll yank them if they turn out to have too many problems, or gladly replace them with new builds for additional testing... :whip: ;)
The warp part is simply accelerating the ship to very high speeds. I can't remember which method I used - setThrust or setSpeedImmediate, but one of them doesn't bother checking against the 32-speed limit. There's a displacement scenario that works basically the same way, the ship suddenly jumps forward REALLY fast for a really short time interval, and looks like it has been displaced.
Player's targetting systems, weapons, and shields are disabled while at warp speeds (and limited for a short period before jumping to warp) but the player is still vulnerable to weapons fire.
There is one pair of missions that are simple combat scripts, and the other pair invoke any of about thirtyish different scenarios with variable maps.
There are definitely still bugs - largely in the limiting of combat capabilities at warp speed. (E.g. if you repair weapons while at warp then you can charge them without dropping out of warp, but there are a bunch of others.)
dave
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Thanks for the info, but I guess I didn't phrase the question well...
How does the player activate warp? Or is it only scripted to occur on certain events?
Hopefully we'll turn up some useful info for you for when you get a chance to work on them again. Now I need to get playing so I can actually try them out!
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BTW, these missions were a lot of Fricking fun single-player and co-op.
If only we could find some more player . . .
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If only we could find some more player . . .
I am hopeful they'll come trickling back as we make more improvements to the Dynaverse experience. Which we will. I'm confident that there's a diehard core playerbase that will all be here till they're old and grey regardless though.
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I seem to remember that to engage Warp, you needed to go to Yellow or Green Alert.
I know I did a lot of testing with these missions. I think they would be great on a server, if the MP bugs can be fixed.
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If only we could find some more player . . .
I am hopeful they'll come trickling back as we make more improvements to the Dynaverse experience. Which we will. I'm confident that there's a diehard core playerbase that will all be here till they're old and grey regardless though.
That and I know for a fact people download it off Bit Torrent :D
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If only we could find some more player . . .
I am hopeful they'll come trickling back as we make more improvements to the Dynaverse experience. Which we will. I'm confident that there's a diehard core playerbase that will all be here till they're old and grey regardless though.
And some of us already are old and gray... :P
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And some of us already are old and grey... :P
/me checks mirror
And others balding and grey... ;)
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I've been told my my friend's 21 year old Neice that in one more year, I'm officially a dirty old man!
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I've been told my my friend's 21 year old Neice that in one more year, I'm officially a dirty old man!
Congratulations! ;D
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Wow what a great set of mission scripts! What's the word on stability for a server environment? I would LOVE to put these on the Boneyard. Especially if it would help at all in the debugging process.
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Wow what a great set of mission scripts! What's the word on stability for a server environment? I would LOVE to put these on the Boneyard. Especially if it would help at all in the debugging process.
The biggest Deal-breaking bug was that as soon as somebody initiated warping out, everyone lost the ability to target each other. Not sure if that's been fixed.
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Wow what a great set of mission scripts! What's the word on stability for a server environment? I would LOVE to put these on the Boneyard. Especially if it would help at all in the debugging process.
The biggest Deal-breaking bug was that as soon as somebody initiated warping out, everyone lost the ability to target each other. Not sure if that's been fixed.
I don't think it got fixed - IIRC I was still investigating that one when RL pulled me away, and never got back to it.
EDIT: Just to confirm, the last actual code changes to these scripts took place January of 2007 .
I'll try and dig out and reinstall VC6 and have a look at the bug reports (both old and new) but the longer the Bruins hang in there the longer it'll take ... 5-1 tonight, made my day! ;D
dave