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The BattleStation Assault script works now, but..
.. if I recall correctly, the DV of the sector was not affected. (it had stayed at 30)
.. I went back onto the server as the opposing race to install another base at the border. "Starbase Construction" for a base station went well, but.. when then mission was over, the DV was down to 26. (huh?)
.. today I will try to destroy that base and see what happens.
-- Luc
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***SNIP***
EDIT: The 2nd mission was a convoy raid. A successful attack. Doing a convoy raid with a mauler is like ..well.. shooting at fish in a barrel.
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Oddly, just as I was about to die a nice, painful, Klingon-like death (the Roms were already gone), the mission said "Closing Session" and quit. As I tried to get out of debriefing, I lost connection to the server, so I don't know where the problem was. Either the mission ended prematurely (once the Roms were done?) or the server crash affected it.

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New mission bug: Met_NW10Patrol (version 3.2), Klingon (me) attacking Fed (Tempest) in Klingon/neutral hex. Neutral Orions were in the mission, and died first (both killed by me). Tempest and the 2 Fed AI allies captured one Lyran AI and killed one. Mission kept running at this point. I asked Tempest to self-destruct the captured Lyran, but while he was driving it, I killed the ship. He was then stuck unable to return to his F-CC+, and had to watch as if his ship had died. He was not instantly sent back to his other (original) ship. I was then killed by the Fed AIs, and mission ended in a loss for me with 200 bonus prestige and -60 normal prestige. Hex DV dropped in Fed favor.

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Heh, the easiest way I found to avoid the problem was to have the AI self destruct when they get captured ... but that kinda takes the fun out of capturing
dave
void tCommonTeamBaseState::mOnChangingShip( tShipInfo* ship )
{
// Fetch the currently controlled ship
tTeamInfo *ti = fMissionInfo->mGetTeamHandle(ship->mGetTeam());
tShipInfo *current_ship = NULL;
Assert( ti );
if ( ti )
if ( ti->mIsTeamHumanControlled() )
current_ship = ti->mCurrentlyControlledShip();
if (! current_ship) {
// return to a properly set-up ship: the previous.
ship->mSetShipPlayerControlled();
}
}