Additionally, this is not the "Reclamation" campaign project that we are currently working on either. We just want to see how the new shiplist works out, and how it interacts with with the mission scripts.


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Is Badlands set up to remove destroyed bases?
-- Luc
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I need help confirming problems with the base assaults.
3 times now I've had THIS after a BattleStation Assault on the Badlands server.
This occurs after:
- I've returned from the mission
- saw no news about the results
- accepted a new mission
- crashed to desktop
I wonder if it's 2538, and not the ED missions.
-- Luc


//modifier based difficulty setting
[Diff]
CaptainDiff =0.7 // reduced from the 0.85 for SP
CommodoreDiff = 0.8 // reduced from the 1.0 for SP
AdmiralDiff =0.9 // reduced from the 1.15 for SP
F-FFV has more fighters than deck crews. 4 :
F-FFV+ has more fighters than deck crews. 4 :
F-CVB has more fighters than deck crews. 8 :
F-CVLT has more fighters than deck crews. 9 :
F-CVLT+ has more fighters than deck crews. 9 :
F-BSF+ has more fighters than deck crews. 8 :
F-BSFR has more fighters than deck crews. 8 :
F-BTSF+ has more fighters than deck crews. 12 :
F-BTSFR has more fighters than deck crews. 12 :
F-SBF+ has more fighters than deck crews. 16 :
F-SBFR has more fighters than deck crews. 16 :
F-SBZ has more fighters than deck crews. 16 :
H-PICV has more fighters than deck crews. 6 : 3
H-PICV+ has more fighters than deck crews. 6 : 3
H-FQS has more fighters than deck crews. 2 :
H-BS has more fighters than deck crews. 4 : 2
H-BS+ has more fighters than deck crews. 8 : 2
H-BSR has more fighters than deck crews. 8 : 2
H-BSF+ has more fighters than deck crews. 8 : 2
H-BSFR has more fighters than deck crews. 8 : 2
H-BATS has more fighters than deck crews. 8 : 2
H-BATS+ has more fighters than deck crews. 8 : 2
H-BATSR has more fighters than deck crews. 8 : 2
H-BTSF+ has more fighters than deck crews. 12 : 2
H-BTSFR has more fighters than deck crews. 12 : 2
H-SB has more fighters than deck crews. 8 :
H-SB+ has more fighters than deck crews. 8 :
H-SBR has more fighters than deck crews. 8 :
H-SBF+ has more fighters than deck crews. 16 :
H-SBFR has more fighters than deck crews. 16 :
H-SBS has more fighters than deck crews. 8 :
H-SBX has more fighters than deck crews. 16 :
H-RNT has more fighters than deck crews. 12 : 9
H-SBZ has more fighters than deck crews. 16 :
I-BBV has more fighters than deck crews. 16 : 6
I-BBVZ has more fighters than deck crews. 16 : 6
I-BTSF+ has more fighters than deck crews. 12 :
I-BTSFR has more fighters than deck crews. 12 :
I-SBF+ has more fighters than deck crews. 16 :
I-SBFR has more fighters than deck crews. 16 :
I-SBZ has more fighters than deck crews. 16 :
K-D7N has more fighters than deck crews. 1 :
K-BSF+ has more fighters than deck crews. 8 :
K-BSFR has more fighters than deck crews. 8 :
K-BTSF+ has more fighters than deck crews. 12 :
K-BTSFR has more fighters than deck crews. 12 :
K-SBF+ has more fighters than deck crews. 16 :
K-SBFR has more fighters than deck crews. 16 :
K-SBZ has more fighters than deck crews. 16 :
Z-CLV has more fighters than deck crews. 7 :
Z-BSF+ has more fighters than deck crews. 8 :
Z-BSFR has more fighters than deck crews. 8 :
Z-BTSF+ has more fighters than deck crews. 12 :
Z-BTSFR has more fighters than deck crews. 12 :
Z-SBF+ has more fighters than deck crews. 16 :
Z-SBFR has more fighters than deck crews. 16 :
Z-SBZ has more fighters than deck crews. 16 :
Z-WZFF has more fighters than deck crews. 1 :
Z-WZFF+ has more fighters than deck crews. 1 :
Z-WZDF has more fighters than deck crews. 1 :
Z-WFZX has more fighters than deck crews. 1 :
O-BB1 has more fighters than deck crews. 12 :
I'll stick with my KE for a while though. I'm having fun even if it IS broken.
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The Federation distrusts the Korgath, but I don't think that's the problem. I ran a fleet action mission in the hex next to the planet I mentioned. Both hexes were Klingon/Korgath. I was able to reduce the defense for the fleet action and an appropriate message appeared in the news section. I think there may be a problem with the planetary assault missions.
) Quote:
Some results:
Friendly cartel under enemy hex prevents you from hurting it.
Enemy cartel under your hex prevents you from boosting it.
Neutral cartel under a hex seems to have not adverse effects.
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I was, strangely enough, having trouble LOSING missions just now. A Base Defense on a Romulan/cartel neutral hex didn't drop DV even after I died and self-destructed the base against the AI attackers. Another mission didn't drop DV on a self-destruct loss, either, but I don't remember which it was (it wasn't a standard patrol -- maybe recharge?). On the third try, in a Met_NW17Patrol, I managed to lose by hitting a rock after taking out some of my allies the same way. DV did drop that time. Then a Met_NW10Patrol loss by the same method also dropped DV.
) I seem to recall, wayyyyyy back when the ED base missions were first created, that folks were frequently taking (and losing) missions in the hexes they first spawned in, hence decimating their own base hexes early in a campaign. This is a real fuzzy-hazy-vague memory, but I think I may have actually set it to not report a DV loss for players losing against the AI in base defense missions - it's entirely possible I never updated that, but since the base defense is so much easier now people rarely lose so it hasn't been reported. Anywho, I'll definitely check it out tomorrow.Quote:
I found a few more problems. Windy an d I tried a base assault and a fleet assault in a base hex. We won both in a Klingon/Korgath hex with no impact on defence. We ran several courier misions with the same result in a hex with no base.
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While the defense does not seem to work too well, the shiplist and missions are a blast! I love the courier mission! I just wish there were some easy way to identify the courier. I see the name and the starting location, but it is a GREAT mission. I love it.

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How is your KE borked? Is it something in the shiplist?
-- Luc
). Quote:
So in lieu of this, I request a new map with these modifications:
Standard F&E map, same size as before, with one Pirate cartel hex under each races HW to leave the rest of cartel space neutral.
All Hex values are 5 and go neutral at 0 and are maxed at 5, including the HW hex. Place all economy in the HW hex (will this work) and give instructions to not take economy hexes. All hex value changes are by increments of one.
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Server will be reset tonight with the following changes:
Starting PP up to 5000.
DN+ sized ships more frequent and cheaper.
Ship delivery will be instant.
New test map (thanks to Nomad).
Missions in friendly space turned on (was off).
There have been a few questions as to the map and why is it the way it is. Actually this is the Taldren MiddleMap(.mvm) with some modifications to some neutral areas. Beyond that it's stock. I used this map for a few reasons but mainly because for a "fun" non-campaign server there really wasn't a reason to remake the wheel so to say (i.e. I was lazy).
The server will be back up around 8pm.
Thanks to all that have come out and tested things or just came out to have fun.![]()

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wtg firesoul... Question... Did you phase out all older ships when their newer refits appear? This would help TREMENDOUSLY!
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Dave, why do some missions only appear in neutral space and others in friendly... such as the patrol mission. I would think you would get more variety of mission choices in enemy or neutral space. Are there too many missions?
I noticed the ones I get 90% of the time in enemy space are Holding actions, Convoy Raids, and Surprised reversed... I think I saw another mission a cpl times...
But thats about it. Then when I go back into friendlky space, there is a lot of variety...
I'd like to see some fleet actions and patrols show up in neutral and enemy hexes.
Have you considered customizing the missions with a map maker? I.E., team up with JD so you guys can set a preference for missions and where they are to appear... For instance, JD in making the map, could use shipping lane hexes in jkey strategic areas to get missions that trigger on those hexes other than the standard convoy raid.
It just seems that having a particular type of terrain as a trigger would be the only way to see more than a cpl mission types pop up in the commone empty neutral or enemy hexes. Those hexes which are the most common on the map should get the most variety, yet they do not.
Obviously you see the problem with repetitious missions.
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Cool. Thanks Dave. It's raining mods today. Looks like FireSoul will have to redo his .mct's though.![]()
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I only suggested my guideline when I work on a list. I try to err on the side of less overlap, but I could see a number of good reasons to overlap refit versions to provide more variety.
I don't envy you the task of trying to go through that entire list to edit the YLA. More power to you.
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Cool. Thanks Dave. It's raining mods today. Looks like FireSoul will have to redo his .mct's though.![]()
Yeah.. yeah...
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For refits, what I suggest is a little bot of overlap, and apply it everywhere:
ie: 3 years?
For example:
If a F-CA+ becomes a F-CAR in Y175, the F-CA+ should still be available until Y178..
What do you think? Something like this will take some time.
-- Luc
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Done. You'd have to start a new game to be able to play the new mission.
I'll echo the announcement when NW posts to the general forum.
-- Luc

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Ok, to start with, if you want hexes to start with DV's in the range of 10-40 but be raisable to 50 you need to edit the DB to adjust the max DV levels for each hex. When you create a hex with a start DV of 40, it is stored as:
28 00 00 00 28 00 00 00 00 00 00 00 00 00 F0 3F , 28 is hexidecimal for 40
this must be edited to read:
32 00 00 00 28 00 00 00 00 00 00 00 00 00 F0 3F , 32 is hexidecimal for 50
now its easy to make the changes, you just need to keep track of what hexes you want to have what DV's, and then do a find/replace with a hex editor to make a big sweeping change.
They (whom ever) should put it in a HOWTO or some such format for general use in editing EaW/OP hex databases.