Dynaverse.net

Taldrenites => Dynaverse II Experiences => Topic started by: Pestalence_XC on July 09, 2008, 10:14:18 am

Title: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 09, 2008, 10:14:18 am
Hardcore server in undergoing testing of some new scripts and you are all welcome.. make sure to bring a wing.. the server is running stock Ai settings, the scripts seem to have Random BPV .. running on a stock server, I was in F-CC and drew Z-DD and Z-DNE on 1 mission, then drew Z-CL, Z-DD, D-DNE on the second mission with a F-CAR ally.

I am putting up a new installer..

This thread is for issues with the scripts, bugs, anomolies, etc..

You will now receive negative prestige from running out of hex or not completing a mission..

Pay attention to script text.. not all missions are combat.. there are different scenarios to encounter, so good luck.

http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip Allow for the black Dos Window to complete on its own.. DO NOT CLOSE IT ... it will close on its own.

If you have a previous installer for this server, please run the uninstaller for it.. allow black dos window to run through.. it may ask you some questions.. just say yes..

Then install this installer and log in.. it is only 4 scripts and the Models and the shiplist.. but the 4 scripts should be interesting..

This is a beta test of the scripts as well as stress testing.. thanks.

Now that we have updated scripts.. the installer is updated..

The scripts are available at

http://warpcore.110mb.com/Downloads/HC_Scripts.zip  Updated July 23 along with the installer.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Ternado on July 09, 2008, 06:59:59 pm
new installer is not working.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 09, 2008, 07:21:04 pm
Rebuilding it now.. Use the HC_Uninstall.exe in the game directory and then reinstall OP +.. this will correct Shiplist errors.. New installer will be up in about 25 min after I test it on my game.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Standarte on July 09, 2008, 08:26:12 pm
Actually had no problems with the installer (the "first" new one).  Missions excellent, one was particularly tough but do-able.  This server could be a major draw - especially for the jaded.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 09, 2008, 08:27:05 pm
New installer uploaded now.. Use the link above please to get revised installer.

Here are the scripts by themselves.. also contains a campaign MCT file.. so install at your won risk.. I haven't checked the name or content of the MCT file.

http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Strayy on July 09, 2008, 10:34:38 pm
Pesty... you have my scripts from the Tavern...  it has all ED's old scripts and his new ones... why dont you use them in your HC server... they never had any probs before, and would be a good compliment to the new stuff.... and add more punch... :P
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 09, 2008, 10:46:08 pm
Oh, I intend to mix it up with the scripts.. I am just running the 4 scripts in this pack for testing purposes.. NW just made them and they need testing.. They are for the XC Campaign server but I wanted HardCore to punish them for a bit and get bug reports for Dave so they can be adjusted.. It is just easier to have the new scripts pull when they are the only scripts in the server.. this way they can get thoroughly tested.

After about 2 weeks of testing them, I plan to add in EEK, Tracey G and NW scripts back in and crank the AI back up for the regular scripts.


Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Strayy on July 09, 2008, 10:52:22 pm
coooool  !!   should be fun.. :banghead:  (from 1 admin to another)    ;D
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 10, 2008, 12:59:24 am
OK, I have noticed that some of you are trying to log in to my server.. You will either need to use the installer, which means first, TURN OFF YOUR ANTI-VIRUS before installing.. and second DO NOT CLOSE THE DOS BOX.. The dos box is a batch script that I use to back up your game files so that they can be restored to original condition upon Uninstall.

Closing the Dos Box is a good way to mess up your game and may require you to Uninstall the Hardcore files using the uninstaller I provided, and then reinstall your OP + and then run the installer again.


For those of you who can't figure out how to disable your Anti-Virus to use the installer.. You can manually add the files to joint the server, but I have no room to host the Models that are needed to go with the shiplist.

Please, instead of just grabbing a file and installing it.. read the directions first to understand how to install it.

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Kurok on July 10, 2008, 02:38:02 pm
FUNNNNNN wooohooooooooo
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 11, 2008, 12:00:08 pm
I'll be out of town for the next 10 days or so, have fun testing!

dave

PS - If these prove to be over the top, there's a milder version here  (essentially the same sctripts, just lower/less-random difficulty levels)
EDScenarios.exe (http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 11, 2008, 08:05:39 pm
OK, I have noticed that some of you are trying to log in to my server.. You will either need to use the installer, which means first, TURN OFF YOUR ANTI-VIRUS before installing.. and second DO NOT CLOSE THE DOS BOX.. The dos box is a batch script that I use to back up your game files so that they can be restored to original condition upon Uninstall.

Closing the Dos Box is a good way to mess up your game and may require you to Uninstall the Hardcore files using the uninstaller I provided, and then reinstall your OP + and then run the installer again.


For those of you who can't figure out how to disable your Anti-Virus to use the installer.. You can manually add the files to joint the server, but I have no room to host the Models that are needed to go with the shiplist.

Please, instead of just grabbing a file and installing it.. read the directions first to understand how to install it.



What models ? I thought something was missing- a couple x ships in the Rom shipyards gave me a black screen, luckily I didn't try to buy one.

The second installer didn't work either. The files went into subspace, I can't find them. I had to unzip to temp and drag them to the OP folder again. The escaping BB mission was cool as was the  (damn, I forgot) but the convoy one was a mess- I drew 2 DN's.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 11, 2008, 09:22:20 pm
The models are in the DH123 folder.. mainly for the PF's and so forth.. there is also the Model.Siz file to go into the Models directory to proper ship scaling to prevent Model Size Cheating...  I need to add that to the CRC checking...

As for the installer.. it installs to the Directory your game disk installs to.. If you changed the directory After installing the game, then you may want to change the registry entry to point to the new location since the installer seeks the registry entry for where the game installed to.

I tested it extensively on my system for both XP and Vista with no errors..

Best way to install is have your game in OP + v4.0 ... and then run the installer with Anti-Virus turned off.. Allow the Black Dos Window to close on its own..

Also make sure that your game is still in the same location that you installed it to with no modification of folder names.. The installers look for the Original Install Path from your system registry.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 11, 2008, 10:15:41 pm
After checking.. it seems the ships missing the UI in the Ship Library is the PF Leaders... they have no UI assigned to them.. at least not in Romulan.. however the rest of the ship UI's show up just fine.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 11, 2008, 11:13:41 pm
The models are in the DH123 folder.. mainly for the PF's and so forth.. there is also the Model.Siz file to go into the Models directory to proper ship scaling to prevent Model Size Cheating...  I need to add that to the CRC checking...

As for the installer.. it installs to the Directory your game disk installs to.. If you changed the directory After installing the game, then you may want to change the registry entry to point to the new location since the installer seeks the registry entry for where the game installed to.

I tested it extensively on my system for both XP and Vista with no errors..

Best way to install is have your game in OP + v4.0 ... and then run the installer with Anti-Virus turned off.. Allow the Black Dos Window to close on its own..

Also make sure that your game is still in the same location that you installed it to with no modification of folder names.. The installers look for the Original Install Path from your system registry.


OH NO, I hope the installer didn't put them in my original OP folder I copied from my old computer last week. But I checked the 'new' install and it's in the default folder. I checked the registry and it points to the 'new install' folder. I'll do a more thorough search tomorrow to find those flies, as well as the missing models. Mod chooser picked up the first install, and I had those files installed when I ran the second installer, but mod chooser missed it. I left it as-is because it works to get me on the server.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Leto Atreides on July 13, 2008, 08:32:01 pm
so for this computer not soo savy guy.  install op. patch, directory server fix, op+ shiplist, then your installer right?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 13, 2008, 08:39:56 pm
Correct.. also make sure that your Anti-Virus is turned off during all installs.. also make sure you have latest DirectX installed.. Current Version is June 2008.. I recommend the latest IT installer since it installs all files fresh instead of updating current files using the web installer.


so

Turn off Anti-Virus

Install OP and say no to DirectX 7 and Gamespy,

Install Patch 2.5.0.0 to 2.5.5.2

Install OP + v4.0 (this should already contain the Directory Server Fix in it)

Install the Hardcore Installer

**Recommended, at this point, installing the IT version of the June 2008 DirectX**

then you can re-enable your Anti-Virus

**Recommended that you disable your active scanner of your Anti-Virus and your Firewall when playing on the Dynaverse**

you are good to go.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Leto Atreides on July 13, 2008, 09:57:19 pm
thanks. i got it working. i took a few missions as lyran, isc, and gorn. the lyran mission had me scared. 6 r krc vs me and my planet. i'm glad the ai ignored me.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 14, 2008, 03:51:37 am
OK.. I am including the easier versions of the current scripts into the server as of now..

Server is still on Stock AI settings

Now you will have the Hardcore Scripts and the Evil Dave scripts combined on the server.

Installer updated in first post

If you just want the new scripts without having to reinstall the server package.. then just DL and install this

http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe [if you are using this, then please back up any script that starts with Met_ED... (such as Met_EDPlayerPatrol.scr)in th event that you may have to restore previous versions]

Hope that this helps..

Remember, if you find Script bugs, please post them here.


Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Paladin on July 14, 2008, 07:42:28 pm
OMg..  *drools*  I need my computer.. I wanna play this so bad.  6 KRCS whoo... I want that mission, especially if there is terrain.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 17, 2008, 02:15:07 am
Traitors in our midst..

I was flying on the Hardcore server.. my F-CAR with an ally F-CAR and we were racking up quite a bit of damage on our enemies, the Z-DNE and the Z-CD..

I was in position to cripple the Z-CD while my ally was attacking the Z-DNE when all of a sudden I got a message on my screen stating that my ally was turning on me.. not captured, but swapped sides.. I had to fight my way out of the middle of them..

Anyhow here is a screen shot.. the yellow writing is gone, but I brought the message up in the comms panel.. I outlined it in red...

Needless to say I barely made it off the map.. I did kill the Z-CD and I hurt the F-CAR, but not badly enough.. I got proxied badly and near the map border I was being hammered by Dizzys and PH 1's and a few proxies.. I limped off the map severely damaged...

Man that was wicked.. it was one of the XC scripts...
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Capt Jeff on July 17, 2008, 06:39:54 am
Hardcore server in undergoing testing of some new scripts and you are all welcome.. make sure to bring a wing.. the server is running stock Ai settings, the scripts seem to have Random BPV .. running on a stock server, I was in F-CC and drew Z-DD and Z-DNE on 1 mission, then drew Z-CL, Z-DD, D-DNE on the second mission with a F-CAR ally.

I am putting up a new installer..

This thread is for issues with the scripts, bugs, anomolies, etc..

You will now receive negative prestige from running out of hex or not completing a mission..

Pay attention to script text.. not all missions are combat.. there are different scenarios to encounter, so good luck.

[url]http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip[/url] Allow for the black Dos Window to complete on its own.. DO NOT CLOSE IT ... it will close on its own.

If you have a previous installer for this server, please run the uninstaller for it.. allow black dos window to run through.. it may ask you some questions.. just say yes..

Then install this installer and log in.. it is only 4 scripts and the Models and the shiplist.. but the 4 scripts should be interesting..

This is a beta test of the scripts as well as stress testing.. thanks.





Installer doesn't appear to be working.......download is only 156KB and when winzip opens, it say that there doesn't appear to have a archive.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 17, 2008, 07:33:41 am
Traitors in our midst..

I was flying on the Hardcore server.. my F-CAR with an ally F-CAR and we were racking up quite a bit of damage on our enemies, the Z-DNE and the Z-CD..

I was in position to cripple the Z-CD while my ally was attacking the Z-DNE when all of a sudden I got a message on my screen stating that my ally was turning on me.. not captured, but swapped sides.. I had to fight my way out of the middle of them..

Anyhow here is a screen shot.. the yellow writing is gone, but I brought the message up in the comms panel.. I outlined it in red...

Needless to say I barely made it off the map.. I did kill the Z-CD and I hurt the F-CAR, but not badly enough.. I got proxied badly and near the map border I was being hammered by Dizzys and PH 1's and a few proxies.. I limped off the map severely damaged...

Man that was wicked.. it was one of the XC scripts...

I fail to see how this is a good idea.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 17, 2008, 09:23:05 am
Hardcore server in undergoing testing of some new scripts and you are all welcome.. make sure to bring a wing.. the server is running stock Ai settings, the scripts seem to have Random BPV .. running on a stock server, I was in F-CC and drew Z-DD and Z-DNE on 1 mission, then drew Z-CL, Z-DD, D-DNE on the second mission with a F-CAR ally.

I am putting up a new installer..

This thread is for issues with the scripts, bugs, anomolies, etc..

You will now receive negative prestige from running out of hex or not completing a mission..

Pay attention to script text.. not all missions are combat.. there are different scenarios to encounter, so good luck.

[url]http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip[/url] Allow for the black Dos Window to complete on its own.. DO NOT CLOSE IT ... it will close on its own.

If you have a previous installer for this server, please run the uninstaller for it.. allow black dos window to run through.. it may ask you some questions.. just say yes..

Then install this installer and log in.. it is only 4 scripts and the Models and the shiplist.. but the 4 scripts should be interesting..

This is a beta test of the scripts as well as stress testing.. thanks.





Installer doesn't appear to be working.......download is only 156KB and when winzip opens, it say that there doesn't appear to have a archive.


Turn off Anti-Virus before downloading..

Installer is 5.52 MB
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 17, 2008, 09:27:29 am
Traitors in our midst..

I was flying on the Hardcore server.. my F-CAR with an ally F-CAR and we were racking up quite a bit of damage on our enemies, the Z-DNE and the Z-CD..

I was in position to cripple the Z-CD while my ally was attacking the Z-DNE when all of a sudden I got a message on my screen stating that my ally was turning on me.. not captured, but swapped sides.. I had to fight my way out of the middle of them..

Anyhow here is a screen shot.. the yellow writing is gone, but I brought the message up in the comms panel.. I outlined it in red...

Needless to say I barely made it off the map.. I did kill the Z-CD and I hurt the F-CAR, but not badly enough.. I got proxied badly and near the map border I was being hammered by Dizzys and PH 1's and a few proxies.. I limped off the map severely damaged...

Man that was wicked.. it was one of the XC scripts...

I fail to see how this is a good idea.

Variety, Something unexpected... You know in TOS.. several episodes talked about ships lost to space sickness.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 17, 2008, 09:29:00 am
Traitors in our midst..

I was flying on the Hardcore server.. my F-CAR with an ally F-CAR and we were racking up quite a bit of damage on our enemies, the Z-DNE and the Z-CD..

I was in position to cripple the Z-CD while my ally was attacking the Z-DNE when all of a sudden I got a message on my screen stating that my ally was turning on me.. not captured, but swapped sides.. I had to fight my way out of the middle of them..

Anyhow here is a screen shot.. the yellow writing is gone, but I brought the message up in the comms panel.. I outlined it in red...

Needless to say I barely made it off the map.. I did kill the Z-CD and I hurt the F-CAR, but not badly enough.. I got proxied badly and near the map border I was being hammered by Dizzys and PH 1's and a few proxies.. I limped off the map severely damaged...

Man that was wicked.. it was one of the XC scripts...

See, it's scripts like that that I think could bring players back.  It adds spice and variety, and a much needed change to the game.  

Think you can send me the link to the installer via PM, Pesty?  I rarely check the D2 Experiences forum.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 17, 2008, 09:59:26 am
Lear and I ran a good one the other night- he had a R-F5 (IIRC) and my KRC vs 7 CVL's (orion I think), about 50 minutes long and we won. What a blast !!!
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 17, 2008, 10:33:32 am
Traitors in our midst..

I was flying on the Hardcore server.. my F-CAR with an ally F-CAR and we were racking up quite a bit of damage on our enemies, the Z-DNE and the Z-CD..

I was in position to cripple the Z-CD while my ally was attacking the Z-DNE when all of a sudden I got a message on my screen stating that my ally was turning on me.. not captured, but swapped sides.. I had to fight my way out of the middle of them..

Anyhow here is a screen shot.. the yellow writing is gone, but I brought the message up in the comms panel.. I outlined it in red...

Needless to say I barely made it off the map.. I did kill the Z-CD and I hurt the F-CAR, but not badly enough.. I got proxied badly and near the map border I was being hammered by Dizzys and PH 1's and a few proxies.. I limped off the map severely damaged...

Man that was wicked.. it was one of the XC scripts...

I fail to see how this is a good idea.

Variety, Something unexpected... You know in TOS.. several episodes talked about ships lost to space sickness.

As a once-a-server event it might be okay but this will get tiresome fast on a real campaign.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Capt Jeff on July 17, 2008, 01:07:48 pm





Installer doesn't appear to be working.......download is only 156KB and when winzip opens, it say that there doesn't appear to have a archive.

Turn off Anti-Virus before downloading..

Installer is 5.52 MB

Quote

Norton Corp edition completely off, still no luck.   Anyone  want to try to mail it to me ;)       capt_jeff_1af@hotmail.com

thanks
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 17, 2008, 01:15:29 pm
Sending now.. you should have it in just a few moments.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Capt Jeff on July 17, 2008, 11:27:52 pm
OK, got it and  was able to get on the server.

Thanks !
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Reffet on July 18, 2008, 02:14:34 am
Hmm, OK so I installed the HC  file onto a fresh install with op 4.0 and when I am in the game I have the old style of ships and I cant see any of the enemy ships, and the game crashes in the mission.  Has to be me somehow. pls help :(
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 18, 2008, 02:29:44 am
I'll be on MSN tomorrow afternoon... I'll walk you through it .. seems like you installed with your Anti-Virus running

Look at the other thread that says Hardcore Mini Map Campaign... That is the one currently running..

But it sounds line you did not let the installer finish properly.. I'll get with you tomorrow afternoon to get it straightened out
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: deadmansix on July 18, 2008, 05:42:07 am

ok did your server but is there anyway to keep missons to certain hexes, cus I ran into a couple that I had to use my transporters in a Neb to fix a ship and you finish the mission
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 18, 2008, 09:16:06 am

ok did your server but is there anyway to keep missons to certain hexes, cus I ran into a couple that I had to use my transporters in a Neb to fix a ship and you finish the mission

No, but we have to let Dave know to have the scripts check for terrain and limit certain mission options.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 22, 2008, 08:21:55 am

ok did your server but is there anyway to keep missons to certain hexes, cus I ran into a couple that I had to use my transporters in a Neb to fix a ship and you finish the mission

Let me know what kind of mission scenarios this happens with - there's an override to eliminate certain scenarios in neb hexes, but I've probably forgotten a couple in the list.

thanks,
dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 22, 2008, 08:31:06 am
Traitors in our midst..

I was flying on the Hardcore server.. my F-CAR with an ally F-CAR and we were racking up quite a bit of damage on our enemies, the Z-DNE and the Z-CD..

I was in position to cripple the Z-CD while my ally was attacking the Z-DNE when all of a sudden I got a message on my screen stating that my ally was turning on me.. not captured, but swapped sides.. I had to fight my way out of the middle of them..

Anyhow here is a screen shot.. the yellow writing is gone, but I brought the message up in the comms panel.. I outlined it in red...

Needless to say I barely made it off the map.. I did kill the Z-CD and I hurt the F-CAR, but not badly enough.. I got proxied badly and near the map border I was being hammered by Dizzys and PH 1's and a few proxies.. I limped off the map severely damaged...

Man that was wicked.. it was one of the XC scripts...

I fail to see how this is a good idea.

Variety, Something unexpected... You know in TOS.. several episodes talked about ships lost to space sickness.

As a once-a-server event it might be okay but this will get tiresome fast on a real campaign.

The likelihood is currently set to something like 3% in the hardcore scripts, and lower than that in the ED ones. 

IIRC (currently jetlagged and in post-vacation mode) in the XC scripts you might have to work to escape alive, whereas in the others the mission should still be winnable.   

(This only happens with AI needless to say - it won't switch alliances of human pilots.)

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 22, 2008, 10:12:02 am
Traitors in our midst..

I was flying on the Hardcore server.. my F-CAR with an ally F-CAR and we were racking up quite a bit of damage on our enemies, the Z-DNE and the Z-CD..

I was in position to cripple the Z-CD while my ally was attacking the Z-DNE when all of a sudden I got a message on my screen stating that my ally was turning on me.. not captured, but swapped sides.. I had to fight my way out of the middle of them..

Anyhow here is a screen shot.. the yellow writing is gone, but I brought the message up in the comms panel.. I outlined it in red...

Needless to say I barely made it off the map.. I did kill the Z-CD and I hurt the F-CAR, but not badly enough.. I got proxied badly and near the map border I was being hammered by Dizzys and PH 1's and a few proxies.. I limped off the map severely damaged...

Man that was wicked.. it was one of the XC scripts...

I fail to see how this is a good idea.

Variety, Something unexpected... You know in TOS.. several episodes talked about ships lost to space sickness.

As a once-a-server event it might be okay but this will get tiresome fast on a real campaign.

The likelihood is currently set to something like 3% in the hardcore scripts, and lower than that in the ED ones. 

IIRC (currently jetlagged and in post-vacation mode) in the XC scripts you might have to work to escape alive, whereas in the others the mission should still be winnable.   

(This only happens with AI needless to say - it won't switch alliances of human pilots.)

dave


The only mission in where my ally went rogue and I had to run was where I was ambushed by a few dreads laying in wait.  However, my ally was already dead by the time it went rogue, and my hull was heading to the border.

Any other rogue missions I've fought and won, a couple with dreads in them, but never more than one dread.  I find though that when you're in a higher class hull the more likely your ally, if there is one, is going to go rogue.

When I was flying an NEC, it only happened to be 3 times.  I'm now in a CAD+R, and it's happened at least 6 times, 2 of them with enemy dreads in the mission.

Luckily I'm getting good at killing dread AI.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 22, 2008, 12:58:23 pm
OK, hopefully I've got all the issues noted so far resolved.

I'm uploading new versions right now (though my connection is dog slow today, might take awhile yet).

EDIT:  FINALLY!! They're posted ...

If you're playing on Hardcore don't use the new ones until you hear from Pesty, but if you're trying them out in SP they're here:
ED ones  (http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe)
XC ones (http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe)

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 22, 2008, 03:16:34 pm
Dave, what's the difference between the XC and ED versions?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 22, 2008, 03:52:24 pm
Would it be too much to ask for some DH missions where there is a 0% chance of your AI going rouge?   ;D
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 22, 2008, 03:58:42 pm
Would it be too much to ask for some missions where only DH's AI goes rogue and only attacks DH? AFAIK only Kroma's AI uses rouge.  ;)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 22, 2008, 04:55:24 pm
Dave, what's the difference between the XC and ED versions?

Just difficulties and probabilities (tougher odds in XC, more ships per battle on average, greater chance of AI mutiny, greater chance of facing things like the Intruder, etc)

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 22, 2008, 05:04:39 pm
This is ridiculous... We need a PRIVATE scripting forum with me, pesty, DH, ED and a few select others and come up with standards.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBFLordKrueg on July 22, 2008, 05:22:19 pm
This is ridiculous... We need a PRIVATE scripting forum with me, pesty, DH, ED and a few select others and come up with standards.

Ah,so no one else need bother logging onto this server to test scripts then...?
very well....
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 22, 2008, 06:10:42 pm
This is ridiculous... We need a PRIVATE scripting forum with me, pesty, DH, ED and a few select others and come up with standards.

Ah,so no one else need bother logging onto this server to test scripts then...?
very well....

As much as it pains me to agree with a Klingon, Kreug's right.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Paladin on July 22, 2008, 06:11:04 pm
 ;D
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 22, 2008, 06:11:56 pm
Krueg.. the statement says Forum, not Server.. the server is up for testing purposes.. what Dizzy wants is a Forum for us to develop concepts that can make a base for servers platforms concerning scripts and / or settings..

The servers are there for Campaigns and testing and for fun.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 22, 2008, 06:41:11 pm
Would it be too much to ask for some DH missions where there is a 0% chance of your AI going rouge?   ;D

Are you a starship captain, or a mouse?  *sees DH sniff a block of cheese while twitching his nose*   :huh:  Guess that answers my question.

 ;D
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 22, 2008, 06:55:26 pm
Would it be too much to ask for some DH missions where there is a 0% chance of your AI going rouge?   ;D

Are you a starship captain, or a mouse?  *sees DH sniff a block of cheese while twitching his nose*   :huh:  Guess that answers my question.

 ;D

I just think this is a stupid, stupid "feature."
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 22, 2008, 07:29:15 pm
In the context of a larger solo scenario, DH a rogue ally wouldn't be bad if the enemy was a single vessel... We are talking a solo mission bro. And what I'm talking about for a PRIVATE scripting forum is just what Pesty is talking about... one where we come to consensus on what it is we want in a mission and what would be best for the dynaverse and then pass it along to see if we can get ED to agree on it and code it. What I DONT want to see happening is just what's been suggested... that ED start coding special missions for everyone. That's bad bad. We can get so much more if we come up with a basic template and agree on variations then move forward from there. Right now I see no common ground and this is bad bad.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 22, 2008, 07:39:34 pm
Would it be too much to ask for some DH missions where there is a 0% chance of your AI going rouge?   ;D

Are you a starship captain, or a mouse?  *sees DH sniff a block of cheese while twitching his nose*   :huh:  Guess that answers my question.

 ;D

I just think this is a stupid, stupid "feature."

Hey Pesty, I'm gonna have to nominate you for the D.net awards this year.  :-D
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 22, 2008, 07:49:38 pm
One thing I have noticed about the rogue missions is that the longer you're in them, the more likely your ally is to turn on you.

In all the missions, except one, that I've had where my ally goes rogue, it usually happens after 8-10 minutes.  Only once did my ally turn against me, but that was literally within the first 30 seconds.

If I'm able to kill the enemy AI within 7 or 8 minutes, my ally doesn't turn.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 22, 2008, 08:57:12 pm
In the context of a larger solo scenario, DH a rogue ally wouldn't be bad if the enemy was a single vessel... We are talking a solo mission bro. And what I'm talking about for a PRIVATE scripting forum is just what Pesty is talking about... one where we come to consensus on what it is we want in a mission and what would be best for the dynaverse and then pass it along to see if we can get ED to agree on it and code it. What I DONT want to see happening is just what's been suggested... that ED start coding special missions for everyone. That's bad bad. We can get so much more if we come up with a basic template and agree on variations then move forward from there. Right now I see no common ground and this is bad bad.

The good news is that this feature, along with nearly any of the others in this pack, are REALLY easy to turn on/off or change the probability of ... perhaps 5 minutes tops, including rebuilding the installer.

To be honest, these days I'm just playing with seeing what I can do, and I'm happy for you folks to pick what you do/don't want.  I'll just get my popcorn and read the threads  ;)

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 22, 2008, 09:03:38 pm
OK, hopefully I've got all the issues noted so far resolved.

I'm uploading new versions right now (though my connection is dog slow today, might take awhile yet).

EDIT:  FINALLY!! They're posted ...

If you're playing on Hardcore don't use the new ones until you hear from Pesty, but if you're trying them out in SP they're here:
ED ones  ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe[/url])
XC ones ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe[/url])

dave


Quick follow-up, the revisions are posted.  The only thing that's proving to be a real pain in the butt is preventing the maxed out loadouts.

All these scripts currently just use whatever the ships are automatically generated with based on the shiplist and server settings - I haven't done anything to deliberately max out the loadouts, it's just a-happenin.  I'm trying to work out a way to prevent that, but no luck so far.  (I know I had a workaround for this back when we were doing EAW, but I haven't got that working on OP at the moment.)

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 22, 2008, 09:09:13 pm
In the context of a larger solo scenario, DH a rogue ally wouldn't be bad if the enemy was a single vessel... We are talking a solo mission bro. And what I'm talking about for a PRIVATE scripting forum is just what Pesty is talking about... one where we come to consensus on what it is we want in a mission and what would be best for the dynaverse and then pass it along to see if we can get ED to agree on it and code it. What I DONT want to see happening is just what's been suggested... that ED start coding special missions for everyone. That's bad bad. We can get so much more if we come up with a basic template and agree on variations then move forward from there. Right now I see no common ground and this is bad bad.

The good news is that this feature, along with nearly any of the others in this pack, are REALLY easy to turn on/off or change the probability of ... perhaps 5 minutes tops, including rebuilding the installer.

To be honest, these days I'm just playing with seeing what I can do, and I'm happy for you folks to pick what you do/don't want.  I'll just get my popcorn and read the threads  ;)

dave


Got any spare popcorn? 
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 22, 2008, 09:19:22 pm
All these scripts currently just use whatever the ships are automatically generated with based on the shiplist and server settings - I haven't done anything to deliberately max out the loadouts, it's just a-happenin.  I'm trying to work out a way to prevent that, but no luck so far.  (I know I had a workaround for this back when we were doing EAW, but I haven't got that working on OP at the moment.)

dave


Well, whats the work around then? Can't the special column of the shiplist be included into the scripts somehow to possibly eliminate certain ships from appearing in a mission? Edit: I mean, we just cant have mirak race AI running round with fast drones every mission. Too hard to fight. Edit2: Didnt Karnak have a way to code OP scripts so that enemy ships had heavy warheads? Perhaps part of that code can limit them to Med spd drones?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 22, 2008, 09:26:56 pm
All these scripts currently just use whatever the ships are automatically generated with based on the shiplist and server settings - I haven't done anything to deliberately max out the loadouts, it's just a-happenin.  I'm trying to work out a way to prevent that, but no luck so far.  (I know I had a workaround for this back when we were doing EAW, but I haven't got that working on OP at the moment.)

dave


Well, whats the work around then? Can't the special column of the shiplist be included into the scripts somehow to possibly eliminate certain ships from appearing in a mission? Edit: I mean, we just cant have mirak race AI running round with fast drones every mission. Too hard to fight. Edit2: Didnt Karnak have a way to code OP scripts so that enemy ships had heavy warheads? Perhaps part of that code can limit them to Med spd drones?

If it is the right drone the for era, they should have them.  But they shouldn't have drones that are from an era you are not in yet.  It's a hardcore server, plan on taking a longer fight so they run out of drones then close in.  I think people have been spoiiled by having speed 16 AI drones for too long.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 22, 2008, 09:35:15 pm
All these scripts currently just use whatever the ships are automatically generated with based on the shiplist and server settings - I haven't done anything to deliberately max out the loadouts, it's just a-happenin.  I'm trying to work out a way to prevent that, but no luck so far.  (I know I had a workaround for this back when we were doing EAW, but I haven't got that working on OP at the moment.)

dave


Well, whats the work around then? Can't the special column of the shiplist be included into the scripts somehow to possibly eliminate certain ships from appearing in a mission? Edit: I mean, we just cant have mirak race AI running round with fast drones every mission. Too hard to fight. Edit2: Didnt Karnak have a way to code OP scripts so that enemy ships had heavy warheads? Perhaps part of that code can limit them to Med spd drones?

If it is the right drone the for era, they should have them.  But they shouldn't have drones that are from an era you are not in yet.  It's a hardcore server, plan on taking a longer fight so they run out of drones then close in.  I think people have been spoiiled by having speed 16 AI drones for too long.

I've hardly ever had AI chuck drones at me that speed.  Man, OP hates my guts.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 22, 2008, 10:41:12 pm
The catch is that drafted AI ships get lousy loadouts (the traditional way of generating ships) whereas ships manually generated (as in these scripts) by default come with up-to-date drone loadouts.  The workaround I had for drafted AI isn't working for these AI.  Taldren had LOTS of quirks in the ship generation, with variations from EAW to OP.   I should be able to work something out, but still hacking at it for the moment.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 23, 2008, 12:35:21 am
Dave is there any way to make the Drone and fighter loadouts random (limited by year of course)? I know Firesoul was able to do this in the Coop Ace script.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 23, 2008, 12:47:47 am


If it is the right drone the for era, they should have them.  But they shouldn't have drones that are from an era you are not in yet.  It's a hardcore server, plan on taking a longer fight so they run out of drones then close in.  I think people have been spoiiled by having speed 16 AI drones for too long.

Ur nuts. Look, it's not debatable. Missions that use late era drones on AI ships are getting pulled. Period. Either that or we wont have a dyna in the late era with drone races.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 23, 2008, 12:50:04 am


If it is the right drone the for era, they should have them.  But they shouldn't have drones that are from an era you are not in yet.  It's a hardcore server, plan on taking a longer fight so they run out of drones then close in.  I think people have been spoiiled by having speed 16 AI drones for too long.

Ur nuts. Look, it's not debatable. Missions that use late era drones on AI ships are getting pulled. Period. Either that or we wont have a dyna in the late era with drone races.

So long as it's already the late/advanced era, I don't see a problem with AI having the fast drones.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 23, 2008, 01:11:18 am


If it is the right drone the for era, they should have them.  But they shouldn't have drones that are from an era you are not in yet.  It's a hardcore server, plan on taking a longer fight so they run out of drones then close in.  I think people have been spoiiled by having speed 16 AI drones for too long.

Ur nuts. Look, it's not debatable. Missions that use late era drones on AI ships are getting pulled. Period. Either that or we wont have a dyna in the late era with drone races.

So long as it's already the late/advanced era, I don't see a problem with AI having the fast drones.

I'm glad the D2 isnt a democracy.  8)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 23, 2008, 01:41:35 am
Now that we have updated scripts.. the installer is updated..

To uninstall the old installer.. go into your OP directory and find the HC_Uninstall.exe and run it.. and then you can DL and run the new installer..

http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip



Alternatively, you can just install the new scripts over the top of the old ones..

http://warpcore.110mb.com/Downloads/HC_Scripts.zip
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 23, 2008, 08:01:12 am


If it is the right drone the for era, they should have them.  But they shouldn't have drones that are from an era you are not in yet.  It's a hardcore server, plan on taking a longer fight so they run out of drones then close in.  I think people have been spoiiled by having speed 16 AI drones for too long.

Ur nuts. Look, it's not debatable. Missions that use late era drones on AI ships are getting pulled. Period. Either that or we wont have a dyna in the late era with drone races.

So long as it's already the late/advanced era, I don't see a problem with AI having the fast drones.

I'm glad the D2 isnt a democracy.  8)

Last I checked you didn't have final say on the D2.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 23, 2008, 09:29:36 am
I'm glad the D2 isnt a democracy.  8)

Last I checked you didn't have final say on the D2.

Beacuse you want fast drones by AI just shows you lack the experience of why its bad. Its not personal. Go dig thru player complaint posts on why its bad and you'll come up with your answer. Its been done on a server before, obviously u wernt on it. And yeah, I do have the final say on this issue, thanks.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 23, 2008, 09:32:09 am
I'm glad the D2 isnt a democracy.  8)

Last I checked you didn't have final say on the D2.

Beacuse you want fast drones by AI just shows you lack the experience of why its bad. Its not personal. Go dig thru player complaint posts on why its bad and you'll come up with your answer. Its been done on a server before, obviously u wernt on it. And yeah, I do have the final say on this issue, thanks.

And the Hardcore server had so much potential.

Oh well. 
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 23, 2008, 09:46:43 am
I'm glad the D2 isnt a democracy.  8)

Last I checked you didn't have final say on the D2.

Beacuse you want fast drones by AI just shows you lack the experience of why its bad. Its not personal. Go dig thru player complaint posts on why its bad and you'll come up with your answer. Its been done on a server before, obviously u wernt on it. And yeah, I do have the final say on this issue, thanks.

And the Hardcore server had so much potential.

Oh well. 

I hear ya and agree. Glad I'm saving all the HC installers- they started unbelievably hard and are being 'dumbed down' to make them easier. So much for getting any kind of 'experience' fighting lopsided battles, we'll just waste time fighting stupid A.I. in under equipped ships then get are asses handed to us by live players flying cheesecraft (to pad someones ego).
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 23, 2008, 09:53:28 am
U guys are nuts. Let me ask you, have either one of you flown a fast drone AI server before? I have.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 23, 2008, 09:59:33 am
Not yet- I only started playing D2 after the GW series.  :-\
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 23, 2008, 10:01:28 am
Does it really matter though?  This is Pesty's server, and he's got the right idea to shake things up.

The server isn't called Hardcore for nothing you know.

Besides, it can't be that different than having to outrun plasmas that go speed 36.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 23, 2008, 10:22:05 am
Pesty's got a great idea here, there's simply not enough "holy crap" moments in the current D2 campaigns A.I. missions. Perhaps Pesty should keep a permanent HC server up for those of us who want the opportunity to LOSE to A.I., and put the 'easy' A.I. missions in the D2 servers that run for a few weeks.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Paladin on July 23, 2008, 10:28:17 am
I like missions as difficult as you can make them be.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 23, 2008, 10:29:06 am
I like missions as difficult as you can make them be.

*hands Paladin a bottle of 100 year old J.D.*
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Paladin on July 23, 2008, 10:32:41 am
I like missions as difficult as you can make them be.

*hands Paladin a bottle of 100 year old J.D.*

Let's drink a toast to having our hulls toasted, shall we?   :police:
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 23, 2008, 10:35:49 am
I like missions as difficult as you can make them be.

*hands Paladin a bottle of 100 year old J.D.*

Let's drink a toast to having our hulls toasted, shall we?   :police:

My hull never gets toasted.  It gets incinerated!!!  :-D  *raises his glass to Paladin and MalaK*  Here's to the fires of hell.  May they burn hot forever.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 23, 2008, 10:49:08 am
I'll drink to that !!

Some things are worse than death, and unfortunately for me JD is one of em.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 23, 2008, 10:50:14 am
Actualy, I can see both points of view..

Having the AI with proper load outs will make a tough server...

However Dizzy is correct on the drone speeds.. Imagine getting some Mirak ships in late era.. a fleet of them all flying fast drones.. with the number of reloads that they have and the number of WW you have and Mines and different firing times of the ships.. a player doesn't really stand a chance against the massive drone waves .. now add in to that Fighters with drones and Mirv racks.. It is murder..

Now I'm not advocating stripping of the AI back down to current server levels.. however I can see limiting the AI to Med speed drones.. This way you have to keep speed above 24, which will effect weapon charging rates as well as make you use up your Point Defense, Mines, WW etc..

I have flown on Drone servers and I can understand where Dizzy is coming from.. at the same time, I don't like flying against speed 16 missiles all the time..

Also, I would like the AI to have a chance of having Type IV missiles ... Make the crunch stronger, but also limits the number of drones that they carry...

I'm not saying downgrade the missions.. I'm thinking in terms of overall balance... Now, if the scripts can be coded for it.. in a 1 vs 1 against AI, they sure.. give them Fast Drones in late.. in a 3 vs 1, then a max of Med speed drones..

I just don't know if the scripts are capable of that
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 23, 2008, 10:52:13 am
I'll drink to that !!

Some things are worse than death, and unfortunately for me JD is one of em.

Then what shall be your poison of choice my good man?  Or is it Klingon?  Not sure.  Got me booze goggles on.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 23, 2008, 10:53:34 am
Actualy, I can see both points of view..

Having the AI with proper load outs will make a tough server...

However Dizzy is correct on the drone speeds.. Imagine getting some Mirak ships in late era.. a fleet of them all flying fast drones.. with the number of reloads that they have and the number of WW you have and Mines and different firing times of the ships.. a player doesn't really stand a chance against the massive drone waves .. now add in to that Fighters with drones and Mirv racks.. It is murder..

Now I'm not advocating stripping of the AI back down to current server levels.. however I can see limiting the AI to Med speed drones.. This way you have to keep speed above 24, which will effect weapon charging rates as well as make you use up your Point Defense, Mines, WW etc..

I have flown on Drone servers and I can understand where Dizzy is coming from.. at the same time, I don't like flying against speed 16 missiles all the time..

Also, I would like the AI to have a chance of having Type IV missiles ... Make the crunch stronger, but also limits the number of drones that they carry...

I'm not saying downgrade the missions.. I'm thinking in terms of overall balance... Now, if the scripts can be coded for it.. in a 1 vs 1 against AI, they sure.. give them Fast Drones in late.. in a 3 vs 1, then a max of Med speed drones..

I just don't know if the scripts are capable of that

Personally, I wouldn't mind having one mission in where I have to fly against high speed drones.  Just to see what it's like.  Again, it's called a hardcore server.

But the speed 24 drones is a nice compromise.

*pours Pestalence a drink*

 :drink:
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 23, 2008, 11:04:06 am
Cent.. to get a taste of it, load up a skirmish mission.. and take a Battle Cruiser.. load it out fully

Customize it with 3 enemy Mirak Ai ships with max battle cruiser hulls.. late era, and give them Max settings..

This will give you a taste of running every mission in late era against AI in a 3 vs 1 or 3 vs 2 setting.. the drones will kill ya.

Or set up a solo TCP/IP match and give yourself 3 AI enemies (don't fleet them) and load them out manually.. pick late era, and choose Battle Cruiser hulls, or even  an era appropriate DN.. max their load outs.. You will see how the servers of old went against those droners.

Now Med speed drones are manageable.. but High speed drones.. the server will be nigh impossible in late era..

Now, if you run Med speed drones in Mid and Late era.. the challenge is still extreme, but not impossible.



Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 23, 2008, 11:05:55 am
I've actually taken some battlecruisers and flown them against late era dreads with max loadouts.

However, it was normally one on one.

EDIT:

These were in single player skirmishes and I didn't win. 
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 23, 2008, 12:17:31 pm
Not yet- I only started playing D2 after the GW series.  :-\

There is a reason we stopped using these missions.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 23, 2008, 12:20:24 pm
Does it really matter though?  This is Pesty's server, and he's got the right idea to shake things up.

The server isn't called Hardcore for nothing you know.

Pesty can do whatever he wants, it's his server.   We're just looking for concesus so we can get a mission pack that's more universal.


Besides, it can't be that different than having to outrun plasmas that go speed 36.

With the above statement, you clearly have no clue what you are talking about.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 23, 2008, 12:22:12 pm
I'll drink to that !!

Some things are worse than death, and unfortunately for me JD is one of em.

My god JD is evil (the drink, not the KBF pilot :) )!  I hadn't touched that sh!t in years until my best friend got married last year and his hot 21-year-old niece tried to drink me under the table.

Jager is worse, nobody above the age of 22 should drink that crap.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 23, 2008, 12:24:58 pm

I hear ya and agree. Glad I'm saving all the HC installers- they started unbelievably hard and are being 'dumbed down' to make them easier. So much for getting any kind of 'experience' fighting lopsided battles, we'll just waste time fighting stupid A.I. in under equipped ships then get are asses handed to us by live players flying cheesecraft (to pad someones ego).

I see what your saying, but you'll never get better fighting AI anyway.  Even at 2/3 to 1 odds the AI is very stupid and falls for the same tricks all the time.

PS right now us "ego-strokers" are getting our rocks off killing people on GSA in even BPV fights.   ;)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 23, 2008, 12:26:15 pm
I'll drink to that !!

Some things are worse than death, and unfortunately for me JD is one of em.

My god JD is evil (the drink, not the KBF pilot :) )!  I hadn't touched that sh!t in years until my best friend got married last year and his hot 21-year-old niece tried to drink me under the table.

Jager is worse, nobody above the age of 22 should drink that crap.

I can't handle the smell of JD anymore (Way too much one night years ago), so I went south- Tequila baby !!! My friends say I get 'tequila happy' after 6 shots or so, and any more than that I dance.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 23, 2008, 12:27:40 pm
I'll drink to that !!

Some things are worse than death, and unfortunately for me JD is one of em.

My god JD is evil (the drink, not the KBF pilot :) )!  I hadn't touched that sh!t in years until my best friend got married last year and his hot 21-year-old niece tried to drink me under the table.

Jager is worse, nobody above the age of 22 should drink that crap.

I can drink bad-Tequila forever.  I don't get it, it's harsher that JD yet easier to drink.

I can't handle the smell of JD anymore (Way too much one night years ago), so I went south- Tequila baby !!! My friends say I get 'tequila happy' after 6 shots or so, and any more than that I dance.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 23, 2008, 12:28:56 pm

I hear ya and agree. Glad I'm saving all the HC installers- they started unbelievably hard and are being 'dumbed down' to make them easier. So much for getting any kind of 'experience' fighting lopsided battles, we'll just waste time fighting stupid A.I. in under equipped ships then get are asses handed to us by live players flying cheesecraft (to pad someones ego).

I see what your saying, but you'll never get better fighting AI anyway.  Even at 2/3 to 1 odds the AI is very stupid and falls for the same tricks all the time.

PS right now us "ego-strokers" are getting our rocks off killing people on GSA in even BPV fights.   ;)


heh, I noticed !!!

BTW, poking around in Karnaks mission source I think random A.I. loadouts are possible- but talk to Karnak.

correction- era specific random loadouts for A.I.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 23, 2008, 12:33:39 pm
I agree DH.. the ED scripts should be balanced for standard campaign servers.. With the XC scripts, I want something for a hard server that will be constant, with maybe 1 run as a serious campaign to see how it goes..

I do think Fast drones in late on the AI is bad.. Med speed is just fine.. the question is if the scripts can be coded for that or not. Or even random load outs on enemy ships.. a mix would be good as well.

Currently the Hardcore Server is running the scripts for testing new concepts, finding what works and doesn't work, and to find what the player base likes in the server.. beefing up the difficulty, and changing from battle only scripts to a variety of missions with different requirements in order to get a win.. You may have to defend, scan, repair, recover, attack, etc.. not just go in and blow a ship up..

People are tired of monotony of the servers.. people need a variety to keep them happy with a challenge to keep them interested...

The Hardcore server is for those who like flying against nearly impossible odds..

The ED missions are designed to be a challenge, but set for a more general purpose campaign.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 23, 2008, 12:36:11 pm

I hear ya and agree. Glad I'm saving all the HC installers- they started unbelievably hard and are being 'dumbed down' to make them easier. So much for getting any kind of 'experience' fighting lopsided battles, we'll just waste time fighting stupid A.I. in under equipped ships then get are asses handed to us by live players flying cheesecraft (to pad someones ego).

I see what your saying, but you'll never get better fighting AI anyway.  Even at 2/3 to 1 odds the AI is very stupid and falls for the same tricks all the time.

PS right now us "ego-strokers" are getting our rocks off killing people on GSA in even BPV fights.   ;)


heh, I noticed !!!

BTW, poking around in Karnaks mission source I think random A.I. loadouts are possible- but talk to Karnak.

Karnak' missions generate AI is a different manner but they have their own issues as well.   His missions "Time Warp" and pull ships out of era (which is a shame because they are good missions) which is why we stopped using them.   Too many people had issues with fighting X-ships in the 2260s  ;D
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 23, 2008, 12:41:26 pm

The Hardcore server is for those who like flying against nearly impossible odds..

The ED missions are designed to be a challenge, but set for a more general purpose campaign.


For serious campaigns, AI battles should be balanced against the low-tier pilots level of skill.  Yes, that means those of us with experience may find things a little routine but it's for the best.   Your challenge should be in fighting humans, I've been saying this since 2002 when I was a n00b.   

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 23, 2008, 12:42:21 pm

I hear ya and agree. Glad I'm saving all the HC installers- they started unbelievably hard and are being 'dumbed down' to make them easier. So much for getting any kind of 'experience' fighting lopsided battles, we'll just waste time fighting stupid A.I. in under equipped ships then get are asses handed to us by live players flying cheesecraft (to pad someones ego).

I see what your saying, but you'll never get better fighting AI anyway.  Even at 2/3 to 1 odds the AI is very stupid and falls for the same tricks all the time.

PS right now us "ego-strokers" are getting our rocks off killing people on GSA in even BPV fights.   ;)


heh, I noticed !!!

BTW, poking around in Karnaks mission source I think random A.I. loadouts are possible- but talk to Karnak.

Karnak' missions generate AI is a different manner but they have their own issues as well.   His missions "Time Warp" and pull ships out of era (which is a shame because they are good missions) which is why we stopped using them.   Too many people had issues with fighting X-ships in the 2260s  ;D


I'm working with his convoy escort script and I didn't like the randomness of qships, so I uncommented most of his q ship stuff and and removed the randomness of them. He wants me to add a couple things (as a learning experience) and send it back to him. I can hardly wait to see what he thinks of my 'additions', but in some of his other scripts I see there is a random era specific A.I. loadout routine thats NOT commented out. They're a few years old so I'm sure he knows how to fix them. I won't be writing my own for quite a while yet as I'm a better 'hack' than a writer.

I also don't agree that simple A.I. will push peeps to PVP, I think the opposite- impossible A.I. will push peeps to seek PVP, but you (DH and Diz) you've seen me fly PVP, and I stink- this is BECAUSE I learned bad habits flying against easy (stupid) A.I.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 23, 2008, 01:58:43 pm


If it is the right drone the for era, they should have them.  But they shouldn't have drones that are from an era you are not in yet.  It's a hardcore server, plan on taking a longer fight so they run out of drones then close in.  I think people have been spoiiled by having speed 16 AI drones for too long.

Ur nuts. Look, it's not debatable. Missions that use late era drones on AI ships are getting pulled. Period. Either that or we wont have a dyna in the late era with drone races.

 :laugh: not debating, just an opinion, you guys are the bosses, do what you think is right.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 23, 2008, 02:01:57 pm
I'll drink to that !!

Some things are worse than death, and unfortunately for me JD is one of em.
:drink:
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 23, 2008, 02:05:08 pm
I'm not saying downgrade the missions.. I'm thinking in terms of overall balance...


I thought the purpose of the HC server is to throw balance out the window (which is why it doesn't care about the BPV value of what you fight, it might be a freighter, or a few dreads.

Me flying my usual destroyer, is just as dead against a few Miraks with fast drones as against a few dreads.

But as stated, not a democracy, so this is just an opinion that is just air.  Although I think Pesty should have last say what goes on in his server.  That is what is suppose to make different servers good, each person running them has a choice of what is put in it.  If people hate it, they will not fly it.  Hopefully we will have a few good servers to choose from.  I put the one I was working on on hold as DH is following a very similar course.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 23, 2008, 02:30:50 pm
Does it really matter though?  This is Pesty's server, and he's got the right idea to shake things up.

The server isn't called Hardcore for nothing you know.

Besides, it can't be that different than having to outrun plasmas that go speed 36.


Plasmas don't last 3 turns.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 23, 2008, 02:41:03 pm

Partial workaround while I continue the hacking on speed limitations - reduced drone supplies on AI with fast drones. 

Currently I'm setting it to 50% of norm if they have medium speed drones, and 25% of norm if they have fast drones. That's totally arbitrary of course, and folks are free to recommend other settings.  Meanwhile the quest to limit the AI to med-speed drones continues.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Panzergranate on July 23, 2008, 02:54:39 pm
You never see balance in real warfare or in table top wargames.... as anyone either involved in or who has played a "battle of the Bulge" wargame.

Complaining to an umpire that the poxy 75mm. on an M4 isn't enough to do more than annoy a Tiger.II. will always fall on deaf ears. ::)

Its up to player skill to deal with superiour enemy equipment.

Balanced games stifle tactical cerativity and ingenuity.

If one can knock a few chunks out of a DN with a DD and make a good escape, then some tacical gain has been made.... the DN player will have to make repairs at a cost.

In old SFB campaigns, imposing damage on enemy ships was worth while as it inconvenienced the enemy.

I managed to put a Fed CA out of a campaign for two subsequent campaign battle after managing to take out 90% of the Warp boxes with.... an F5 of all things. I was just so lucky with the dice just as the other guy was unlucky (and tactically inept) with the dice. Unfortunately, his friends came to his rescue and I had to PLF off of the map. I received no internal hits though the shields did take a hammering.

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on July 23, 2008, 03:12:28 pm
Fast AI droners in late would put de-nerfed escorts back into play ;)

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 23, 2008, 03:17:37 pm
Fast AI droners in late would put de-nerfed escorts back into play ;)



Which is exactly why it's stupid.  You're required to fly a ship like that to not get your ass blown up.  We saw the same sh1t years ago back in the first AOTK.  Missions made so difficult that the only viable ships were droners/escorts/etc . . .  gave us a whole "generation" of pilots who never learned how to fly real ships.

(de-nerfed escorts are coming back anyway, including some for the plasma races  ;D)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 23, 2008, 03:33:52 pm
Looking at the course of this thread.. it would seem that ships having random load outs would be best.. some ships have Med speed small drones.. others have fast heavy drones, others have fast small drones.. others have med heavy, others have slow heavy and still some others have slow light..

and all this in 1 mission.. This I think would be the best solution.. that way you never know what you are going to get.

this would make for a good balance, if the mix is random..

If this is not possible, then the next step is to limit drone speed to Med...

I would prefer that in 1 vs 1 Ai missions, you get era accurate drones.. in a 2 vs 1 or 3 vs 1, then med speed drones in mid era and late..

I do need to do some testing with the scripts in single player against Mirak ships to see how bad the enemy is going to be with the current scripts.. If my F-BCF pulls 3 Mirak DN Droners, then I need to see how many drones are in the air at one time and if they can be countered.. the key is speed and distance, but at the same time getting in close enough for the AI to actually fire the drones..

Anyhow, I'll test tonight and see what happens.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 23, 2008, 03:52:26 pm
Looking at the course of this thread.. it would seem that ships having random load outs would be best.. some ships have Med speed small drones.. others have fast heavy drones, others have fast small drones.. others have med heavy, others have slow heavy and still some others have slow light..

and all this in 1 mission.. This I think would be the best solution.. that way you never know what you are going to get.

this would make for a good balance, if the mix is random..

If this is not possible, then the next step is to limit drone speed to Med...

I would prefer that in 1 vs 1 Ai missions, you get era accurate drones.. in a 2 vs 1 or 3 vs 1, then med speed drones in mid era and late..

I do need to do some testing with the scripts in single player against Mirak ships to see how bad the enemy is going to be with the current scripts.. If my F-BCF pulls 3 Mirak DN Droners, then I need to see how many drones are in the air at one time and if they can be countered.. the key is speed and distance, but at the same time getting in close enough for the AI to actually fire the drones..

Anyhow, I'll test tonight and see what happens.

  You can win this in a BCF, try it in a D5L
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 23, 2008, 04:00:38 pm

...

I do need to do some testing with the scripts in single player against Mirak ships to see how bad the enemy is going to be with the current scripts.. If my F-BCF pulls 3 Mirak DN Droners, then I need to see how many drones are in the air at one time and if they can be countered.. the key is speed and distance, but at the same time getting in close enough for the AI to actually fire the drones..

Anyhow, I'll test tonight and see what happens.



Try your testing with these Pesty - they've been reposted with the cut back supply loadouts and some balance tweaking.

ED ones  (http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe)
XC ones (http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe)

dave

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on July 23, 2008, 04:45:06 pm
Hey now...I was only meaning that they would be a required part of a fleet....giving the newbs a role covering heavy metal....kinda like what they where designed for...(the escorts..not the newbs...)

I'm not advocating people running solo...
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 23, 2008, 05:58:17 pm
Looking at the course of this thread.. it would seem that ships having random load outs would be best.. some ships have Med speed small drones.. others have fast heavy drones, others have fast small drones.. others have med heavy, others have slow heavy and still some others have slow light..

and all this in 1 mission.. This I think would be the best solution.. that way you never know what you are going to get.

this would make for a good balance, if the mix is random..

If this is not possible, then the next step is to limit drone speed to Med...

I would prefer that in 1 vs 1 Ai missions, you get era accurate drones.. in a 2 vs 1 or 3 vs 1, then med speed drones in mid era and late..

I do need to do some testing with the scripts in single player against Mirak ships to see how bad the enemy is going to be with the current scripts.. If my F-BCF pulls 3 Mirak DN Droners, then I need to see how many drones are in the air at one time and if they can be countered.. the key is speed and distance, but at the same time getting in close enough for the AI to actually fire the drones..

Anyhow, I'll test tonight and see what happens.


And this is why I know your hardcore server has great potential.  If I may, remember, this is your mod, your baby.  Don't let anyone, whether it be me, DH, Dizzy, anyone say what is best for the server, cause it's your server.

You got something great here.  It goes against everything that's common and convemient, and adds spice.

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 23, 2008, 10:31:46 pm
Looking at the course of this thread.. it would seem that ships having random load outs would be best.. some ships have Med speed small drones.. others have fast heavy drones, others have fast small drones.. others have med heavy, others have slow heavy and still some others have slow light..

and all this in 1 mission.. This I think would be the best solution.. that way you never know what you are going to get.

this would make for a good balance, if the mix is random..

If this is not possible, then the next step is to limit drone speed to Med...

I would prefer that in 1 vs 1 Ai missions, you get era accurate drones.. in a 2 vs 1 or 3 vs 1, then med speed drones in mid era and late..

I do need to do some testing with the scripts in single player against Mirak ships to see how bad the enemy is going to be with the current scripts.. If my F-BCF pulls 3 Mirak DN Droners, then I need to see how many drones are in the air at one time and if they can be countered.. the key is speed and distance, but at the same time getting in close enough for the AI to actually fire the drones..

Anyhow, I'll test tonight and see what happens.


And this is why I know your hardcore server has great potential.  If I may, remember, this is your mod, your baby.  Don't let anyone, whether it be me, DH, Dizzy, anyone say what is best for the server, cause it's your server.

You got something great here.  It goes against everything that's common and convemient, and adds spice.



I'm still inclined to go with my initial thoughts about fast drones, but after a bit more thought and testing fast (and medium) speed drones would be impractical on a D2 campaign server. Tho missions would be a bit more 'interesting' but harder, the time it takes to win a mission would be many times more than the time another team would take running missions under you. If it was kept to a permanent hardcore type server it would be cool, but since the server is a test server for future D2 campaigns it's a waste of time tweeking a fast drone mission that won't be used on a campaign server.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 24, 2008, 12:08:59 am
As I stated.. a random load out would be best.. while I do believe in Era accurate drones, Some races like Mirak will wipe the board using fleets of DN Drone boats.. this isn't even counting Mirv racks... and this is just on the AI side alone.

the best that would be hoped for would be either random load outs for each individual ship .. or limiting to Med speed drones..

now 1 vs 1.. I do agree that the ships should come with Era appropriate drones.. but 2vs1 and above with the enemy having the advantage, then the AI needs to either be randomized or limited to Med speed.. in a 2 vs 2, your wing is as good as dead in 1 to 2 volleys once the initial WW is spent.. and that leaves you facing the Mirak with all those fast drones and very few items for PD left aboard..

I want the Hardcore server to me extremely hard to play, but not impossible to beat the AI.. I do want a slim chance of winning on the server.. with Random load outs or limitation of Med speed drones.. you have a chance to win.. a small chance, but a chance none the less.
 
I will update the new scripts tomorrow however they are limited on the number of drones the Ai can carry.. I don't think that is the solution, since the AI deserve to have full load outs, but I guess it will have to do until Dave figures out how to code in Random load outs or Med Speed.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 24, 2008, 03:21:45 am
Now that we have updated scripts, again.. the installer is updated..

To uninstall the old installer.. go into your OP directory and find the HC_Uninstall.exe and run it.. and then you can DL and run the new installer..

http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip



Alternatively, you can just install the new scripts over the top of the old ones..

http://warpcore.110mb.com/Downloads/HC_Scripts.zip
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 24, 2008, 06:25:32 pm

OK, well after a truly disturbing amount of head-scratching, I finally tracked down what was making the new beasties behave so differently than past scripts.

A minority of AI enemies should now have high-end drones for their era, the rest should have stock slow drones.
Just testing now to make sure I haven't broken anything else, then I'll post the revised beasts

dave


Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 24, 2008, 07:11:44 pm

OK, well after a truly disturbing amount of head-scratching, I finally tracked down what was making the new beasties behave so differently than past scripts.

A minority of AI enemies should now have high-end drones for their era, the rest should have stock slow drones.
Just testing now to make sure I haven't broken anything else, then I'll post the revised beasts

dave




 :(
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 24, 2008, 07:36:32 pm
I think Malak and I and even Pesty, not sure about DH, but if more than one enemy AI has fast drones, the missions is unuseable... If you are going to mix your missions with variable loadouts with three enemy ships, I'd prefer to see the following:

Mid era:
2 ships med drones 1 with slow.

Late: 3 ships with Med drones. Or, 1 ship with fast 2 with slow or best, a variation between these 2.

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 24, 2008, 07:48:18 pm
 :D ;D
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 24, 2008, 07:57:59 pm
*farts*
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Walleye on July 24, 2008, 11:19:30 pm
New missions are really cool.

Way to go NW!!  I don't know what we would do without you. You are Dynaverse Dude of the Year!!

The AI drones are actually a factor now. Before they were completely irrelevant. I would like to see fast drones on AI in late era to make it even more challenging. It would also do more to prepare mission runners for PvP.

The AI is bigger thus harder but doable. With a wing missions would be easy.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 25, 2008, 01:09:12 am
New missions are really cool.

Way to go NW!!  I don't know what we would do without you. You are Dynaverse Dude of the Year!!

The AI drones are actually a factor now. Before they were completely irrelevant. I would like to see fast drones on AI in late era to make it even more challenging. It would also do more to prepare mission runners for PvP.

The AI is bigger thus harder but doable. With a wing missions would be easy.

Is there anyway to assign the AI wingmen to defend the player ship.  That way they quit flying off to fight the largest enemy ship and get blown up as quickly.  I have always hated the AI wingmen in a starbase assault mission.  They fly right up against the SB and get popped, leaving you to fight the three ships and the base yourself.  At least if they stuck with you the defending ships would be no problem, AI is still stupid against SB's so they die there but draw fire from you.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 25, 2008, 08:33:25 am
Dave is there any way to make the Drone and fighter loadouts random (limited by year of course)? I know Firesoul was able to do this in the Coop Ace script.

Fighter loadouts yes, drone loadouts not really.  The drone randomization in coop ace actually comes from the game engine, not the script.   To quote directly from his coop-ace code ...

Code: [Select]
fprintf(fp, "SETTING THE DRONE LOADOUT DOES NOT WORK.\n");
fprintf(fp, "I'm going to leave this in because I put so much work into it.\n");
fflush(fp);

ship->mRemoveItemFromStores( item,  value); // DOES NOT WORK
ship->mSetItemInStores( item, Drone_Speed, value); // DOES NOT WORK.
ship->mAddItemToStores( item, Drone_Speed, value); // DOES NOT WORK

The way it's working in the dyna is that drafted ships (where we link the in-mission ship to the server ship using the ship's dynaverse id) get the loadout determined by the server -- always slow drones for server AI with the current server kit.  Ships generated independently are automatically given the best drones for their era (done by the game engine).

So in late era we can more-or-less fudge it to determine if a ship will have fast drones or slow drones (med sped is not an option), while in mid-era we can fudge it for slow or med speed.

The three routines you see above (RemoveItem, SetItem, and AddItem) were meant to give the scripter control over the loadouts, but were broken in OP (Taldren changed some internal constants when moving from EAW to OP and never got around to updating them in the OP scripting API -- since we don't have the OP code we don't know what they altered/what they altered it to, so we can't work around it).

The routines to change fighter loadouts work, as do the routines to change parts/marines/shuttles, but not the drones.

I'll keep hacking at it for awhile, but for late era it really looks like the choice is fast drones or slow drones.

dave


Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 25, 2008, 08:50:18 am
Ahhh, so that's how neutral Pirates get better Drones while the Empire races don't. Can this forced Drone speed thing be implemented on a ship by ship basis or does it go by team?

I know I definitely want random Fighter loadouts on a ship by ship basis and if you can get random terrain working too (based on elements in the hex) you are going to see some seriously happy players!

Thanks for the work Dave!
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 25, 2008, 09:01:09 am

It can be ship-by-ship, we just need to draft enough AI to make up the slow-drone portion of the fleet. 

(The danger there is that if we get mission drops or screw something up we leave lots of ghost AI behind on the server.)

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 25, 2008, 10:22:57 am
Dave..

I say do it.. If you get 1 AI.. fast drones.. if you get 2 AI then 1 fast and 1 slow on drones if you get 3 AI the 1 fast, 1 slow, and 1 50/50 chance of either.. if you get 4 AI, 2 of each.. and so forth..

this would seem a fair compromise.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 25, 2008, 11:29:26 am

It can be ship-by-ship, we just need to draft enough AI to make up the slow-drone portion of the fleet. 

(The danger there is that if we get mission drops or screw something up we leave lots of ghost AI behind on the server.)

dave

Explain the 'danger'. You an I both know there will always be plenty of AI from dropped missions. All it takes is a mook with a firewall, or players dropping because of Host Left...
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 25, 2008, 04:45:35 pm
1 hex running 4400 economy is working.. however I need to let it run for about a week like this..

the Neutral space needs 1 hex set at 2200 economy, which will double to give Orion NPC 4400 Economy

Empire Economies
================
          Federation:     4400
             Klingon:     4400
             Romulan:     4400
               Lyran:     4400
              Hydran:     4400
                Gorn:     4400
                 ISC:     4400
               Mirak:     4400
             Neutral:     4400
        Orion cartel:     4400
      Korgath cartel:     4400
        Prime cartel:     4400
   TigerHeart cartel:     4400
 BeastRaiders cartel:     4400
    Syndicate cartel:     4400
    Wyldefire cartel:     4400
      Camboro cartel:     4400

Max econ (for rank comparison): 4400
Ave econ (for shipyard costs):  4400

Economic Ranks (0-5)
====================
Federation: 5
Klingon: 5
Romulan: 4
Lyran: 5
Hydran: 5
Gorn: 4
ISC: 4
Mirak: 5
Orion cartel: 4
Korgath cartel: 4
Prime cartel: 4
TigerHeart cartel: 4
BeastRaiders cartel: 4
Syndicate cartel: 4
Wyldefire cartel: 4
Camboro cartel: 4
Neutral: 5


Still balanced properly.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 25, 2008, 06:54:17 pm
If this works, map making just got easy!
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on July 25, 2008, 07:19:13 pm
Reports from the front.
Fed start ship NCD+ Drew light adversary's(CA's and a frig)  4out of 8 missions changed the Dv of the Hex
Klink start ship mauler cl changed to a droner drew light adversary's 2 out of 5 changed the DV of the Hex
Rom start FLG+ flew the spl+ Hy adversary's DN's + ca's or cl's   0 out of 4 change.
fire wall is off and recient changes had stoped this problem before. so i do not think that it is at my end.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 25, 2008, 09:20:53 pm
Reports from the front.
Fed start ship NCD+ Drew light adversary's(CA's and a frig) 4out of 8 missions changed the Dv of the Hex
Klink start ship mauler cl changed to a droner drew light adversary's 2 out of 5 changed the DV of the Hex
Rom start FLG+ flew the spl+ Hy adversary's DN's + ca's or cl's 0 out of 4 change.
fire wall is off and recient changes had stoped this problem before. so i do not think that it is at my end.

Dave may want to check into this and / or explain if all the script scenarios will change DV.. It is quite possible that things like a derelict ship to have a 0 DV shift.. after all you just found a dead ship in space, not fighting for control of the sector and mission takes less than 5 min to complete. Dave will have to tell us what is going on here.

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 25, 2008, 09:27:51 pm
No, dave needs to FIX it. Any mission you spend time on needs to adjust the DV.

Get on TS, pesty. Want to discuss gf settings.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 25, 2008, 11:02:56 pm
Testing concluded. Consensus reached.

2 of 3 enemy ships may have Med spd drones the last with slow or
1 of 3 enemy ships with fast drones the other with slow.

Anything in excess of the above causes a number of problems, among them mission time disparity, racial imbalance and excessive mission times.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 25, 2008, 11:18:43 pm
Running some tests with Dizzy on the drone speeds..

Now High speed drones for all ships = unwinable regardless of the ship you are flying (unless you are flying Mirak)

Now for the XC scripts what we have agreed on is this

If possible (which Dave says is not).. then limit the AI to having Med speed drones but not all ships in mission .. say in a 3 AI enemies vs however many players .. maybe 1 to 2 ships with Med speed drones.. and the other 1 to 2 ships with slow drones...

With what Dave has posted is capable, having in a 3 AI Enemies vs however many players.. 1 ship era specific drones, the rest of the ships Slow speed...

Bases should be limited to slow speed maybe Med speed (which will reuire you moving in a bit until drones are depleted), but not High speed.. the Def platforms should have med speed, but not fast.. if not possible then slow drones as well..

Now with the Base Assault missions, I have asked Dave to add something to counter the sit and kill of the bases and planets.. enemy ships coming in to help defend.. so you will have to watch your supplies... Now these base assault missions and planet assault missions are not done yet and Dave is working on them.. however they should make a nice addition...

Now for the AI, if the player is flying a Droner for fast AI missions.. the Enemy AI should generate with a lvl 2 or lvl 3 repulsor tractor to help prevent the 2 player drone wave over run...

As for planets.. I am considering adding in the Model that allows planets to fire from the equator, not the poles, which will increase damage of the planetary weapons at different ranges.. plus give defenses around the planet ..

I'm also looking to beef planets up more than that.. but time will tell how that is going to work .. This is designed to keep races like the Mirak from running the map with waves of fast drones.. with a target rich environment, the players will have to watch the amount of expendables that they have in order to accomplish the missions

Don't worry, Hardcore will still be Hardcore.. It just has to have a fair base in order to work from..

And remember.. standard campaign servers will not be as cruel as the Hardcore server will be.. remember, I am running AI at low settings currently.. not beefed up the way I like it.


ED scripts should probably keep slow speed drones on all ships, but incorporate the Repulsor tractor on the AI...

DV shifting should be fixed in the scripts as well .. Hopefully Dave can fix this and the drones soon.

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 26, 2008, 09:43:50 am
Now for the XC scripts what we have agreed on is this

With what Dave has posted is capable, having in a 3 AI Enemies vs however many players.. 1 ship era specific drones, the rest of the ships Slow speed...

I hope you mean by this that for every three AI ships with Drones you face in a mission there will be one with era specific Drones, so if you encounter 6 ships (including freighters) there will be two ships with upgraded Drones and so on. You also have to decide what kind of upgrades friendly AI will get, if any. Dave has stated that these upgrades can be done on a ship by ship basis. Perhaps different setups can be done for different mission conditions as they are created by the scripts to prevent over repetition of loadouts which will return us to the "oh this mission again, do this to win" scenario we have now.

Quote
Bases should be limited to slow speed maybe Med speed (which will reuire you moving in a bit until drones are depleted), but not High speed.. the Def platforms should have med speed, but not fast.. if not possible then slow drones as well..

I don't agree. Bases are important outposts for supply and presence in a sector and would have access to the best supplies. Small frontier Bases/Colonies might be under supplied, but anything Core World/Sector or larger would be considered important by an Empire.

Quote
Now with the Base Assault missions, I have asked Dave to add something to counter the sit and kill of the bases and planets.. enemy ships coming in to help defend.. so you will have to watch your supplies... Now these base assault missions and planet assault missions are not done yet and Dave is working on them.. however they should make a nice addition...

Good. The harder, the better.

Quote
Now for the AI, if the player is flying a Droner for fast AI missions.. the Enemy AI should generate with a lvl 2 or lvl 3 repulsor tractor to help prevent the 2 player drone wave over run...

This sounds good on paper, but some ships don't have the power for this. You are just crippling them in a different way. Besides, if the script can make decisions on what AI to give me based on what I am flying why not just make more Escorts show up when flying a Droner or Carrier?

Quote
As for planets.. I am considering adding in the Model that allows planets to fire from the equator, not the poles, which will increase damage of the planetary weapons at different ranges.. plus give defenses around the planet ..

Yes.

Quote
ED scripts should probably keep slow speed drones on all ships, but incorporate the Repulsor tractor on the AI...

No, but the build up could be slower, say one ship out of every four gets upgrades and more of a chance your AI allies get upgrades.



Pesty please don't forget about Carrier upgrades as well. I want to worry when I see an AI Carrier because I won't know what it has until it launches.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 26, 2008, 09:58:17 am


Pesty please don't forget about Carrier upgrades as well. I want to worry when I see an AI Carrier because I won't know what it has until it launches.

This depends entirely on if ED can regulate the type of ships that appear... Some missions we see nothing but 3 carrrier eney AI. Thats BS...  So we will see how carriers can be regulated.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 26, 2008, 10:03:25 am


Pesty please don't forget about Carrier upgrades as well. I want to worry when I see an AI Carrier because I won't know what it has until it launches.

This depends entirely on if ED can regulate the type of ships that appear... Some missions we see nothing but 3 carrrier eney AI. Thats BS...  So we will see how carriers can be regulated.


There should be unwinable missions occasionally.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 26, 2008, 10:27:19 am
I could go with the Star Bases having era accurate drones.. .. Battle Stations having a 50/50 chance of having era accurate drones... and base stations having slow drones as well as asteroid bases.

as for the 1 in 3 ships having era accurate drones.. I agree with that...

For the ED scripts.. those are the communities puppies.. the HC scripts are for a custom Campaign that I am going to host 1 time only and then after that, the HC server will be running for fun between major campaigns..

Currently I am trying to get scripts, test ideas, test scripts, test server settings, test map settings, etc.. I am trying to push the server kit in a way it hasn't been pushed before... At the same time, I want people to fear the AI and have a chance of losing to the AI, unlike the current scripts we use on the servers today..

As for the repulsor.. You do have a point.. However what Dizzy and I were discussing if a player taking a Mirak ship.. Z-DE.. loads up an SP and a lvl 1 tractor.. zipps in and grabs a ship.. he can nail it with 12 drones in 55 seconds and the AI can't do anything about it.. WW won't launch and PD can't compensate for it.. Having the AI set with a lvl 2 repulsor, or even having the script enable a lvl 2 repulsor after the phaser capacitor charges would change how mission are run to some extent... plus it would give the AI a chance to fight back.

Now if Dave can get the scripts to recognize when a player is taking a ship with a drone control of >6, and generate escorts for the enemy, then I would rather go that way as you suggest.. but if that isn't possible, then some alternative needs to be done.

If Dave can randomize fighter load outs, then that would be fantastic for the HC scripts.. for the general D2 ED scripts.. the community can debate over that..

If Dave can't randomize the fighters, then I would suggest for the HC server to go with the best of the middle class of fighters available.

I would prefer the loadout be randomized on the AI, this way, you may get 3 carriers, and you will have a chance of having early era fighters, mid era fighters and late era fighters.. and no telling what the AI has until they are launched.. then you will have to change yo fight to killing fighters first and then dealing with the carriers...

but again, as dizzy stated, it depends on what Dave can and can't do in the scripts.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 26, 2008, 01:20:34 pm
Wish you luck Pesy, but after being told that most of us don't know anough to have a valid opinion on this, I guess we should sit back and see how it goes.

That being said, I still have my wingman turning against me after he is dead.  (not sure if that was worked on yet, or not, but it just happened a minute ago).
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 26, 2008, 02:11:17 pm
I have never stated anything like that about anyone here..

What I am doing is taking suggestions from the community, testing them out. and seeing what will and will not work, and then consider how those changes will effect a server where the AI will be gunning for you in 2x the hull you have...

Now I have done some testing with Dizzy.. and fast drones are a problem..

I want the AI to smack people around, I want people to run from them, however I also want the missions at least somewhat winable if you use strategy and tactics as well as maybe even getting a wing to help ya out..

I don't want a situation of going against an unbeatable AI.. that ruins the balance..

I also don't want people running 5 min missions.. I am aiming for missions running 15 to 30 min average.. sometimes longer depending on the odds..

I want planet and assaults to seem like breaking into Fort Knox with a pellet gun and you have to use your wits and skills to beat the scenario.

I want the missions to drive people to go for PVP...

Currently the AI is a milk run.. OK some one just moved into the hex above me.. I don't want PVP, I want to take this hex on the map.. I can do that in 30 min with my 1:20 mission times...

OOPS now the AI are monsters.. and killing the Ai may take anywhere from 10 min to 2 hours.. so now I want the PVP to get a break from the AI..

However I don't want the AI so powerful that you can not win...

Marstone.. keep posting suggestions.. I am attempting to go through them all ... Right now I am testing some scripts on the Hardcore server.. If you have been on there, you will notice that the ED scripts are much easier than the HC scripts.. just wait until I turn the AI back up.. the ED scripts will be almost as hard as the XC scripts..

Wait until you get the Base Assault XC scripts, or the ship yard script or the Planet Assault script, or the new planet model by I, Mudd, or the Home World Assault scripts.. plus other idea scenario scripts that I have plans for..

Hardcore is going to be Hardcore..

the ED scripts will be for standard servers.. the XC scripts are being made for a custom campaign but will be a permanent part of the hardcore Fun Server.. Other servers may take advantage of some of the scripts as well in the future..

It all depends on what we are doing now.. we are actually working to improve the Dynaverse.. much like DIP was suppose to do.. we are actually doing it here and now.

Keep up the ideas.. and if possible run some tests on your own in Single Player or GSA to see if your ideas will work or not..

and keep up the testing on the scripts.. I am sure Dave is loving the feedback that everyone is giving him.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 26, 2008, 02:21:50 pm
I have never stated anything like that about anyone here..


No YOU haven't, you have always seem very open to alternative views of people.

Thus is why I still diddle on your server and shall send in bugs if I see them.

Looking forward to the new planet scripts.  I don't recall seeing the names on the scripts to tell the differnce from the HC and ED scripts but will look alittle harder. 

Shall diddle when I can, still working on the Q3 graphic stuff and pulling out my hair (I not a graphics guy). So the server is a nice diversion from it.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 26, 2008, 02:31:50 pm
At the end of the mission in the debriefing screen, you will see the name of the mission.. like Met_XCPlayerPatrol or Met_EDEnemyCombat

Since it is in the Debriefing screen, that should give you all the time you need to write the name of the mission and notes on the bugs.
 
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 26, 2008, 02:32:59 pm
At the end of the mission in the debriefing screen, you will see the name of the mission.. like Met_XCPlayerPatrol or Met_EDEnemyCombat

Since it is in the Debriefing screen, that should give you all the time you need to write the name of the mission and notes on the bugs.
 

that was where I was going to check, I do just a brief look right now, so next mission I was going to check it out.  Thanks.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 26, 2008, 02:46:08 pm
just for the chuckles I dug up the line that bothered me.

 "I don;t doubt they are willing to waste their time either with little informed inexperienced player ideas..."

part of the debate on drones and such (debate, yeah lol).

Thus even tho I have been playing SFB solid for about 15 years (been out for many years now), and was heavy in SFC until SFCIII came out, I still fall under the inexperienced player area since I have only just gotten back into it in the past year or so.  I agree with the person this was aimed at, thus many of us are lumped under this statement.

Don't get me wrong, I am not upset or holding a grudge or such.  But some of the higharchy of the D2 really don't want debate, they want people to agree with them (or so it seems).  I will say, I am getting alittle tired of seeing posts telling people who are just trying to put out a point of view that they just don't know anough about it. (many have been at me, and at others I think seem to have a good grasp of the game). 

So looking forward to having 10 years of straight SFC gaming under my belt and have server experience back to the stone age (well, as far back as I can go now that I am starting so late).

Ahh, there that is out now.  So I will probably still throw in my two cents.  I will pick out the stuff more important to me to do it on.  Keep up the good work, looking forward to more HC server time.

 :mischief:
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: [KBF]MuadDib on July 26, 2008, 03:03:02 pm
As for the repulsor.. You do have a point.. However what Dizzy and I were discussing if a player taking a Mirak ship.. Z-DE.. loads up an SP and a lvl 1 tractor.. zipps in and grabs a ship.. he can nail it with 12 drones in 55 seconds and the AI can't do anything about it.. WW won't launch and PD can't compensate for it.. Having the AI set with a lvl 2 repulsor, or even having the script enable a lvl 2 repulsor after the phaser capacitor charges would change how mission are run to some extent... plus it would give the AI a chance to fight back.

can you stop the ai from firing at range 30, as they do without fail, loading up a repulsor may have power drawbacks for the ai...
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 26, 2008, 05:57:21 pm


Pesty please don't forget about Carrier upgrades as well. I want to worry when I see an AI Carrier because I won't know what it has until it launches.

This depends entirely on if ED can regulate the type of ships that appear... Some missions we see nothing but 3 carrrier eney AI. Thats BS...  So we will see how carriers can be regulated.


There should be unwinable missions occasionally.

Every mission needs be winnable and furthermore the harder the difficulty the mission the more it should pay out.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 26, 2008, 06:08:55 pm
To do a lump-sum follow up on some of the suggestions - there isn't a helluva lot we can do script-side to control the behaviour of the AI.  The scripts don't have anything that can influence when a ship fires, when/how it uses tractor beams, when it launches fighters or what orders it gives them, etc. etc. etc.

I think I've mostly got the 1-in-3 AI gets fast drones.  There are intermitent cases where it turns out to be 2-in-4 or 2-in-5, but they're the exception rather than the norm.  I've been doing most of my testing as a Lyran in late against the Mirak, in everything from frigs to dreads, and it seems to be holding together.

AI loadouts for spare parts, marines, shuttles, and tbombs now vary between 25% and 75% of max, rather than a fixed 50%.

I haven't got carriers selecting variable fighter types yet (still need to put together something to parse the ftrlist before I get that working) but you might notice the odd enemy AI that is a few fighters short of its normal load.  You might also see the odd AI entering a mission with leftover damage, or with a rookie officer or two.

Difficulty levels for the ED missions are meant to have every mission winnable.  For the XC scripts they're notably tougher, but the majority should still be winnable if you're willing to fight the long fight.  It's Pesty's call there, and frankly (just my 2 cents) I don't see anything wrong with the Hardcore server (or Strayys, or any others with the inkling) choosing to run a much tougher flavour than the main campaign servers.

AI wingmen should be a little more common now, an AI mutiny a little less common.

Gotta get back to work on the planet/base/shipyard assaults for Pesty --- those oughta be ... fun ...  :flame:

Updated packs are at the same ol locations:
ED ones  (http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe)
XC ones (http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe)

dave

PS - marstone, I keep forgetting to fix the message about the AI mutiny after he's dead ... hopefully I'll get that one shortly!

PPS - hopefully I've also caught the case where not all mission wins change the DV, holler if it's still broken!
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 26, 2008, 06:13:15 pm
just for the chuckles I dug up the line that bothered me.

 "I don;t doubt they are willing to waste their time either with little informed inexperienced player ideas..."

part of the debate on drones and such (debate, yeah lol).

Thus even tho I have been playing SFB solid for about 15 years (been out for many years now), and was heavy in SFC until SFCIII came out, I still fall under the inexperienced player area since I have only just gotten back into it in the past year or so.  I agree with the person this was aimed at, thus many of us are lumped under this statement.

Don't get me wrong, I am not upset or holding a grudge or such.  But some of the higharchy of the D2 really don't want debate, they want people to agree with them (or so it seems).  I will say, I am getting alittle tired of seeing posts telling people who are just trying to put out a point of view that they just don't know anough about it. (many have been at me, and at others I think seem to have a good grasp of the game). 

Know what Marstone, I sound like a f*cking asshole, dont I? Just reread it all myself and my diplomacy skills suck. But how am I supposed to handle it, dude? I've TRIED these suggestions on servers before and THEY DONT WORK. You are wrong in that you are not just putting out a point of view or suggestions, you guys are ARGUING for AI Fast drones... like you KNOW it works. And that's BS. Its been tried, it's been tested and it sure as hell doesnt work. So how do you want me to respond? Put up a server to make 4 or 5 guys happy at the expense of everone else who wont play it because it breaks the game? I cant do that, man. I have a higher responsibility to put out a server that's fair and playable for everyone, bro.

And honestly, I'm sorry I've offended you, but dude, yours is not the 1st idea to be hatched that's a bad one that just won't fly, man... There are tons of ideas coming at us admins that we weigh... and sometimes good stuff makes it into the server... but what you gotta do is trust that Me and DH these other admins and scripters have been doing this for years and take our advice when we say it wont work. Lighten up, man... I'm on your side. I want a good populated server just like you do, but I cant repeat all the unworable ideas that are being floated again and again.  Ive been doing servers since EAW came out bro. Have some faith in your admins. ;) We do this for you guys and dont get paid for it.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 26, 2008, 06:39:09 pm
To do a lump-sum follow up on some of the suggestions - there isn't a helluva lot we can do script-side to control the behaviour of the AI. The scripts don't have anything that can influence when a ship fires, when/how it uses tractor beams, when it launches fighters or what orders it gives them, etc. etc. etc.

I think I've mostly got the 1-in-3 AI gets fast drones. There are intermitent cases where it turns out to be 2-in-4 or 2-in-5, but they're the exception rather than the norm. I've been doing most of my testing as a Lyran in late against the Mirak, in everything from frigs to dreads, and it seems to be holding together.

AI loadouts for spare parts, marines, shuttles, and tbombs now vary between 25% and 75% of max, rather than a fixed 50%.

I haven't got carriers selecting variable fighter types yet (still need to put together something to parse the ftrlist before I get that working) but you might notice the odd enemy AI that is a few fighters short of its normal load. You might also see the odd AI entering a mission with leftover damage, or with a rookie officer or two.

Difficulty levels for the ED missions are meant to have every mission winnable. For the XC scripts they're notably tougher, but the majority should still be winnable if you're willing to fight the long fight. It's Pesty's call there, and frankly (just my 2 cents) I don't see anything wrong with the Hardcore server (or Strayys, or any others with the inkling) choosing to run a much tougher flavour than the main campaign servers.

AI wingmen should be a little more common now, an AI mutiny a little less common.

Gotta get back to work on the planet/base/shipyard assaults for Pesty --- those oughta be ... fun ... :flame:

Updated packs are at the same ol locations:
ED ones  ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe[/url])
XC ones ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe[/url])

dave

PS - marstone, I keep forgetting to fix the message about the AI mutiny after he's dead ... hopefully I'll get that one shortly!

PPS - hopefully I've also caught the case where not all mission wins change the DV, holler if it's still broken!



You Rock Dave..

If you are ever near San Antonio, TX.. drop me a PM and we'll meet up.. I'll get you a bottle of your favorite Scotch !!!

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 26, 2008, 07:23:39 pm
Been running missions all afternoon on the server. I wouldn't get AI help in anything bigger than a Destroyer and I only pulled one non "There's a hostile enemy heading toward us fast!" mission when there was a Black Marketeer that I was supposed to board. It flew at speed 17 the whole time, ignoring me as I pummeled it. Just before it was dead and I was going to board it, they "decided" to fight. Since they had nothing left it was useless. I find it odd that I wasn't getting more of a variety. I tried two races and several ship classes.

Can the AI be programmed to attack earlier? Also, can the arrow be removed after sensor lock at range 100 has been achieved in those scenarios where we have to search for awhile?

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 26, 2008, 07:55:11 pm
Now that we have updated scripts, again.. the installer is updated..

To uninstall the old installer.. go into your OP directory and find the HC_Uninstall.exe and run it.. and then you can DL and run the new installer..

http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip



Alternatively, you can just install the new scripts over the top of the old ones..

http://warpcore.110mb.com/Downloads/HC_Scripts.zip


Server has been updated with the scripts already.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 26, 2008, 08:22:15 pm
Been running missions all afternoon on the server. I wouldn't get AI help in anything bigger than a Destroyer and I only pulled one non "There's a hostile enemy heading toward us fast!" mission when there was a Black Marketeer that I was supposed to board. It flew at speed 17 the whole time, ignoring me as I pummeled it. Just before it was dead and I was going to board it, they "decided" to fight. Since they had nothing left it was useless. I find it odd that I wasn't getting more of a variety. I tried two races and several ship classes.

Can the AI be programmed to attack earlier? Also, can the arrow be removed after sensor lock at range 100 has been achieved in those scenarios where we have to search for awhile?



What about instead of spawning ships at the start, they are generated/spawned when the host or Player character gets within 100k?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 26, 2008, 09:57:39 pm
Been running missions all afternoon on the server. I wouldn't get AI help in anything bigger than a Destroyer and I only pulled one non "There's a hostile enemy heading toward us fast!" mission when there was a Black Marketeer that I was supposed to board. It flew at speed 17 the whole time, ignoring me as I pummeled it. Just before it was dead and I was going to board it, they "decided" to fight. Since they had nothing left it was useless. I find it odd that I wasn't getting more of a variety. I tried two races and several ship classes.

Can the AI be programmed to attack earlier? Also, can the arrow be removed after sensor lock at range 100 has been achieved in those scenarios where we have to search for awhile?



With the new release tonight the allied AI should be a little larger/more useful.

Good point about the range 100/arrows - I'll look at that tomorrow.  I'll also tweak the behaviour a bit -- wasn't too focused on that while there were other more pressing issues.

thanks,
dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 26, 2008, 09:59:07 pm

What about instead of spawning ships at the start, they are generated/spawned when the host or Player character gets within 100k?

Spawning after the start of the mission creates a whole slew of extra complications and special cases I'd rather avoid if we can.  I've got enough gray hair  ;)

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 26, 2008, 09:59:53 pm
Know what Marstone, I sound like a f*cking asshole, dont I? Just reread it all myself and my diplomacy skills suck. But how am I supposed to handle it, dude? I've TRIED these suggestions on servers before and THEY DONT WORK. You are wrong in that you are not just putting out a point of view or suggestions, you guys are ARGUING for AI Fast drones... like you KNOW it works. And that's BS. Its been tried, it's been tested and it sure as hell doesnt work. So how do you want me to respond? Put up a server to make 4 or 5 guys happy at the expense of everone else who wont play it because it breaks the game? I cant do that, man. I have a higher responsibility to put out a server that's fair and playable for everyone, bro.

And honestly, I'm sorry I've offended you, but dude, yours is not the 1st idea to be hatched that's a bad one that just won't fly, man... There are tons of ideas coming at us admins that we weigh... and sometimes good stuff makes it into the server... but what you gotta do is trust that Me and DH these other admins and scripters have been doing this for years and take our advice when we say it wont work. Lighten up, man... I'm on your side. I want a good populated server just like you do, but I cant repeat all the unworable ideas that are being floated again and again.  Ive been doing servers since EAW came out bro. Have some faith in your admins. ;) We do this for you guys and dont get paid for it.

I have faith in the admin, I know the game will turn out better and better as time goes on.  The main point I had on the fast drones was, heck when you fly a destroyer against 3 dreads, a destroyer, and a frigate in a mission, it really didn't matter if they had fast or slow drones.  You have to run.  That was what we were running up against in that server.  

I think most of us all need to work on diplomacy skills.  Bad part is no matter how good the persuasion may be some will not agree with you or anyone.  Best to let some slide, let the discussion continue and do what is needed anyway.  

I think most of the disagreement came from what server we were talking about not in general.  I may not fully agree with you on this (partly tho) and the need for ships to not be baseline on supplies and loadout is needed as it is sad to come across a drone cruiser AI with slow drones.  Or a carrier with the lowest level of fighters.

It is nice that the short comings are being fixed, and kept in balance.  Keep up the good work, I will keep up disagreeing with you, just not as many times now.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 26, 2008, 10:03:25 pm
Dave is there anyway to get your wingman to have orders to defend you or something like that so they quit flying away to get killed on the other half of the board.  If not, or well, would just be nice to have a wing when you get to go after the base or such.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 26, 2008, 11:04:28 pm
Karnak used to put your allies under your fleet control panel. I'd like to see a small percentage of missions by Dave done this way. I think that was a neat deal.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 27, 2008, 06:35:47 am
Only on Assault missions, otherwise it becomes a chore.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 27, 2008, 10:19:01 am
Dave you magnificent bastard!

Flying a R-SKL, I finally get two AI helpers (R-SKE x2) and think "Oh, finally an easier one" when I am informed that it's an ambush and I find myself face to face with a F-CVA+, F-BCV, F-DER and a L-DWVm(?). Just as I killed the F-DER another F-BCV showed up. The SKE's didn't last long and it is a good thing the SKL can go 30 cloaked or I would have been toast. Occasional "Oh crap!" missions are interesting and if Dizzy tells you different tell him to blow.  :P

There are two problems with the mission though (forgot to check if it was XC or ED, sorry): The F-BCV doesn't come out until 2283. The server year is 2274. The Lyrans are allied to the Roms on the server and they were pulled as an enemy. This might be because it was a Carrier and may be in the Fed part of DH's Frankenstein shiplist.


Some other issues:

Running off or losing in neutral hexes still causes a drop in DV. Not sure the script is at fault as the server is taking the report with no "neutral" party to get credit so it assigns it as a win against the hex to the other side. I hear someone somewhere has the server source and might be able to do something about that :mischief:.

There are still times when the DV does not shift after a mission. They are infrequent. It seem to happen in neutral hexes only from what I have observed so far and doesn't seem to have a pattern although the two I saw this morning happened in the normal "Hostile" scenario.

I still get predominantly "Hostile" scenarios, although the AI help is more frequent. I'd say one in seven to ten is an "Arrow" scenario. Don't know what percentage you are going for so I'm just reporting the numbers.

ED Enemy Patrol: "Hostile", Asteroids; Pulled an SSL (Large Space Shell monster). The monster fired and turned, but never moved. It was like it had no engines.

ED Player Patrol: "Arrow", Asteroids; Pulled a F-DD+. The ship appeared 84 away (although I couldn't target it until the script played out). The message was that it was a naval warship and they said they had permission to be in the area. I proceeded to close. They fired at range 25. I then got a message at range 15 that they were jamming our comms and attacking (no duh! :D). I assume the timer on the messages got run over by the fact that the ship appeared so close to me and things got out of sequence.


I had one occurrence of my ally going rogue. I don't remember seeing any message about it, just the Mauler smacking me upside the head (you evil bastard :P). I was able to pull that one out against three heavy cruisers, again thanks to the SKL's ability to move fast and cloak. I even took the mauler back.


Cool missions. Keep 'em coming!

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 27, 2008, 11:42:02 am
Ran two ED Player Combats in a hex I owned (Romulan) and got no DV shifts. Each time I was fighting Neutral Pirates and I killed two and captured one.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on July 27, 2008, 04:35:23 pm
REPORT from the Front.
Shifts are working( except over a planet and i beamed in before Corb).
Lots of fluactions in the news screen you will see most nat's listed more than once.
Drones some times (when they hit planets are some time doing no damage
(Met_ED Enemy Combat over a planet) also "Friendlies did not move or fire"
some times the Throttle sticks will not let me slow down the ship.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 27, 2008, 06:39:07 pm
We will have to step the econ a little so everyone has a different rating. I think that fixes news spam.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 27, 2008, 10:40:34 pm
Dave you magnificent bastard!

Flying a R-SKL, I finally get two AI helpers (R-SKE x2) and think "Oh, finally an easier one" when I am informed that it's an ambush and I find myself face to face with a F-CVA+, F-BCV, F-DER and a L-DWVm(?). Just as I killed the F-DER another F-BCV showed up. The SKE's didn't last long and it is a good thing the SKL can go 30 cloaked or I would have been toast. Occasional "Oh crap!" missions are interesting and if Dizzy tells you different tell him to blow.  :P

There are two problems with the mission though (forgot to check if it was XC or ED, sorry): The F-BCV doesn't come out until 2283. The server year is 2274. The Lyrans are allied to the Roms on the server and they were pulled as an enemy. This might be because it was a Carrier and may be in the Fed part of DH's Frankenstein shiplist.


Some other issues:

Running off or losing in neutral hexes still causes a drop in DV. Not sure the script is at fault as the server is taking the report with no "neutral" party to get credit so it assigns it as a win against the hex to the other side. I hear someone somewhere has the server source and might be able to do something about that :mischief:.

There are still times when the DV does not shift after a mission. They are infrequent. It seem to happen in neutral hexes only from what I have observed so far and doesn't seem to have a pattern although the two I saw this morning happened in the normal "Hostile" scenario.

I still get predominantly "Hostile" scenarios, although the AI help is more frequent. I'd say one in seven to ten is an "Arrow" scenario. Don't know what percentage you are going for so I'm just reporting the numbers.

ED Enemy Patrol: "Hostile", Asteroids; Pulled an SSL (Large Space Shell monster). The monster fired and turned, but never moved. It was like it had no engines.

ED Player Patrol: "Arrow", Asteroids; Pulled a F-DD+. The ship appeared 84 away (although I couldn't target it until the script played out). The message was that it was a naval warship and they said they had permission to be in the area. I proceeded to close. They fired at range 25. I then got a message at range 15 that they were jamming our comms and attacking (no duh! :D). I assume the timer on the messages got run over by the fact that the ship appeared so close to me and things got out of sequence.


I had one occurrence of my ally going rogue. I don't remember seeing any message about it, just the Mauler smacking me upside the head (you evil bastard :P). I was able to pull that one out against three heavy cruisers, again thanks to the SKL's ability to move fast and cloak. I even took the mauler back.


Cool missions. Keep 'em coming!



Doh!  When it parses the shiplist I completely forgot to seperate out the donor-list style of entry.  Will get that corrected ASAP.

Good points on all the rest as well - thx!
dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 28, 2008, 12:04:23 am
ED Enemy Combat: Planet; My AI help wasn't allied to me and didn't move until I attacked it. This is possibly due to the fact I targeted it before the teams were established by the script. The planet had only 7 Marines on it making it very easy to capture. I ran another right after that one where the planet had only 3 Marines on it.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on July 28, 2008, 01:27:27 am

I want the AI to smack people around, I want people to run from them, however I also want the missions at least somewhat winable if you use strategy and tactics as well as maybe even getting a wing to help ya out..

I don't want a situation of going against an unbeatable AI.. that ruins the balance..

Not only that...it makes fighting AI missions pointless...which would make (under this new push for PvP) being on the server with no live enemies rather pointless as well....so people will do alot of checking to see if anyone is on...rather than staying busy running missions until someone gets on...(servers with more  long term players...say an hour+...tend to gather more casual players ,an hour -, than servers with only a few on at a time...even under the old system)

Quote
I also don't want people running 5 min missions.. I am aiming for missions running 15 to 30 min average.. sometimes longer depending on the odds..

You'll simply lose players...

Quote
I want planet and assaults to seem like breaking into Fort Knox with a pellet gun and you have to use your wits and skills to beat the scenario.

IIRC Base assults on AOTK(latest) were around 45 minutes with heavy iron....not a feat for the casual...

Quote
I want the missions to drive people to go for PVP...

Thus pushing another small segment away...you cant punish people into playing PvP....sure some stuff is way too easy to do...but that wont change for the aces and heavy metal flyers...you only going to raise the AI bar high enough to lose a few more players...

Quote
Currently the AI is a milk run.. OK some one just moved into the hex above me.. I don't want PVP, I want to take this hex on the map.. I can do that in 30 min with my 1:20 mission times...


And the counter for this is to sit rock in the hex and get drafted or threaten someone off by your presense..and there isnt allways a live enemy to play against anyways....turn AI missions into 30 minute chores and you'll lose quite a few people...

Quote
OOPS now the AI are monsters.. and killing the Ai may take anywhere from 10 min to 2 hours.. so now I want the PVP to get a break from the AI..

And there are people who might not want PvP...of have the time for an hour plus engagment....

Quote
However I don't want the AI so powerful that you can not win...

cool...because it would kill the game for many people...

Quote
Marstone.. keep posting suggestions.. I am attempting to go through them all ... Right now I am testing some scripts on the Hardcore server.. If you have been on there, you will notice that the ED scripts are much easier than the HC scripts.. just wait until I turn the AI back up.. the ED scripts will be almost as hard as the XC scripts..

Wait until you get the Base Assault XC scripts, or the ship yard script or the Planet Assault script, or the new planet model by I, Mudd, or the Home World Assault scripts.. plus other idea scenario scripts that I have plans for..

Hardcore is going to be Hardcore..

Thats' all well and good...but I will honeslty say....just testing these missions has turned me off ,and I doubt I'd make any serious attempt to play a hardcore server....The investment of time to pleasure ratio has gone way down...

Quote
the ED scripts will be for standard servers.. the XC scripts are being made for a custom campaign but will be a permanent part of the hardcore Fun Server.. Other servers may take advantage of some of the scripts as well in the future..

ED allready had a bunch of "stomp you into the ground" missions...we tried them out...they were deemed way too tough and too much of a chore to play through endlessly....People hung it up and stayed off...

Quote
It all depends on what we are doing now.. we are actually working to improve the Dynaverse.. much like DIP was suppose to do.. we are actually doing it here and now.

Some..including myself...do not see a simple ramp up of difficulty, hassle,and frustration to be an improvement...

It's unfortunate that combat ratings never got implemented...this rating was supposed to be read by the script and adjust difficulty higher for those with higher scores...thus the topguns would draw stiffer AI opposition than newbs

Another DV feature that never got implemented was a difficulty modifier based on a races population...A BPV adjustment accross the races shiplist IIRC...


D2 PvP has evolved from what it once was for me...AI stripping has turned fights that might be fought to a kick in the shins and a taco bell...or a plain old taco bell...( I will at least kick you in the shins before I run for dear life)....I now spend around 95% of PvP running away....At least when I used to get tossed an AI wingman I had a chance once and a while...

And as I said...I often dont have time to play a PvP when I'm on...So I play a few AI missions....go AFK..take care of something(which allways goes on as long as the kids or wife is up)...come back and bang a few more missions....

Take away short(ish) AI missions....and you've taken away just about any incentive I have to log in between work and bed unless I have uninterupted time for PvP or 15+ minute missions....(free time these days is about non-existant)...

I know I'm just one player....but every server now we lose just another player...

By the time you guys build the perfect server...you guys will be the only ones playing it...

Just my two cents....but someone had to say it... ;)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 28, 2008, 09:02:47 am
Well Crim, some people play for a few minutes at a time and others spend their whole life on a server. For whom do we make the missions palatable? Playing the same boring crap over and over is just as deadly to the player base as making the missions too hard for the "average" player.

What is being tried now is to make the missions more random so that everyone gets to have an easy one once in awhile as well as one that takes you an hour or so. So far I have been given everything to fight from Freighters to Dreds while flying a Destroyer. Sometimes I get help, sometimes not. Sometimes there are multiple opponents, sometimes not. I have had to run away exactly once. I have had to use terrain like never before to pull out wins against the AI (my favorite so far was to cause a Gorn Dred to WW at range 5 from a Black Hole and watch it go in). The AI is still stupid, the odds just make me more creative on how to win the mission faster. I haven't kept track, but I'd guess I'm averaging about 10 mins a mission which isn't too bad.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 28, 2008, 09:36:20 am
Crim is right though, we've done this crap 3-4 years ago and realized it's a bad idea and stopped. 

The missions need more VARIETY, not more difficulty.  That said I haven't played on Hardcore at all because it doesn't seem compelling to me either.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 28, 2008, 09:37:03 am
I haven't kept track, but I'd guess I'm averaging about 10 mins a mission which isn't too bad.

Yeah, but member that night on GSA where our opponents fought worse than drunk AI? There are peeps that will log on far less skilled than you, Corbo... So I wonder what the playerbase will look like... I mean, From Frey himself, the Hardcore XC server is meant to be a PvP server with hard missions... Looks like it may only have the latter...
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 28, 2008, 09:57:39 am
Crim is right though, we've done this crap 3-4 years ago and realized it's a bad idea and stopped. 

The missions need more VARIETY, not more difficulty.  That said I haven't played on Hardcore at all because it doesn't seem compelling to me either.

That's what I'm hoping for in the ED versions - more variety at around the same difficulty level as our current standard mission set.  (So ideally they would be salted in with the current standard mission set, once we're satisfied they're stable.)

I (personally) like the idea of having the XC missions and Hardcore server around for those who like the nastier AI sometimes.  I wouldn't expect them to be on the core campaign servers. 

Actually that's pretty much the exact conversation Pesty and I had before we embarked on this little journey.

dave

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 28, 2008, 10:17:19 am
Well, fine, but 30 minute missions is stretching it a little... But I have faith in u, ED. Also, anyone remember the GW series missions that had double ftrs and how hard they were to kill off? Carriers ruined missions that server. Imagine front line ftrs who not only can take the damage but this time dish it out. Bad bad.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 28, 2008, 10:19:19 am
Well, fine, but 30 minute missions is stretching it a little... But I have faith in u, ED. Also, anyone remember the GW series missions that had double ftrs and how hard they were to kill off? Carriers ruined missions that server. Imagine front line ftrs who not only can take the damage but this time dish it out. Bad bad.

Remember the Tracy G missions where the AI didn't strip and double-shot their Heavy Weapons?   ;D

The Current ED ones are excellent.   When I get bored of GSA I'll have to throw up a server with them.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 28, 2008, 10:38:20 am
You know I just love all the "input" from people who aren't even willing to test things out. To be honest, if all you guys are worried about is mission time as a ratio to how useful the mission is I'm outta here. I want fun missions. I don't care how long they take. As Dave said, the XC versions are meant to be harder for Pesty's set up. Go ahead and ignore the fact Dave is working on a "regular" set that is on the server too. Just tell us it's all been done before and you can't be bothered. Ignore the fact that after the mission matching is worked out and the variety of missions is good and the bugs are squashed that we might begin randomizing the terrain more too. Believe it or not, some people pay attention and learn from your mistakes. That's why Dave started over with a whole new approach to mission scripting.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 28, 2008, 11:06:10 am
You know I just love all the "input" from people who aren't even willing to test things out. To be honest, if all you guys are worried about is mission time as a ratio to how useful the mission is I'm outta here. I want fun missions. I don't care how long they take. As Dave said, the XC versions are meant to be harder for Pesty's set up. Go ahead and ignore the fact Dave is working on a "regular" set that is on the server too. Just tell us it's all been done before and you can't be bothered. Ignore the fact that after the mission matching is worked out and the variety of missions is good and the bugs are squashed that we might begin randomizing the terrain more too. Believe it or not, some people pay attention and learn from your mistakes. That's why Dave started over with a whole new approach to mission scripting.

Nobody is criticizing Dave's "normal" missions at all, the Warp ones that these are based off of are amazing.  We just don't "get" the concept of Hardcore.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on July 28, 2008, 07:35:52 pm
You know I just love all the "input" from people who aren't even willing to test things out. To be honest, if all you guys are worried about is mission time as a ratio to how useful the mission is I'm outta here. I want fun missions. I don't care how long they take. As Dave said, the XC versions are meant to be harder for Pesty's set up. Go ahead and ignore the fact Dave is working on a "regular" set that is on the server too. Just tell us it's all been done before and you can't be bothered. Ignore the fact that after the mission matching is worked out and the variety of missions is good and the bugs are squashed that we might begin randomizing the terrain more too. Believe it or not, some people pay attention and learn from your mistakes. That's why Dave started over with a whole new approach to mission scripting.

Nobody is criticizing Dave's "normal" missions at all, the Warp ones that these are based off of are amazing.  We just don't "get" the concept of Hardcore.

I also understand the different Mission packs....and I "get" the HC concept....

I'm sayig I miss the forge ;)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on July 28, 2008, 10:08:14 pm
E4d drew DN+ and a DER...mission gave me two F5VK's wings which raced to commit suicide...

Pulled the plug...

Just not my cup of tea I guess.... :-\
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 28, 2008, 10:10:52 pm
Oh come on.  I'm not much of a D2 pilot, and even I've been giving this Hardcore server a shot.

If someone like me is willing to at least try it out, it doesn't say much, if anything, about the old D2 pilots that whine and complain about the server without even trying it.

Sounds more to me like people that have found what makes them the best in the game, and they don't wanna change anything.

That had to be said.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 28, 2008, 10:30:53 pm
Crim is right though, we've done this crap 3-4 years ago and realized it's a bad idea and stopped. 

The missions need more VARIETY, not more difficulty.  That said I haven't played on Hardcore at all because it doesn't seem compelling to me either.

MIssions do need more VARIETY as you say, but difficulty is good also.  I don't mind having to play a mission that take 10 minutes or more to finish, but I also will bail on one that looks like a half hour battle that will end with me either destroyed if you mess up just alittle (when really overwelmed with enemy ships) or looks like you will win but be crippled and the payout don't pay for the repair billl.

I have enjoyed the little I have been on the HC server.  Maybe fix some of the payouts when you are totally overwelmed (last battle I was in I was in a NCD against a Klingon CA carrier and two D5's, doesn't sound to bad but one of the D5's was a D5FK so he was drone proof).  I didn't destroy a ship as the ADD load and PD was high anough to stop most of my drones (I had a few good hits but not many as the carrier could tractor a whole drone wave plus).

Keep up the work guys, I have enjoyed it so far.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 28, 2008, 10:34:11 pm
Would it be possible to add the warp out in the HC servers.  The maps are so large that when you have to run it takes 10 minutes just to get to the side of the map.  That is a long way to go with a partial cripple ship.  If not, I can live with it, but would be nice to maybe have a way to find the nearest edge of the map.  Can't help but to wonder how many times I headed to the wrong side and the other way would have been quicker but you never can tell when the edges don't show up on your mini map.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 28, 2008, 10:38:15 pm
Oh come on.  I'm not much of a D2 pilot, and even I've been giving this Hardcore server a shot.

If someone like me is willing to at least try it out, it doesn't say much, if anything, about the old D2 pilots that whine and complain about the server without even trying it.

Sounds more to me like people that have found what makes them the best in the game, and they don't wanna change anything.

That had to be said.

That was quite retarded like most of your posts.  We've been there and done that which is why we think this is a bad idea.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 28, 2008, 10:48:24 pm
Crim is right though, we've done this crap 3-4 years ago and realized it's a bad idea and stopped. 

The missions need more VARIETY, not more difficulty.  That said I haven't played on Hardcore at all because it doesn't seem compelling to me either.

MIssions do need more VARIETY as you say, but difficulty is good also.  I don't mind having to play a mission that take 10 minutes or more to finish, but I also will bail on one that looks like a half hour battle that will end with me either destroyed if you mess up just alittle (when really overwelmed with enemy ships) or looks like you will win but be crippled and the payout don't pay for the repair billl.

I have enjoyed the little I have been on the HC server.  Maybe fix some of the payouts when you are totally overwelmed (last battle I was in I was in a NCD against a Klingon CA carrier and two D5's, doesn't sound to bad but one of the D5's was a D5FK so he was drone proof).  I didn't destroy a ship as the ADD load and PD was high anough to stop most of my drones (I had a few good hits but not many as the carrier could tractor a whole drone wave plus).

Keep up the work guys, I have enjoyed it so far.

I've had those missions before.  You really gotta be sparing on the drones and scatterpacks.  What I normally do is have everything charged, and I close in on one of the D5FK and let loose with everything I have at range 3.  I make sure my shields are reinforced though.  Normally at that range, one or two of my drones manages to make it through, but my phasers just shread the side front shield apart and the thing takes internals.  

Then I concentrate on the carrier and fighters, even if my first target is still alive.  If I have to, I target the fighters and shoot a wave of drones, but I don't do it too often.  I do try and send drones at the carrier though.  I normally fly in large circles.  Sometimes the AI falls for it and spreads out.

Once the carrier is taken out, the rest tends to be easy for me.  Just takes time.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 28, 2008, 10:49:24 pm
Oh come on.  I'm not much of a D2 pilot, and even I've been giving this Hardcore server a shot.

If someone like me is willing to at least try it out, it doesn't say much, if anything, about the old D2 pilots that whine and complain about the server without even trying it.

Sounds more to me like people that have found what makes them the best in the game, and they don't wanna change anything.

That had to be said.

That was quite retarded like most of your posts.  We've been there and done that which is why we think this is a bad idea.

Shows how mature you are, calling me retarted. 
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 28, 2008, 10:59:17 pm
Shows how retarded you are, implying I have maturity  ;D
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 28, 2008, 10:59:50 pm
Shows how retarded you are, implying I have maturity  ;D

Want to insult me again?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on July 28, 2008, 11:14:23 pm
Ok...knock it off guys...

 :police:
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 28, 2008, 11:16:45 pm
Ok...knock it off guys...

 :police:

Just for the record, I didn't do anything.  I made a post, and then was called retarded for it.  I am not gonna share blame for this.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 28, 2008, 11:26:02 pm
Ok...knock it off guys...

 :police:

Just for the record, I didn't do anything.  I made a post, and then was called retarded for it.  I am not gonna share blame for this.

I'll take all the blaim for this.  But for the record, I didn't call Centerus retarded, I called his POSTS retarded.   I've got J'inn on retainer.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on July 29, 2008, 12:09:13 am
Oh come on.  I'm not much of a D2 pilot, and even I've been giving this Hardcore server a shot.

If someone like me is willing to at least try it out, it doesn't say much, if anything, about the old D2 pilots that whine and complain about the server without even trying it.

Sounds more to me like people that have found what makes them the best in the game, and they don't wanna change anything.

That had to be said.


I HAVE been trying it...It wasnt a whine..or complaint...it was a statement of fact...the difficulty level will drive a few players off the server...

If this level translates onto general servers you can kiss the DV goodbye...

If the goal is just to have a more kick yer ass sandbox for XC to play in between servers then fine...put the forge back up for the rest of us ....

You just split the base again for what I'm not sure...

I didnt say "this sucks" or this isnt the "proper" way to run a server or anything like that...I voiced my view....

You wanna play hardcore setup...go right ahead....but I just spent an hour on and didnt see a soul...

I bow to your superior game skillz...have fun playing the AI....


Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 29, 2008, 12:13:28 am
Oh come on.  I'm not much of a D2 pilot, and even I've been giving this Hardcore server a shot.

If someone like me is willing to at least try it out, it doesn't say much, if anything, about the old D2 pilots that whine and complain about the server without even trying it.

Sounds more to me like people that have found what makes them the best in the game, and they don't wanna change anything.

That had to be said.


I HAVE been trying it...It wasnt a whine..or complaint...it was a statement of fact...the difficulty level will drive a few players off the server...

If this level translates onto general servers you can kiss the DV goodbye...

If the goal is just to have a more kick yer ass sandbox for XC to play in between servers then fine...put the forge back up for the rest of us ....

You just split the base again for what I'm not sure...

I didnt say "this sucks" or this isnt the "proper" way to run a server or anything like that...I voiced my view....

You wanna play hardcore setup...go right ahead....but I just spent an hour on and didnt see a soul...

I bow to your superior game skillz...have fun playing the AI....




I said without even trying it.  As you have put in bold.  I know you tried it, and you didn't like it.  At least you tried it.  Others haven't, and are bashing the server without even trying it.  You probably missed that part, which is odd since you put it in bold.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 12:17:50 am
We've tried it before, years ago.  What part of that don't you get?   This isn't anything new.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 29, 2008, 12:18:59 am
We've tried it before, years ago.  What part of that don't you get?   This isn't anything new.

That was then.  This is now. 
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 12:21:10 am
We've tried it before, years ago.  What part of that don't you get?   This isn't anything new.

That was then.  This is now. 

That makes no sense.

As Crim stated before, not a soul was on Hardcore.  GSA was a slow night and we had about 15 people.   That should say a lot more.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 29, 2008, 12:23:57 am
We've tried it before, years ago.  What part of that don't you get?   This isn't anything new.

That was then.  This is now. 

That makes no sense.

As Crim stated before, not a soul was on Hardcore.  GSA was a slow night and we had about 15 people.   That should say a lot more.

Personally, it says to me that not many people around here are accustomed to variety or change.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 12:28:29 am
We've tried it before, years ago.  What part of that don't you get?   This isn't anything new.

That was then.  This is now. 

That makes no sense.

As Crim stated before, not a soul was on Hardcore.  GSA was a slow night and we had about 15 people.   That should say a lot more.

Personally, it says to me that not many people around here are accustomed to variety or change.

That makes no sense either.

If the change isn't for the better it is pointless.  SFC3 was change, it sucked.  ST:lecagy had variety.  It also sucked harder.  Really hard missions HAVE BEEN DONE before and the general consensus of the community and the experienced server admins was it was not a good idea..
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on July 29, 2008, 12:33:51 am
We've tried it before, years ago.  What part of that don't you get?   This isn't anything new.

That was then.  This is now. 

Hope for change....

*snicker*
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 12:34:00 am


You wanna play hardcore setup...go right ahead....but I just spent an hour on and didnt see a soul...

I bow to your superior game skillz...have fun playing the AI....




People's silence on this speaks volumes.  You know how many hardcore OP nutters haven't posted a thing in this thread?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 12:35:25 am
We've tried it before, years ago.  What part of that don't you get?   This isn't anything new.

That was then.  This is now. 

Hope for change....

*snicker*

LOL!  I was so tempted to make an Obama reference but I figured it's best to leave that in H&S (especially after I've been called a hardcore right-winger today).

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 29, 2008, 12:36:35 am
We've tried it before, years ago.  What part of that don't you get?   This isn't anything new.

That was then.  This is now. 

That makes no sense.

As Crim stated before, not a soul was on Hardcore.  GSA was a slow night and we had about 15 people.   That should say a lot more.

Personally, it says to me that not many people around here are accustomed to variety or change.

That makes no sense either.

If the change isn't for the better it is pointless.  SFC3 was change, it sucked.  ST:lecagy had variety.  It also sucked harder.  Really hard missions HAVE BEEN DONE before and the general consensus of the community and the experienced server admins was it was not a good idea..


Look around.  The player base has died out considerably.  SFC3's design flaws severely limited it's lifespan, and the same old campaigns rehashed for the D2 haven't helped much either.

The community isn't as it was.  It has changed.  Back then everyone, according to you and several others, voted against such missions and concepts that are now in the Hardcore server.  Now, there are those of us that are actually supporting such ideas, and want them.  That is enough to give this concept a chance.

Things can only remain the same without change for so long before it becomes the instrument of its own end.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on July 29, 2008, 12:44:48 am
We've tried it before, years ago.  What part of that don't you get?   This isn't anything new.

That was then.  This is now. 

Hope for change....

*snicker*

LOL!  I was so tempted to make an Obama reference but I figured it's best to leave that in H&S (especially after I've been called a hardcore right-winger today).



Yeah but your a fed ...so it cancels out... ;D

BTW...I DO think some of these missions would be great on a server IF THEY COULD BE LIMITED TO SPECIAL LOCATIONS....
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 29, 2008, 12:48:30 am


BTW...I DO think some of these missions would be great on a server IF THEY COULD BE LIMITED TO SPECIAL LOCATIONS....

Possibly.  It is something to be tried.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 12:49:24 am
We've tried it before, years ago.  What part of that don't you get?   This isn't anything new.

That was then.  This is now. 

That makes no sense.

As Crim stated before, not a soul was on Hardcore.  GSA was a slow night and we had about 15 people.   That should say a lot more.

Personally, it says to me that not many people around here are accustomed to variety or change.

That makes no sense either.

If the change isn't for the better it is pointless.  SFC3 was change, it sucked.  ST:lecagy had variety.  It also sucked harder.  Really hard missions HAVE BEEN DONE before and the general consensus of the community and the experienced server admins was it was not a good idea..


Look around.  The player base has died out considerably.  SFC3's design flaws severely limited it's lifespan, and the same old campaigns rehashed for the D2 haven't helped much either.

The community isn't as it was.  It has changed.  Back then everyone, according to you and several others, voted against such missions and concepts that are now in the Hardcore server.  Now, there are those of us that are actually supporting such ideas, and want them.  That is enough to give this concept a chance.

Things can only remain the same without change for so long before it becomes the instrument of its own end.

What kinda have California-Koolaid-driking-hippie nonsense was that last line? 

So basically if you want to stick your dick in a toaster, though I've done that years ago and learned it doesn't work out very well, you've decided you want to stick your dick in a toaster because it will be new in exciting?  You think other players will want to stick their dicks in toasters as well?  All you'll get is a bunch of people with toasted dicks.

Crim is right, stuff like this doesn't encourage people to play.   The "numbers" of people trying this out says it all.

The game is 8 fricking years old.  My friends are amazed people still play this, ever the 15 we can get on a D2 at most or 25 on GSA.  It's old, doesn't work well with Vista, and is a pain in the ass to get working with modern networking hardware/software.  That's it, that's why the game is down to the "DieHard" players. 

All ideas are worth presenting, but not are worth betting the house on.  Notice I've stopped pushing my ISC Invasion idea?  Lukewarm reception for the community, I'd be lucky to get 5 players on a side.  I realized it's best to go back to the drawing board.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 12:50:55 am


BTW...I DO think some of these missions would be great on a server IF THEY COULD BE LIMITED TO SPECIAL LOCATIONS....

Possibly.  It is something to be tried.

It doesn't work like that, the game's not smart enough.  The only thing ED could do is set them to trigger on certain terrain and map makings could build the maps with this in mind.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FCM_SFHQ_XC on July 29, 2008, 12:57:22 am
ENOUGH OF THIS SLASHING BACK AND FOURTH AT EACHOTHERS POSTS WITH INSULTS!!! THIS THREAD IS IN DANGER OF GETTING LOCKED DOWN >:(
Guys, this server is not to set a standard of harder missions on every other campaign.
Those who like flying against extreme odds and stuff will find this server for them to be on
Those who don't will just wait till the next normal campaign server.
This thread is for input of those missions on the hardcore server to help debug them, NOT about the standard of all future D2 servers. Switch back to that now. Another thread can be created for analysis of what would and would not work to change in a standard D2 campaign if it can be kept civil.

THESE type of arguments drive away the players, not the servers.

Please, do keep posting though if you are going to have a report on the missions in HC server or a POV to share.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 29, 2008, 01:14:34 am
I DO think some of these missions would be great on a server IF THEY COULD BE LIMITED TO SPECIAL LOCATIONS....

ED and I have already tested this. They can be. They can be set to only show in a certain hex...
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on July 29, 2008, 01:19:30 am
I DO think some of these missions would be great on a server IF THEY COULD BE LIMITED TO SPECIAL LOCATIONS....

ED and I have already tested this. They can be. They can be set to only show in a certain hex...

Thanks for the update.

For the record...I'm not dissing Pesty or his efforts on the HC concept....nor Dave and his script work...

But I'd like to see another option between servers...like the forge... ;)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 29, 2008, 04:30:08 am
I agree with ya Crim.. the Hardcore is designed to be tough.. I have been stating this all along.. It is not designed as a main stream server.. it is for those that want to get into an in depth battle that will last for a while whether it is PVP or AI with the opportunity to be killed by either..

It is not a casual server in the sense of The Forge where you can wash the AI out in 1 to 2 min.. some people like it, some don't..

Currently I have 14 people registered on Hardcore with 22 accounts, not counting mine..  of the 14 registered on the server, you are the first to state you don't like the difficulty settings.. which I think is great.. You have your flavor of server type that you like...

I'm not sure why you haven't seen anyone else on the server.. so far the player list is

Lear                  missions:   35
KBF-Standarte    missions:   2
Wendigo           missions:   4
M1AF-deadman  missions:   7
Walleye            missions:   5
Scytale             missions:   21
Marstone          missions:   5
Corbomite        missions:   46
Ternado           missions:   1
KBF-MalaK        missions:   0
Leto               missions:   0 (Alted out ?)
KBF-Crim         missions:   4
F9thCenturus   missions:   5

And this is since I reset the server with the changed map on Saturday... so for 3 days that the server has been running, there has been some activity on the server...


Now I'm not advocating at all that the XC scripts get incorporated to any other server.. they are for a special purpose of a campaign idea that was brain stormed between Frey, SFHQ and myself that will run 1 time only..

Anyone can put up a casual server.. The Forge will return once Thor recieves some repairs..

People forget that there can be 100+ servers running.. Hardcore is running in a Beta capacity at the time being.. if someone else wants to throw up a server, by all means put a casual server up.

Hardcore will run as a casual server up to the point of the XC campaign being ready, and then it will run the campaign, and then go back to a casual server.. much like Strayy's Tavern is and how The Forge was.

Now Hardcore is running both the new XC hardcore scripts along with their Evil Dave general server counterparts for the purpose of testing.. the Hardcore Scripts are ideas that I came up with for variations of missions instead of the constant fly up and kill the enemy..

I have more Hardcore scripts being worked on like Shipyard Assaults on planets.. planets with real defenses, not just 2 defending ships.. but Starbase in orbit plus the planet model being changed out to I' Mudd's model that puts the weapons on the equator, thus making weapons damage much greater.. Defending ships coming in periodically once the initial defending ships are destroyed..

The Starbases will have recurring defending ships coming in..

Shipyard Assaults will have many ships in various states of repair coming on line  to attack you as well as ships in the area defending it normally... maybe a Battle station a bit away from it to give some more cover for the ship yard...

Things like this to add variety and spice.. and of course there will the the ED versions for regular servers and then my murderous level that is designed to fly 3 player fleets and possibly some AI help.

I do not know why anyone is getting worked up over this at all..

I know what Dizzy and DH want out of a server, which is why I asked Dave to make some ED versions of them just so that the XC scripts can be left out, but people still have the ability to use the ideas on other servers...

I hope you can see what I am saying..

as for everyone else.. stop the fighting.. I know DH and Dizzy don't like the Hardcore server idea.. however there are many other people out there besides Dizzy and DH and people have been asking for tougher AI.. so that is what I am giving them..

As I stated before, when a Major Campaign takes off.. Hardcore comes down as to not throw the player base off..

see, currently SGO could be running.. AOTK 5 could be going.. I think that a few others want to run campaigns as well.. Hardcore server is far from being ready for a major campaign with lots of testing to be done..
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 29, 2008, 05:32:31 am
alted out ?? I admit I haven't played in over a week, but I don't remember alting out of a mission. I repurchased my ship (for the third time) last night but I didn't fly a mission since the last reset- that the alt-out you refer to ?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on July 29, 2008, 07:36:27 am
I'd be on more but with my two jobs, don't have a whole lot of time.  Usually pop on play a mission, drop off. 
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 29, 2008, 08:25:26 am
You wanna play hardcore setup...go right ahead....but I just spent an hour on and didnt see a soul...

Yeah, test servers are like elections. No one shows up, but they reserve the right to bitch like a five year old later.


Quote
...have fun playing the AI....


I guess I'll have to since, as Dizzy pointed out, I'm meeting players in battle on GSA who fly worse than the AI. The very same players some are wanting to recruit for the D2. If players aren't even willing to learn how to kill AI (or die trying against too many ships/incredible odds just to improve their survival skills) what are they going to do when they meet me or you? Boring for us and frustrating for them. No one has any fun.





Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 29, 2008, 10:30:25 am
alted out ?? I admit I haven't played in over a week, but I don't remember alting out of a mission. I repurchased my ship (for the third time) last night but I didn't fly a mission since the last reset- that the alt-out you refer to ?

I just put alted out on the list.. I should have put a ? at the end of it.. the kit reports some alts.. but it doesn't say who..

If you haven't alted.. My apologies .. I'll correct the thread above.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 29, 2008, 10:31:13 am
Dave,

Is there a way to make the "Arrow" missions show up more in friendly and neutral space than enemy space? I'd like more of these over all in the missions we get. Right now I think the "Hostile" script shows up too much, but they should in enemy space.

A breakdown like this would be good:

Enemy Hex: 1 in 10 are "Arrow".

Neutral Hex: 3 in 10 are "Arrow".

Friendly Hex: 5 in 10 are "Arrow".


Also a list of scenario types that are in the missions would be nice so we know what we are looking for. With the "Arrow" type coming up so infrequently we will probably miss something if one or more particular set-ups never come up.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 29, 2008, 11:19:47 am
Righto, still doing a lot of fixing on balance and probabilities.

The ...Combat.scr missions are always the "shoot on sight" variety, while the ...Patrol.scr scripts pick from the lists below,
though many of these get pruned out depending on terrain type and circumstances

Code: [Select]
// Possible friendly space patrols
mLogCall("Mission type: shoot on sight (hostile naval vessel)", fMissionType);
mLogCall("Mission type: double-crossing contraband dealer", fMissionType);
mLogCall("Mission type: double-crossing arms dealer", fMissionType);
mLogCall("Mission type: help a badly damaged cruiser", fMissionType);
mLogCall("Mission type: a phoney courier message", fMissionType);
mLogCall("Mission type: black market delivery to a local pirate ally", fMissionType);
mLogCall("Mission type: dealing with civillian needing a tow", fMissionType);
mLogCall("Mission type: dealing with enemy scout force", fMissionType);
mLogCall("Mission type: dealing with enemy diplomat", fMissionType);
mLogCall("Mission type: helping civillian in distress", fMissionType);
mLogCall("Mission type: dealing with innocent civillian", fMissionType);
mLogCall("Mission type: dealing with civillian smuggler", fMissionType);
mLogCall("Mission type: dealing with wanted criminal", fMissionType);
mLogCall("Mission type: dealing with hostile civillian", fMissionType);
mLogCall("Mission type: dealing with civillian spy", fMissionType);
mLogCall("Mission type: dealing with \'innocent\' pirate", fMissionType);
mLogCall("Mission type: dealing with pirate smuggler", fMissionType);
mLogCall("Mission type: dealing with wanted pirate", fMissionType);
mLogCall("Mission type: dealing with hostile pirate", fMissionType);
mLogCall("Mission type: dealing with pirate spy", fMissionType);
mLogCall("Mission type: dealing with non-aggressive monster", fMissionType);
mLogCall("Mission type: dealing with hostile monster", fMissionType);
mLogCall("Mission type: dealing with evacuation of terrain", fMissionType);
mLogCall("Mission type: dealing with salvage from terrain", fMissionType);
mLogCall("Mission type: dealing with one of our vessels in distress", fMissionType);
mLogCall("Mission type: dealing with enemy combat vessel", fMissionType);
mLogCall("Mission type: dealing with prison riot", fMissionType);
mLogCall("Mission type: dealing with civillian riots", fMissionType);
mLogCall("Mission type: acting as arbitrator between fighting civillians", fMissionType);
mLogCall("Mission type: escorting the ambassador", fMissionType);
mLogCall("Mission type: courier duty", fMissionType);
mLogCall("Mission type: disposing of a pirate base", fMissionType);

// Possible hostile space patrols
mLogCall("Mission type: shoot on sight (hostile naval vessel)", fMissionType);
mLogCall("Mission type: raiding an enemy supply/repair outpost", fMissionType);
mLogCall("Mission type: eavesdropping on an enemy force", fMissionType);
mLogCall("Mission type: a swarm of tiny hostiles", fMissionType);
mLogCall("Mission type: sweeping a rogue orion minefield", fMissionType);
mLogCall("Mission type: dealing with derelict enemy ship", fMissionType);
mLogCall("Mission type: dealing with \'innocent\' pirate", fMissionType);
mLogCall("Mission type: dealing with pirate smuggler", fMissionType);
mLogCall("Mission type: dealing with wanted pirate", fMissionType);
mLogCall("Mission type: dealing with hostile pirate", fMissionType);
mLogCall("Mission type: dealing with pirate spy", fMissionType);
mLogCall("Mission type: dealing with non-aggressive monster", fMissionType);
mLogCall("Mission type: dealing with hostile monster", fMissionType);
mLogCall("Mission type: dealing with evacuation of terrain", fMissionType);
mLogCall("Mission type: dealing with salvage from terrain", fMissionType);
mLogCall("Mission type: dealing with one of our vessels in enemy hands", fMissionType);
mLogCall("Mission type: dealing with one of our vessels in distress", fMissionType);
mLogCall("Mission type: dealing with enemy combat vessel", fMissionType);
mLogCall("Mission type: disposing of derelict vessels in a black hole", fMissionType);
mLogCall("Mission type: disposing of a pirate base", fMissionType);

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on July 29, 2008, 11:48:42 am
alted out ?? I admit I haven't played in over a week, but I don't remember alting out of a mission. I repurchased my ship (for the third time) last night but I didn't fly a mission since the last reset- that the alt-out you refer to ?

I just put alted out on the list.. I should have put a ? at the end of it.. the kit reports some alts.. but it doesn't say who..

If you haven't alted.. My apologies .. I'll correct the thread above.


N/P, I just wanted you to know I DON'T alt-out as I know it destabilizes the servers.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 29, 2008, 01:34:26 pm


Hmmm ... favour to ask -- if you run across missions where you don't get a DV shift, could you note if the mission gave you AI allies?  #$%@ bugs...

thanks!
dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 29, 2008, 02:08:26 pm
alted out ?? I admit I haven't played in over a week, but I don't remember alting out of a mission. I repurchased my ship (for the third time) last night but I didn't fly a mission since the last reset- that the alt-out you refer to ?

I just put alted out on the list.. I should have put a ? at the end of it.. the kit reports some alts.. but it doesn't say who..

If you haven't alted.. My apologies .. I'll correct the thread above.


I did alt out of a number of missions, but they were against AI.  I was in over my head on a few missions, and didn't want to have to buy another ship, since at times I was low on PP.

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Leto Atreides on July 29, 2008, 03:04:40 pm
sorry i did alt out. my game froze and i couldn't do anything but alt out or reset my computer. 21 missions as scytale woot! i just bought a ccy too. i look forward to playing tonight.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 03:08:20 pm
Alting out isn't that big of a deal! :D

Almost all server crashed occur when the shipyards run.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 29, 2008, 03:52:19 pm
OK, 'nuther update
ED ones  (http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe)
XC ones (http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe)

Mutiny is out for the moment, since the code for that and the AI allies seems to be causing some of the DV shift issues.

Balance tweaked, planets/bases should now be getting some orbiting defenses, and intermittent reinforcements.  (Reinforcements are larger and more frequent in the XC scripts, they tend to be frigs or destroyers every 10-20 minutes in the ED ones.)

Difficulty/balance issues are tweaked a bit in all the scripts, and some extra reporting info added in the Battlelog.

There are a bunch of other fixes in there as well, but the mind has collapsed for the moment, I'll update this when it's functional again ;)

dave




Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 05:44:03 pm
OK, 'nuther update
ED ones  ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe[/url])
XC ones ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe[/url])

Mutiny is out for the moment, since the code for that and the AI allies seems to be causing some of the DV shift issues.

Balance tweaked, planets/bases should now be getting some orbiting defenses, and intermittent reinforcements.  (Reinforcements are larger and more frequent in the XC scripts, they tend to be frigs or destroyers every 10-20 minutes in the ED ones.)

Difficulty/balance issues are tweaked a bit in all the scripts, and some extra reporting info added in the Battlelog.

There are a bunch of other fixes in there as well, but the mind has collapsed for the moment, I'll update this when it's functional again ;)

dave







I'm trying to setup a test server for the ED missions.   There'e only 4?  Do Base Asaults and Planet assults work with these?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 29, 2008, 06:46:19 pm

Yep, there's only 4.  They have base and planet assaults built in (especially with this latest batch) but feel free to mix and match with any of the standard mission scripts, all should cooperate ok.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 06:55:22 pm
Cool, will they remove the base if the base gets' blown up?  I'm running an SGO shiplist with the ubber-evil bases that can't really be cracked with one pilot.

Nex question:  is there anyway in include Warp Out if you was solo?  Flying off the map takes a very long time.   Technically is it possible?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 07:13:11 pm
Is this typical for ED?  I'm flying a DDX with a 171 BPV on my own base hex.   I drew a C9K, two F5Y, and an FWL.   Because I had a small base with me I was able to win it in about 7 minutes.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 29, 2008, 07:26:18 pm
Dave stated it is easier to win on your own hex and harder in neutral and even harder in enemy space..

I think it would be normal behavior based on what Dave has stated.. though not 100% sure.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 07:55:20 pm
Next solo in Open Space.  My F-DDX, F-FLGR, F-NDC (AI wings). verus C7, FDW, FDWf, and some HDW varient.   My AI Wings last about 3:30 before dying, the FDWf is also dead.

Minute 14 -  I finally see the border!

Miinute 23:  HDW is dead, other FDW is crippled.

Minute 27:  Second FDW is dead.

Minute  40:  C7 is finally dead

This is with my level of skill with the normal ED missions in Neutral space while flying a moderately cheesey ship.  Does this seem a little high to people?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 29, 2008, 08:15:09 pm
DH are u high? U cant alt out of missions ever ever. Centrus, dont alt out of missions. RUN away. Or have Pesty give MASS PRESTIGE at the start of the campaign so u can die repeatedly. NEVER EVER ALT! Messes up the Database!

This is a part of the code of the game that wasnt ever finished u cannot alt out!!! DONT DO IT!!! #$%^Y&U^% %$^ ^&*#$%^&*
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 08:23:56 pm
DH are u high? U cant alt out of missions ever ever. Centrus, dont alt out of missions. RUN away. Or have Pesty give MASS PRESTIGE at the start of the campaign so u can die repeatedly. NEVER EVER ALT! Messes up the Database!

This is a part of the code of the game that wasnt ever finished u cannot alt out!!! DONT DO IT!!! #$%^Y&U^% %$^ ^&*#$%^&*

yeah, but it you clean it once a day it's fine.  AOTK3 (not 4) never crashed once once you figured out the econ thingy.

That said if you find yourslef having to alt out against the AI because the missions are too hard then maybe, just maybe, the missions are too hard!   :D
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 29, 2008, 08:24:16 pm
alted out ?? I admit I haven't played in over a week, but I don't remember alting out of a mission. I repurchased my ship (for the third time) last night but I didn't fly a mission since the last reset- that the alt-out you refer to ?

I just put alted out on the list.. I should have put a ? at the end of it.. the kit reports some alts.. but it doesn't say who..

If you haven't alted.. My apologies .. I'll correct the thread above.


I did alt out of a number of missions, but they were against AI.  I was in over my head on a few missions, and didn't want to have to buy another ship, since at times I was low on PP.



Wait a second... 1st NEVER ALT OUT!!! Messes up the DB.

Second... if the missions are so damned hard that ur alting out then why are you advocating for them to be so damned hard???  :o
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 29, 2008, 08:24:59 pm


Hmmm ... favour to ask -- if you run across missions where you don't get a DV shift, could you note if the mission gave you AI allies?  #$%@ bugs...

thanks!
dave


IIRC I had AI allies for most of them. The neutral pirate ones I think I was alone.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 29, 2008, 08:27:06 pm
Next solo in Open Space.  My F-DDX, F-FLGR, F-NDC (AI wings). verus C7, FDW, FDWf, and some HDW varient.   My AI Wings last about 3:30 before dying, the FDWf is also dead.

Minute 14 -  I finally see the border!

Miinute 23:  HDW is dead, other FDW is crippled.

Minute 27:  Second FDW is dead.

Minute  40:  C7 is finally dead




This is with my level of skill with the normal ED missions in Neutral space while flying a moderately cheesey ship.  Does this seem a little high to people?


Sounds like a pretty even fight to me. What took you so long?


Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 29, 2008, 08:32:06 pm
DH's testing the new ED pack and says the mission scripting and dialogue and setups are really cool.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 29, 2008, 08:33:27 pm
DH's testing the new ED pack and says the mission scripting and dialogue and setups are really cool.

Yeah, we know that. Some of us have been playing them for weeks now....  ::)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 08:35:04 pm
DH's testing the new ED pack and says the mission scripting and dialogue and setups are really cool.

Yeah, we know that. Some of us have been playing them for weeks now....  ::)

Some of us have been playing them for Years now :P
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 29, 2008, 08:40:24 pm
DH's testing the new ED pack and says the mission scripting and dialogue and setups are really cool.

Yeah, we know that. Some of us have been playing them for weeks now....  ::)

Some of us have been playing them for Years now :P

So we can blame you for lack of any progress for the last couple of years?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 08:41:04 pm
DH's testing the new ED pack and says the mission scripting and dialogue and setups are really cool.

Yeah, we know that. Some of us have been playing them for weeks now....  ::)

Some of us have been playing them for Years now :P


So we can blame you for lack of any progress for the last couple of years?

It's still Fluf's fault.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 29, 2008, 08:42:47 pm
Now that we have updated scripts, again.. the installer is updated..

To uninstall the old installer.. go into your OP directory and find the HC_Uninstall.exe and run it.. and then you can DL and run the new installer..

http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip



Alternatively, you can just install the new scripts over the top of the old ones..

http://warpcore.110mb.com/Downloads/HC_Scripts.zip


Server will be back up in a little bit.

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Age on July 29, 2008, 08:45:18 pm
We've tried it before, years ago.  What part of that don't you get?   This isn't anything new.

That was then.  This is now.  

That makes no sense.

As Crim stated before, not a soul was on Hardcore.  GSA was a slow night and we had about 15 people.   That should say a lot more.

Personally, it says to me that not many people around here are accustomed to variety or change.

That makes no sense either.

If the change isn't for the better it is pointless.  SFC3 was change, it sucked.  ST:lecagy had variety.  It also sucked harder.  Really hard missions HAVE BEEN DONE before and the general consensus of the community and the experienced server admins was it was not a good idea..


Look around.  The player base has died out considerably.  SFC3's design flaws severely limited it's lifespan, and the same old campaigns rehashed for the D2 haven't helped much either.

The community isn't as it was.  It has changed.  Back then everyone, according to you and several others, voted against such missions and concepts that are now in the Hardcore server.  Now, there are those of us that are actually supporting such ideas, and want them.  That is enough to give this concept a chance.

Things can only remain the same without change for so long before it becomes the instrument of its own end.
I wouldn't say that the SFC3 community is in charge of thier destiny.When it comes to scripts I would say that D3 has some hard ones as they use El_Karnak's and the only one in D2 who like his scripts is Dizzy I don't and not to many do.ED are more milder than Karnaks's same as Tracey's I think.No the D2 community is not flexible on variety as I couldn't get shiplist change if did my own server even.No they don't like change that much especially about this game.It is sacred.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 08:49:06 pm

I wouldn't say that the SFC3 community is in charge of thier destiny.When it comes to scripts I would say that D3 has some hard ones as they use El_Karnak's and the only one in D2 who like his scripts is Dizzy I don't and not to many do.ED are more milder than Karnaks's same as Tracey's I think.No the D2 community is not flexible on variety as I couldn't get shiplist change if did my own server even.No they don't like change that much especially about this game.It is sacred.

Not really true, it's just that 90% of the servers done in the past 4 years have been me and Dizzy and we have a common opinion as to what should be in a shiplist.  Somebody hosting their own server can pretty much do whatever they want.   Skull and Bones went nuts with RDSL.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 29, 2008, 08:50:38 pm
Just had an evil thought. These hardcore missions can be useful on an SGO server. Say I seed these missions around only core world hexes? Or along shipping lanes spaces... So they arnt all over but in planned strategic places. Then you'll truly have mission diversity! I think this would work.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 29, 2008, 08:52:19 pm
 Skull and Bones went nuts with RDSL.


I think some roleplay and stuff would be nice for an SGO server as well.. Some have had it in the past and its been pretty neat... Always controversial, tho.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 29, 2008, 08:56:40 pm
Just had an evil thought. These hardcore missions can be useful on an SGO server. Say I seed these missions around only core world hexes? Or along shipping lanes spaces... So they arnt all over but in planned strategic places. Then you'll truly have mission diversity! I think this would work.

I'm glad to see you are finally seeing the light at the end of the tunnel on these.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 29, 2008, 09:10:43 pm
Is this typical for ED?  I'm flying a DDX with a 171 BPV on my own base hex.   I drew a C9K, two F5Y, and an FWL.   Because I had a small base with me I was able to win it in about 7 minutes.

With the latest release, when you're in a base or planet hex you should always draw the appropriate base/planet size, and the enemy forces will take that into account.  (Barring bugs, which ... since I'm now well intoxicated ... do not of course exist).

And yes, it's all Fluf's fault.  And J'inn is still a bastard ... just have to get him to post more often.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 29, 2008, 09:12:28 pm
ED Player Patrol: Open Space; Two Pirates, one in a Freighter and one in a CA. Message reported they were a known contra-band dealer and that they were trying to evade. When I closed to range 18 of the Freighter the mission completed and gave me a win. Not one shot was fired.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 29, 2008, 09:12:55 pm
Next solo in Open Space.  My F-DDX, F-FLGR, F-NDC (AI wings). verus C7, FDW, FDWf, and some HDW varient.   My AI Wings last about 3:30 before dying, the FDWf is also dead.

Minute 14 -  I finally see the border!

Miinute 23:  HDW is dead, other FDW is crippled.

Minute 27:  Second FDW is dead.

Minute  40:  C7 is finally dead

This is with my level of skill with the normal ED missions in Neutral space while flying a moderately cheesey ship.  Does this seem a little high to people?

If it's one of the ED scripts that sounds excessive and I'll need to do some more balancing --- if it's one of the XC scripts then I'll let Pesty decide whether that's just worth penance for a ... jeez, what did you say you got called earlier?   ;D

EDIT:: Just looked it up .... "hard core right winger" ... geez that was hardly worth searching for ... sure it wasn't "psycho jinn-bashing kroma chasing nutcase" or something?   <sigh>


dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 29, 2008, 09:15:09 pm
Just had an evil thought. These hardcore missions can be useful on an SGO server. Say I seed these missions around only core world hexes? Or along shipping lanes spaces... So they arnt all over but in planned strategic places. Then you'll truly have mission diversity! I think this would work.

Hey - I can happily tweak the ED scripts so they only crop up in hex subtypes 1-3 or 1-2 or something .... just holler.    [Disclaimer -- I might disavow this post when I sober up]

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 29, 2008, 09:16:19 pm
Next solo in Open Space.  My F-DDX, F-FLGR, F-NDC (AI wings). verus C7, FDW, FDWf, and some HDW varient.   My AI Wings last about 3:30 before dying, the FDWf is also dead.

Minute 14 -  I finally see the border!

Miinute 23:  HDW is dead, other FDW is crippled.

Minute 27:  Second FDW is dead.

Minute  40:  C7 is finally dead

This is with my level of skill with the normal ED missions in Neutral space while flying a moderately cheesey ship.  Does this seem a little high to people?

If it's one of the ED scripts that sounds excessive and I'll need to do some more balancing --- if it's one of the XC scripts then I'll let Pesty decide whether that's just worth penance for a ... jeez, what did you say you got called earlier?   ;D

dave


It's a ED, I'm not testing the XC scripts.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 29, 2008, 09:19:40 pm


Righto ... will have to do a bit more juggling then.   Must admit, I didn't try testing with any of the X ships.

Damn ... the rye must be better than usual or something ... having trouble typing, never mind thinking.   

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 29, 2008, 09:22:13 pm
ED Player Patrol: Open Space; Two Pirates, one in a Freighter and one in a CA. Message reported they were a known contra-band dealer and that they were trying to evade. When I closed to range 18 of the Freighter the mission completed and gave me a win. Not one shot was fired.

<smacks forehead>  That's right!  There were a bunch that started out as sort of "grab some information and you're done" type missions, and I meant to add a few more conditions/goals but never did.   Jeez, bloody playtesters ... I'll get even with the lot 'o you scallawags on S'cipios next pirate server.   yarrrrrrrrrr

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 29, 2008, 09:44:35 pm
Righto ... will have to do a bit more juggling then.   Must admit, I didn't try testing with any of the X ships.

I wouldn't worry too much. That ship has the BPV of CCH and it was probably just one instance. I'm flying a CCH on the server right now and I got three frigates in one mission and haven't seen a dred yet. Most multi ship draws have 1 or 2 FF's and a CA or an FF, CL(V), CA(V). If you cripple or kill one of the FF's right away the draws usually aren't a problem.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Leto Atreides on July 29, 2008, 10:37:55 pm
DH are u high? U cant alt out of missions ever ever. Centrus, dont alt out of missions. RUN away. Or have Pesty give MASS PRESTIGE at the start of the campaign so u can die repeatedly. NEVER EVER ALT! Messes up the Database!

This is a part of the code of the game that wasnt ever finished u cannot alt out!!! DONT DO IT!!! #$%^Y&U^% %$^ ^&*#$%^&*

so when my game freezes and my only options are alt out or do a hard reset...  I'd rather alt out.  Powering down your computer improperly isn't good for it, so I've heard.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 30, 2008, 12:51:21 am
I've known a few people that have alted out of missions against the AI on the D2 over the past few years.  It's not new.

Hell, I've had a few people on the TS tell me I should have alted out of a mission instead of taking the loss in PP and the loss of my ship.

Hell, I've yet to see a single server on the D2 or D3 where the rules expressly forbid any kind of alting, even against AI.

Like DH said, so long as the database is cleaned and maintained, it isn't an issue.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 30, 2008, 01:10:11 am
I've known a few people that have alted out of missions against the AI on the D2 over the past few years.  It's not new.

Hell, I've had a few people on the TS tell me I should have alted out of a mission instead of taking the loss in PP and the loss of my ship.

Hell, I've yet to see a single server on the D2 or D3 where the rules expressly forbid any kind of alting, even against AI.

Like DH said, so long as the database is cleaned and maintained, it isn't an issue.


DO NOT alt out of missions... http://www.dynaverse.net/forum/index.php/topic,163374054.msg1122794906.html#msg1122794906 This server had rules for NO ALTING out of missions. U cant forfeit missions either. My finger is on the ban button.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 30, 2008, 01:12:03 am
DH are u high? U cant alt out of missions ever ever. Centrus, dont alt out of missions. RUN away. Or have Pesty give MASS PRESTIGE at the start of the campaign so u can die repeatedly. NEVER EVER ALT! Messes up the Database!

This is a part of the code of the game that wasnt ever finished u cannot alt out!!! DONT DO IT!!! #$%^Y&U^% %$^ ^&*#$%^&*

so when my game freezes and my only options are alt out or do a hard reset...  I'd rather alt out.  Powering down your computer improperly isn't good for it, so I've heard.

Simple. Leave your computer on till the server is rebooted. It gets rebooted at least once a day.  ;D Of course there are extreme circumstances.  :P
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 30, 2008, 01:15:51 am
I've known a few people that have alted out of missions against the AI on the D2 over the past few years.  It's not new.

Hell, I've had a few people on the TS tell me I should have alted out of a mission instead of taking the loss in PP and the loss of my ship.

Hell, I've yet to see a single server on the D2 or D3 where the rules expressly forbid any kind of alting, even against AI.

Like DH said, so long as the database is cleaned and maintained, it isn't an issue.


DO NOT alt out of missions... [url]http://www.dynaverse.net/forum/index.php/topic,163374054.msg1122794906.html#msg1122794906[/url] This server had rules for NO ALTING out of missions. U cant forfeit missions either. My finger is on the ban button.


I didn't fly SGO7.  That's the first server to have that rule.  Other servers in the past never had that rule.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 30, 2008, 01:41:28 am
Ya, there's a snippet of code the game lacks that deals with mission forfeits on the map and alting outta missions in game. Frups up the DB on both parts... So all future servers will have this rule. I prefer to have the code, but that is beyond our means... So we end up with a stupid house rule.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on July 30, 2008, 01:45:21 am
If I fly your servers, I won't alt out. 
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 30, 2008, 09:48:59 am
Will you people PLEASE move your conversation having nothing to do with TESTING XC and ED scripts on the HARDCORE TEST SERVER to another location.

Thank you.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 30, 2008, 10:52:03 am
Pesty can you turn on the real mission names on the server please. We can fine tune the mission matching any time. I want to try out all the scenario variations I can and since they all show up in the Patrol style missions it would be helpful to know what I am offered.

Thanks.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 30, 2008, 11:58:17 am
Has anyone tested either the ED or XC missions in PvP to make sure the bugs we saw when they were the Warp scripts have gone away?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 30, 2008, 12:05:10 pm
Has anyone tested either the ED or XC missions in PvP to make sure the bugs we saw when they were the Warp scripts have gone away?

I haven't seen any discussion of PvP yet, so I'd tend to regard it as untested.

Most of the code related to warp, tractors, alert status, etc etc was removed to make the switch to these missions, so in theory the warp-related bugs should be gone --- but I'll believe it when we've seen some real reports.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on July 30, 2008, 12:14:11 pm
Pesty can you turn on the real mission names on the server please. We can fine tune the mission matching any time. I want to try out all the scenario variations I can and since they all show up in the Patrol style missions it would be helpful to know what I am offered.

Thanks.


Done
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 30, 2008, 12:20:37 pm
Has anyone tested either the ED or XC missions in PvP to make sure the bugs we saw when they were the Warp scripts have gone away?

I haven't seen any discussion of PvP yet, so I'd tend to regard it as untested.

Most of the code related to warp, tractors, alert status, etc etc was removed to make the switch to these missions, so in theory the warp-related bugs should be gone --- but I'll believe it when we've seen some real reports.

dave


I'll conscript Dizzy, we could use a night or 2 off of pwning m00ks on GSA.  I need to show him the new Cheese in the SGO list anyway.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 30, 2008, 06:37:12 pm
Bug in ED player patrol.   I get the missions where you have to kill the Pirate base and an FRD.

There is a listening post that I cannot target.

I kill the base, the ship capture the FRD.   Mission doesn't end.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 30, 2008, 07:23:29 pm
Question about the Combat missions:  What determines the enemy and allie draws?  I don't think you should be getting a Single frigate to figt 4 heavies and 2 DDs.

In one test Enemy Patrol (ED Pack) I'm in a DNL and I got a D7L, 2 FD7K, and a D5 as opponents.   Is this what you intend to have or is this drawing most than programmed?

(Of course, I won this)

Bug in the Combat mission.  Only one ship in the enemy fleet uses EW.   Interesting . . .
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 30, 2008, 07:38:00 pm
F-NCL+  Draws 2 D5 Hulls and a D7T.   Gets a DER as an escort.   A player of my skill level can win this in 20-30 minutes.

The AI draws would be okay IF the you wingmen were in the same BPV brackets as you opponents.  Flying solo will be pointless as the mission times just take too long.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 30, 2008, 08:07:12 pm
1.  AI-stripping does not work.   :banghead:  Only the Defender's AI's get stripped.

2.  The Enemy Missions end as soon as the players load.

These are deal-breakers.



Drafted human enemy ship: K-E3E, hullsize:  4
Drafter ship: F-CAR+, api hullsize id:  -1
Mission type: shoot on sight (hostile naval vessel) 0
The current year is at least: 2273
Map picked: 0
Date: 7/30/08 at 21:21,ED Enemy Patrol: (you are client)
Patrol Duty was unable to generate the desired opposition and is shutting down with a draw,
   please pass your Battlelog.txt file on to ED for debugging (thanks!): 0
mission completed at: 21:21
   Player (drafter) (Fed, human) 300pp, mission was a draw or disconnect
--------------------------------------
   Enemy (Kli, human) 370pp, mission was a draw or disconnect
--------------------------------------
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Paladin on July 30, 2008, 08:25:41 pm
Drafted human enemy ship: K-E4C, hullsize:  4
Drafter ship: F-CAR+, api hullsize id:  -1
Mission type: shoot on sight (hostile naval vessel) 0
The current year is at least: 2269
Map picked: 0
Date: 7/30/08 at 22:16,ED Enemy Patrol: (Hosting)
Patrol Duty was unable to generate the desired opposition and is shutting down with a draw,
   please pass your Battlelog.txt file on to ED for debugging (thanks!): 0
Mission report code: 524288
mission completed at: 22:16
   Player (drafter) (Fed, human) 300pp, mission was a draw or disconnect
--------------------------------------
Mission report code: 524288
   Enemy (Kli, human) 370pp, mission was a draw or disconnect
--------------------------------------
Drafted human enemy ship: K-E4C, hullsize:  4
Drafter ship: F-CAR+ 100
Mission type: shoot on sight (hostile naval vessel) 0
The current year is at least: 2270
Map picked: 2
F-FFE 92
F-NCL 122
Date: 7/30/08 at 22:18,ED Player Combat: (Hosting)
Host mission report code (1-15 indicates win) 8
Victory level (0-4, 0 is best) 0
mission completed at: 22:18
   Player (drafter) (Fed, human) 350pp, drafting player won
--------------------------------------
Host mission report code (1-15 indicates win) 8
Victory level (0-4, 0 is best) 3
   Enemy (Kli, human) 70pp, drafting player won
--------------------------------------
Drafted human enemy ship: K-E3E, hullsize:  4
Drafter ship: F-CAR+, api hullsize id:  -1
Mission type: shoot on sight (hostile naval vessel) 0
The current year is at least: 2273
Map picked: 0
Date: 7/30/08 at 22:21,ED Enemy Patrol: (Hosting)
Patrol Duty was unable to generate the desired opposition and is shutting down with a draw,
   please pass your Battlelog.txt file on to ED for debugging (thanks!): 0
Mission report code: 524288
mission completed at: 22:21
   Player (drafter) (Fed, human) 300pp, mission was a draw or disconnect
--------------------------------------
Mission report code: 524288
   Enemy (Kli, human) 370pp, mission was a draw or disconnect
--------------------------------------

Lower mission was DH and I afterwards.  I posted both but looks like our first entries are identical.. hope this helps.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 31, 2008, 02:48:52 pm
1.  AI-stripping does not work.   :banghead:  Only the Defender's AI's get stripped.

2.  The Enemy Missions end as soon as the players load.


Beauty info - thanks DH.

The AI stripping turned out to be a stupid mistake on my part -- just looking into the premature closing on the Enemy missions now.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 31, 2008, 03:18:22 pm
1.  AI-stripping does not work.   :banghead:  Only the Defender's AI's get stripped.

2.  The Enemy Missions end as soon as the players load.


Beauty info - thanks DH.

The AI stripping turned out to be a stupid mistake on my part -- just looking into the premature closing on the Enemy missions now.

dave


I find bugs better than an aardvark.  :D

Cool, let me know when you're ready for more proper testing and we'll see what breaks.   While you're poking around in the code, can you either make you AI allies bigger, your opponents fewer, or both? 
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 31, 2008, 03:21:50 pm

Will do - on both counts

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 31, 2008, 03:23:52 pm
maps r too big too. I think ur using warp maps? Shouldnt take but mb 20 turns to go from red to red at speed 31... 620,000,000km from end to end or whatever... Ur lkike 4x that. tooo big.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 31, 2008, 03:24:49 pm
or even a size of 500. That's take 16 turns to go from end to end. And if u want to make rectangular maps... that's be cool too. 500x620.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FCM_SFHQ_XC on July 31, 2008, 03:36:30 pm
Yea, I do think the maps might just a little toooo big, it will take forever to retreat on them if you needed to.. especially bad if you can't go speed 31 trying to outrun overwhelming forces..
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 31, 2008, 03:44:14 pm
Yea, I do think the maps might just a little toooo big, it will take forever to retreat on them if you needed to.. especially bad if you can't go speed 31 trying to outrun overwhelming forces..

Bad depends on your perspective :)  I remember being able to get LOTS of kills on AOTK2 with those Tracey G missions with gigantic maps because you actually could run down your opponent.  Once X-ships came out SOMEBODY was going to die in every engagement. 

The GSA Large size map is about right IMHO.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on July 31, 2008, 04:51:08 pm
I find bugs better than an aardvark.  :D

Cool, let me know when you're ready for more proper testing and we'll see what breaks.   While you're poking around in the code, can you either make you AI allies bigger, your opponents fewer, or both? 


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on July 31, 2008, 05:02:59 pm
Yea, I do think the maps might just a little toooo big, it will take forever to retreat on them if you needed to.. especially bad if you can't go speed 31 trying to outrun overwhelming forces..

Bad depends on your perspective :)  I remember being able to get LOTS of kills on AOTK2 with those Tracey G missions with gigantic maps because you actually could run down your opponent.  Once X-ships came out SOMEBODY was going to die in every engagement. 

The GSA Large size map is about right IMHO.

I like big maps too... but when ur probe runs out before it even gets to the other side of the map and doesnt reveal anything within it's 100km scanning range the map is too large. I too think the GSA Large map is about the right size... but needs further testing. Im gonna see just how far a probe's range is... I'm thinking traveling at speed 31 for 16 turns to go from one side to the other is decent. That means you'll see a 4 minute run to the edge from the center... And rectangular maps that are slightly larger on one side is good too.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 31, 2008, 05:17:01 pm


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.

Whoa man!   I needz yer eyes and yer testing!   I know I don't respond to all of them - but I read every one of your script comments in detail, and it does have a huge impact.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 31, 2008, 05:19:54 pm
OK, hopefully this fixes the PvP part (missions that end immediately and failure to strip AI properly)

ED ones  (http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe)
XC ones (http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe)

I think it also fixes the premature end to the contraband-dealer scenario, and (as always) plays a bunch with balance.

EDIT:  I just re-issued the pack again ... would it surprise anyone to learn you were actually getting half the AI support expected based on the opposition?

Anyway, as a result of that fix, the difficulty level might currently turn out to be pitched too low (!) so have another go at 'em and see how things look.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on July 31, 2008, 05:24:19 pm
...
Bug in the Combat mission.  Only one ship in the enemy fleet uses EW.   Interesting . . .

Interesting indeed... I suspect it's related to the same game feature that causes all internally-generated AI to get the latest and greatest in drones, but will have to experiment a bit to find out.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 31, 2008, 05:54:34 pm
I find bugs better than an aardvark.  :D

Cool, let me know when you're ready for more proper testing and we'll see what breaks.   While you're poking around in the code, can you either make you AI allies bigger, your opponents fewer, or both? 


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.

Proper testing =  Organized multiplayer testing specifically looks for bugs and kinks in game mechanics?   Had anyone tested this up to this point?  I've read this whole thread and I hadn't seen any mention of this.  Finding single player bugs is important as well but all missions MUST be tested like this before they can be used.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 31, 2008, 06:36:39 pm
New bug:  I've been drawing carriers and they launch 4 individual fighters instead of their respective squads.   Saw this with a D7VK and an E4VK.

EDIT:  Confirmed.  Enemy Combat.   Drew a D7V and D6VK.  Each one dropped 4 individual fighters.   It's not the list as this is stock OP+4

Do the missions read the Difficulty level in the MCT files or any other server settings?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 31, 2008, 07:06:30 pm
BUGS FIXED!:  The Enemy missions now load properly and AI-stripping appears to work.   We only tested with 2 people, we can test with 6 some time next week.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Leto Atreides on July 31, 2008, 07:16:33 pm
I find bugs better than an aardvark.  :D

Cool, let me know when you're ready for more proper testing and we'll see what breaks.   While you're poking around in the code, can you either make you AI allies bigger, your opponents fewer, or both? 


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.

Proper testing =  Organized multiplayer testing specifically looks for bugs and kinks in game mechanics?   Had anyone tested this up to this point?  I've read this whole thread and I hadn't seen any mention of this.  Finding single player bugs is important as well but all missions MUST be tested like this before they can be used.


I was about to start testing pvp today.  It was only yesterday we got los to the enemy.  On the hardcore minimap server anyways. 

btw I did find a bug in the  colonization mission.  The ai fighters do not die when the mothership is destroyed. Not sure if that one's been noted yet.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on July 31, 2008, 07:32:36 pm
OK, hopefully this fixes the PvP part (missions that end immediately and failure to strip AI properly)

ED ones  ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe[/url])
XC ones ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe[/url])

I think it also fixes the premature end to the contraband-dealer scenario, and (as always) plays a bunch with balance.

EDIT:  I just re-issued the pack again ... would it surprise anyone to learn you were actually getting half the AI support expected based on the opposition?

Anyway, as a result of that fix, the difficulty level might currently turn out to be pitched too low (!) so have another go at 'em and see how things look.

dave



[size=44Pt]EVIL![/size]
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on July 31, 2008, 07:40:54 pm
OK, hopefully this fixes the PvP part (missions that end immediately and failure to strip AI properly)

ED ones  ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe[/url])
XC ones ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe[/url])

I think it also fixes the premature end to the contraband-dealer scenario, and (as always) plays a bunch with balance.

EDIT:  I just re-issued the pack again ... would it surprise anyone to learn you were actually getting half the AI support expected based on the opposition?

Anyway, as a result of that fix, the difficulty level might currently turn out to be pitched too low (!) so have another go at 'em and see how things look.

dave



[size=44Pt]EVIL![/size]


Actually, on the ED missions I think the difficulty could go up a notch.  Dave, does it read any server settings regarding mission difficulty?

EDIT:  if anyone wants to check them out I'll leave my server up tonight.   I don't know if Pesty had a chance to updat Hardcore yet.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 01, 2008, 08:19:23 am

Crim - with the assorted bugs fixed you'll find the difficulty level dropped dramatically, I'd say below the "standard" missions at the moment (for the ED versions that is).  Hence it needs to go up  ;D

DH - no, it doesn't read difficulty settings.  (The Taldren routine to read difficulty level doesn't work for servers in OP - only single player.)

Thanks for the update on the PvP testing, definitely a relief!

I'll get the ftr bug fixed today.  I realized what that one was as soon as I saw the report, just have to find a few minutes to go in and fix it.

dave


Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on August 01, 2008, 08:42:08 am


DH - no, it doesn't read difficulty settings.  (The Taldren routine to read difficulty level doesn't work for servers in OP - only single player.)



I didn't think it did, I jacked the Difficulty up to 3 and it didn't make a difference.  Thanks for your fast action on the bugs!
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 01, 2008, 08:51:24 am


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.

Whoa man!   I needz yer eyes and yer testing!   I know I don't respond to all of them - but I read every one of your script comments in detail, and it does have a huge impact.

dave


Really? Have you removed that annoying f#@#$@! arrow yet? I know I've only asked three times.





I find bugs better than an aardvark.  :D

Cool, let me know when you're ready for more proper testing and we'll see what breaks.   While you're poking around in the code, can you either make you AI allies bigger, your opponents fewer, or both? 


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.

Proper testing =  Organized multiplayer testing specifically looks for bugs and kinks in game mechanics?   Had anyone tested this up to this point?  I've read this whole thread and I hadn't seen any mention of this.  Finding single player bugs is important as well but all missions MUST be tested like this before they can be used.



Yes it does, but you weren't interested in doing it on the test server. You just groused for a few weeks about stuff you hadn't tried in years and then threw up your own server to test what you thought was important to you. God forbid you should work with the peons on the server that was set up to test this stuff. You and Dizzy both try and constantly take everything over and force your way on to eveyone and I for one am sick of it. I won't be playing on any more boring-ass servers with too many rules and not enough players that fight over 1% of the map.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF-Crim on August 01, 2008, 09:01:09 am
I 'll try to get on sometime but we're leaving for the lake (pretty sure)...

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on August 01, 2008, 09:39:33 am

Yes it does, but you weren't interested in doing it on the test server. You just groused for a few weeks about stuff you hadn't tried in years and then threw up your own server to test what you thought was important to you. God forbid you should work with the peons on the server that was set up to test this stuff. You and Dizzy both try and constantly take everything over and force your way on to eveyone and I for one am sick of it. I won't be playing on any more boring-ass servers with too many rules and not enough players that fight over 1% of the map.

WTF is your problem?  I had zero interest in the concept of Hardcore, I always liked the concept of the standard missions.  I stopped pissing on the concept of Hardcore and start to do something positive and you act like a total jackass.   
 
Interesting missions does not equal retardly difficult.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 01, 2008, 12:26:13 pm


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.

Whoa man!   I needz yer eyes and yer testing!   I know I don't respond to all of them - but I read every one of your script comments in detail, and it does have a huge impact.

dave

Really? Have you removed that annoying f#@#$@! arrow yet? I know I've only asked three times.


Sorry, that was a prioritization/procrastination issue -- there's some real funkiness around the routines to create/remove the arrows, so I was trying to focus on the stuff that directly impacts gameplay first (and admittedly stalling on opening the code around the arrows  :-[ )

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Leto Atreides on August 01, 2008, 01:18:26 pm
*sigh*

can't we all just get along? it's a game. i'm happy aanybody still plays it @ all.

for those of you bickering, get over it! be happy anybody is working on it @ all.

for those that are working on it. Salute! keep up the good work. it is appreciated.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 01, 2008, 02:49:08 pm
It's down (or at least My computer could not see it)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 01, 2008, 02:51:00 pm
OK, I think I've got the following fixed

  - the "minefields" are now more intelligently placed
  - the guidance arrows should disappear soon after you close to within range 80ish
  - the missing fighters bug
  - the untargetable defs/lps in some pirate base missions
  - difficulty should now be more or less back on track
  - when selecting AI it should now attempt to favour choosing line ships over carriers/droners/escorts etc
    (not eliminate selection of the specialty ships, just make them somewhat less probable than the line ships)

I'll do some more testing on this and hopefully do another release this afternoon

EDIT: a few more of the tweaks in this release (coming in an hour or two)
  - made the patrol scenarios crop up more often
  - made a bunch of the scenario mission text more descriptive/accurate
  - juggles the loadouts a bit (a lot of AI have been cropping up with overly low marine counts)
  - revised the AI fight/flee logic a bit (some missions the AI seems to change its mind every few minutes, giving quite a sequence of "they're attacking" .... "they're running away" .... "they're attacking" ... "they're running away"....)

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on August 01, 2008, 03:57:08 pm

  - when selecting AI it should now attempt to favour choosing line ships over carriers/droners/escorts etc
    (not eliminate selection of the specialty ships, just make them somewhat less probable than the line ships)


How'd you do that?   Is there anything we can do shiplist side that woulld make this go smoother?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 01, 2008, 05:50:11 pm

  - when selecting AI it should now attempt to favour choosing line ships over carriers/droners/escorts etc
    (not eliminate selection of the specialty ships, just make them somewhat less probable than the line ships)


How'd you do that?   Is there anything we can do shiplist side that woulld make this go smoother?

Right now it looks at the "Class Type" and "Special Role" columns in the shiplist, and pretty much assumes that line ships are frigs-to-dreads that don't have a special role (other than command).

If you mark the special role appropriately (V, D, E, R, etc) it'll help reduce the likelihood of those getting generated as AI.

Right now there's a 50% chance it will try to grab a line ship first, and a 50% chance it will try to grab anything (line ship or special purpose), but we can juggle those once we see how things are working out.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 01, 2008, 06:41:46 pm
I brought Hardcore down for a bit.. I am doing system maintainence.. when Dave puts out the revised missions, I am going to try editing the map a tiny bit and then put out a new installer and script pack.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: marstone on August 01, 2008, 06:46:05 pm
I brought Hardcore down for a bit.. I am doing system maintainence.. when Dave puts out the revised missions, I am going to try editing the map a tiny bit and then put out a new installer and script pack.


shall be keeping an eye out for it.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 01, 2008, 06:52:20 pm
I brought Hardcore down for a bit.. I am doing system maintainence.. when Dave puts out the revised missions, I am going to try editing the map a tiny bit and then put out a new installer and script pack.



Righto! updates are ready here:

ED ones  (http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe)
XC ones (http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe)

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on August 01, 2008, 07:38:47 pm
Oh good, ED. Gladd that special role has an effect. We will need to test that.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 01, 2008, 07:44:10 pm
I brought Hardcore down for a bit.. I am doing system maintainence.. when Dave puts out the revised missions, I am going to try editing the map a tiny bit and then put out a new installer and script pack.



Righto! updates are ready here:

ED ones  ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe[/url])
XC ones ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe[/url])

dave



ACK!!!   If I only had a brain!  The ones I posted a few minutes ago were outta date, correct ones are up now, usual spot.

 ::)  Time for a beer!

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on August 01, 2008, 07:53:28 pm
Yes it does, but you weren't interested in doing it on the test server. You just groused for a few weeks about stuff you hadn't tried in years and then threw up your own server to test what you thought was important to you. God forbid you should work with the peons on the server that was set up to test this stuff. You and Dizzy both try and constantly take everything over and force your way on to eveyone and I for one am sick of it. I won't be playing on any more boring-ass servers with too many rules and not enough players that fight over 1% of the map.

Your imput concerns me too, Corbo. I also like varied missions that have depth and are of the sort that give you something more to do than simply going up to an enemy ship and popping it. DH has a different angle. Dynaverse and PvP player compatability. I have both aspects in mind. I prefer you not lump me together with DH here. Thanks.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 01, 2008, 08:56:28 pm


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.

Whoa man!   I needz yer eyes and yer testing!   I know I don't respond to all of them - but I read every one of your script comments in detail, and it does have a huge impact.

dave

Really? Have you removed that annoying f#@#$@! arrow yet? I know I've only asked three times.


Sorry, that was a prioritization/procrastination issue -- there's some real funkiness around the routines to create/remove the arrows, so I was trying to focus on the stuff that directly impacts gameplay first (and admittedly stalling on opening the code around the arrows  :-[ )

dave



I'm sorry for snapping at you Dave. I've had a really crappy week and I've been getting really bad headaches for the last couple of weeks. So bad I'm thinking of seeing a neurologist. I never get headaches. At least I didn't used to.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on August 01, 2008, 09:38:37 pm
I brought Hardcore down for a bit.. I am doing system maintainence.. when Dave puts out the revised missions, I am going to try editing the map a tiny bit and then put out a new installer and script pack.



Righto! updates are ready here:

ED ones  ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe[/url])
XC ones ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe[/url])

dave



Sweet, I'll try to round up a posse to torture test them on Sunday or Monday evening
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 02, 2008, 09:00:49 am

I'm sorry for snapping at you Dave. I've had a really crappy week and I've been getting really bad headaches for the last couple of weeks. So bad I'm thinking of seeing a neurologist. I never get headaches. At least I didn't used to.

No worries sir, water off an evil duck's back  ;)

Now back to more important things -- I think I've nailed down why some of the rescue style missions aren't giving a DV shift.  (The ones where you put a medical or engineering team aboard an allied/civillian vessel, or tow them away from danger.)

Hopefully I'll have a fix for those later today.
dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 02, 2008, 09:49:19 am
Not sure these are issues as they didn't seem to affect anything, but they were oddities:

XC Enemy Patrol: Medical beam out from the Transporter MFD; The "package" was there and the mission worked fine. There was another icon in the receiving ship's display area that was the Diplomat icon (I think, looked like two guys with ties?). I waited for instructions to beam them out, but the mission finished.


XC Enemy Patrol: Beam a security team onto a pirate ship; The team went over, but didn't seem to do anything. I got no further messages. I waited a few minutes then captured the ship in a normal boarding action. Everything reported correctly.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 02, 2008, 11:35:50 am
Still no joy in mudville. I can not "see it" in the campain
selector ( I see Strayyys) .
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 02, 2008, 12:44:15 pm
Not sure these are issues as they didn't seem to affect anything, but they were oddities:

XC Enemy Patrol: Medical beam out from the Transporter MFD; The "package" was there and the mission worked fine. There was another icon in the receiving ship's display area that was the Diplomat icon (I think, looked like two guys with ties?). I waited for instructions to beam them out, but the mission finished.


XC Enemy Patrol: Beam a security team onto a pirate ship; The team went over, but didn't seem to do anything. I got no further messages. I waited a few minutes then captured the ship in a normal boarding action. Everything reported correctly.

Should have these cleaned up today - there were a bunch of missions that were adding some extras aboard the target ship.

I've put the missing dialog back in the pirate case as well (doh!)

Also, for those of you who like to fly multiple ships, I think I've cleaned up the zillion or so cases where you'd get a slew of duplicate messages.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 02, 2008, 01:24:53 pm
Now that we have updated scripts, again.. the installer is updated..

To uninstall the old installer.. go into your OP directory and find the HC_Uninstall.exe and run it.. and then you can DL and run the new installer..

http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip



Alternatively, you can just install the new scripts over the top of the old ones..

http://warpcore.110mb.com/Downloads/HC_Scripts.zip

Server has already been updated with the new scripts.


Also the DB has been reset.. map has had a bit of an edit in order to help the new problem.. Home space hexes will have an Econ of 1 in each hex except 2.. you have a main economical hex and a support hex to throw the economy off a hair for the news.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 02, 2008, 01:44:11 pm
Still no joy in mudville this time i see the campaign but can not join
do to bad files ??
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on August 02, 2008, 02:34:29 pm
Mines up now with the ED missions and OP+ 4.0.  I've got laundry and crap to do so I might be on later.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 02, 2008, 04:11:05 pm
Try the downloads again.. I just re- updated them
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 02, 2008, 04:55:36 pm
Try the downloads again.. I just re- updated them


LoL, looks like I'm about 40 minutes late - just posted an update (sorry Pesty!)

No biggie on this one though - I wouldn't re-re-update them  ;D  Just a couple of bug fixes: discovered there was still a chance EnemyPatrol would give you wayyyyy too much opposition, and also fixed the spy scenarios not reporting correctly.

buggy dave
 
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on August 02, 2008, 05:47:17 pm
ED, when you use ur comms panel and click on the mission briefing, the briefing needs to give you the mission name so we wont forget what mission it is. Currently if u dont remember the premission briefing, ur SOL. So plz also include the true mission name into the mission briefing comms panel. Thanks.

And ur maps... what size u gonna make em? 496x620 aint bad... I also want them to be compatible with the new map definitions. Are they? Will they support them all??
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 02, 2008, 05:54:48 pm
ED, when you use ur comms panel and click on the mission briefing, the briefing needs to give you the mission name so we wont forget what mission it is. Currently if u dont remember the premission briefing, ur SOL. So plz also include the true mission name into the mission briefing comms panel. Thanks.

And ur maps... what size u gonna make em? 496x620 aint bad... I also want them to be compatible with the new map definitions. Are they? Will they support them all??

You can tell what mission it is at the end in the debriefing screen.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Dizzy on August 02, 2008, 06:07:05 pm
Ya corbo.... thats nice when the mission gets that far. Sometimes it dont and thats why id like to have it also repeated whenever i click mission briefing on comms panel in mission.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Tobin Dax on August 02, 2008, 07:00:48 pm
Mines up now with the ED missions and OP+ 4.0.  I've got laundry and crap to do so I might be on later.

I used the ed link from page ten of this thread but couldn't get on the DH server. Bad crc , a few ed missions weren't found. If they weren't good, where are the "usual ones"?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on August 02, 2008, 08:23:59 pm
Mines up now with the ED missions and OP+ 4.0.  I've got laundry and crap to do so I might be on later.

I used the ed link from page ten of this thread but couldn't get on the DH server. Bad crc , a few ed missions weren't found. If they weren't good, where are the "usual ones"?


See the link in my other thread, re-download and install as ED updated the misisons today.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Tobin Dax on August 02, 2008, 10:18:27 pm
did and still no joy.  :'(
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on August 02, 2008, 10:42:33 pm
did and still no joy.  :'(

You installing the ED or the XC?   I'm using the ED ones.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Walleye on August 03, 2008, 06:07:34 am
Ran a few missions on Hardcore tonight and noticed a few things.

ED Player patrol(solo), the one where it says capture the friegtor, you capture it and you get mission complete with no DV shift.

R ED Enemy patrol(w/ Deadman allied), the one where you scan the AI, you scan it and get mission complete with no DV shift.

NW9 PlanetaryAssault, Mad Cat(Hydran) drafted me(Fed) when the mission ended planet flipped Fed.

The XC missions seem alot easier. Most take about 5 minutes in a droner. The 3v2 XC Combat one takes about 10.

 

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 03, 2008, 07:51:09 am
Thanks Walleye, will look into those.

After ironing out the various bugs the difficulty level dropped way down - will take a bit of juggling to get the XC ones back where Pesty would like 'em  ;D

ED, when you use ur comms panel and click on the mission briefing, the briefing needs to give you the mission name so we wont forget what mission it is. Currently if u dont remember the premission briefing, ur SOL. So plz also include the true mission name into the mission briefing comms panel. Thanks.

And ur maps... what size u gonna make em? 496x620 aint bad... I also want them to be compatible with the new map definitions. Are they? Will they support them all??


ED maps right now (release below) are 560 wide x 800 talll, so if you need to run go east-west  ;)
(XC maps are still much much larger)

The mission name also appears in your BattleLog.txt file.

This release fixes more DV bugs and balance tweaks and the new map sizes.
ED ones  (http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe)
XC ones (http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe)


dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Tobin Dax on August 03, 2008, 11:52:19 am
did and still no joy.  :'(

You installing the ED or the XC?   I'm using the ED ones.

Just the Eds.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Tobin Dax on August 03, 2008, 11:59:09 am
Thanks Walleye, will look into those.

After ironing out the various bugs the difficulty level dropped way down - will take a bit of juggling to get the XC ones back where Pesty would like 'em  ;D

ED, when you use ur comms panel and click on the mission briefing, the briefing needs to give you the mission name so we wont forget what mission it is. Currently if u dont remember the premission briefing, ur SOL. So plz also include the true mission name into the mission briefing comms panel. Thanks.

And ur maps... what size u gonna make em? 496x620 aint bad... I also want them to be compatible with the new map definitions. Are they? Will they support them all??


ED maps right now (release below) are 560 wide x 800 talll, so if you need to run go east-west  ;)
(XC maps are still much much larger)

The mission name also appears in your BattleLog.txt file.

This release fixes more DV bugs and balance tweaks and the new map sizes.
ED ones  ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe[/url])
XC ones ([url]http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe[/url])


dave



Just installed these Ed missions and tried to get on. Found bad crc for met enemy patrol, player combat and player patrol.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 03, 2008, 12:22:11 pm
Sorry Tobin - Hardcore usually runs a few hours to a day behind the packs I post.  (Not a reflection on Pesty, I just keep updating for bug fixes as I get em done -- makes it a pain for admins, but that's always been my specialty  ;) )

Other than the four new ones currently under test, I'm not sure which of the standard scripts DH is using on his server - I would guess the ones from the last AOTK campaign?

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 03, 2008, 12:39:23 pm
Same here.. I'm running Planet and base assaults from the AOTK 4 server along with the ED and XC scripts that Dave is working on now.. I just got home and DL'd the latest packs.. as soon as the server is clear of people, I will update the server and build new installer and script zip files...

Currently I am running the pack just before the release right now.. I will have it updated in a couple of hours.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Walleye on August 03, 2008, 01:18:26 pm




Had an ED Combat on a Klingon Planet hexx, kill 3 ships and capture planet,mission wont end and planet is shooting at something,out of nowhere comes 2 C8K's(evil D :o). I died and thee mission wouldnt end.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 03, 2008, 02:32:22 pm
Dispatches from the front. no problems with the missions per sa,
Hardest thing I ran in to was a planet ( and the Thunder Bolt had just been waxed)
Over the planet on defence (IE Klingon hex) none of the attackers shoot at me
also drafting 3-5 enemy but none are above a CC+( once) and a couple of sun gliders
operating for the Feds with a frig escort
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 03, 2008, 04:10:57 pm
Anything that says Assault in the title is an old mission and doesn't need to be reported on. Dave is working on new Assault missions. In the Planet Assault you have to let the drafting player place marines on the planet first or the credit goes to the other player.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 03, 2008, 04:23:29 pm
 updated scripts, again.. the installer is updated..

To uninstall the old installer.. go into your OP directory and find the HC_Uninstall.exe and run it.. and then you can DL and run the new installer..

http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip



Alternatively, you can just install the new scripts over the top of the old ones..

http://warpcore.110mb.com/Downloads/HC_Scripts.zip

Server has already been updated with the new scripts.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 03, 2008, 04:49:29 pm
It was the Patrol in a friendly planet hex
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 03, 2008, 07:26:25 pm
WHoopseee - I broke the base/planet combat in enemy space, dinna be surprised if they close right away with a loss.

A big family day tomorrow, so probably won't get it fixed until Tuesday

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on August 04, 2008, 02:49:20 am
ED Player Combat.

Roughly 7-8 Klink AIs.

2 D6K AI were still at the starting point, shields up, red alert, but didn't move, didn't even turn.

After the planet and I took out the attacking AI, I flew over to where the 2 AI ships were sitting, and just hammered at them.  The first one didn't move until it was already at nearly half hull.  The second ship didn't move until I shot at its hull a few times.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on August 04, 2008, 02:50:40 am
P.S.

The mission paid out 675 total prestiege, but the connection was terminated.

The termination might have caused the bug.  Not sure.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Centurus on August 04, 2008, 03:13:09 am
Ran the same mission again, no stalled ships.  Might have been a disconnection problem that caused the bug.

Speaking of which, was disconnected from the Hardcore server again.

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 04, 2008, 10:17:20 am
Dave,

I have some requests for the rescue/medical type scenarios (or any scenario where we don't do much except fly up and follow instructions):

All missions should give us something challenging to do, whether it be a puzzle, series of tasks or combat with a space beastie while performing a rescue. Alternatively, you could drastically lower the PP awards for the scenarios. I think 370 PP for a couple of Transporter actions is a little high. 50-100 PP is more like it.

Example: In the scenario where we scan the asteroid and find a wrecked ship to rescue we should have to scan the asteroid, establish contact with the survivors, get a message that some rogue monster (as an example, it can be a ship or weird anomaly, etc...) attacked their ship, then have the beastie show up suddenly (it was hiding behind some rock) while we try to get a rescue operation done. There needs to be some time limit set so we can't just go fight the monster and return. We need to protect or save the survivors while fending off the attack or whatever. Classic Trek!  ;)


There are still instances of ships appearing inside range 100 when we still can't target them until the script lets us. It's not really a problem, it just seems weird. Can you make it so all objects that need to be "found" are over 100 away at start? If not, it's liveable.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: el-Karnak on August 04, 2008, 02:35:55 pm
I cannot believe I just read this whole thread, hehe.  :o

A few posts were aimed my direction, but the it's kind of hard to pick everything out but I will do my best:

1) EEK Fleeting of AI
This feature is derived from the same functionality that brings AI time warping. Fix the time warping and the AI can fleet all you want.

2)  EEK Fast Droners
My missions give the drone type of the era being flown in, so the Mirak AI went from chumps (Early Era) to Champs(Late Era), and not even some expert players liked all fast drones on the AI.  It's possible to get ship counts and play with missile load-outs

3) Hard missions losing players
Servers hosted a few years ago with just EEK missions were what you would now call "hardcore". People did not like getting shot up so much and definitely the majority of the playerbase want milk run missions, not hard-core.  Oddly enough, SFC3 admins like them still. Probably because SFC3 is not as much a hex flipping game as the standard D2 campaign

4) Standard mission templates
We could use them. It's been a running issue for only forever and a bit.  One thing I would add is that mission packs should come in 2 flavors:  one with warp-outs and big maps and ones without.  You can probably figure out a way for solo ships to warp out under certain conditions.

5)  Terrain settings. I don't think the shipping lane feature ever worked. I had wanted EEK convoy missions restricted to shippling lanes hexes for the longest time . . .

4) Every mission scripter has their favorite style. Mine is for missions to be harder that most and to use a lot of reinforcements in-mission.  One of my feature  that the playerbase shot down and burned frogs in effigy over was the one were the EEK mission would count up the drones in the player's ship inventory. If it went past a certain threshold then another AI would pop up to give the droners more targets to shoot at.  Mirak players were pretty insistent of me turning that feature off pretty quick.

6) Sorry, I forgot the rest. I hope this helps.  :BoeseSmilies (71):
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: KBF MalaK on August 04, 2008, 10:12:31 pm
Wouldn't it be a simple as a die roll for each AI ship to load fast or slow drones ? Maybe just hard code a certain AI ship/ships to carry X type drones ?

...don't blame me, I'm still learning.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 05, 2008, 08:07:52 am
Wouldn't it be a simple as a die roll for each AI ship to load fast or slow drones ? Maybe just hard code a certain AI ship/ships to carry X type drones ?

...don't blame me, I'm still learning.

It would be if the API Taldren provides for scripting was fully functional, but in OP it's flawed/broken in a variety of ways, resulting in some of the odd workarounds you see in the scripts.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 05, 2008, 10:59:27 am
Dave,

I have some requests for the rescue/medical type scenarios (or any scenario where we don't do much except fly up and follow instructions):

All missions should give us something challenging to do, whether it be a puzzle, series of tasks or combat with a space beastie while performing a rescue. Alternatively, you could drastically lower the PP awards for the scenarios. I think 370 PP for a couple of Transporter actions is a little high. 50-100 PP is more like it.

Example: In the scenario where we scan the asteroid and find a wrecked ship to rescue we should have to scan the asteroid, establish contact with the survivors, get a message that some rogue monster (as an example, it can be a ship or weird anomaly, etc...) attacked their ship, then have the beastie show up suddenly (it was hiding behind some rock) while we try to get a rescue operation done. There needs to be some time limit set so we can't just go fight the monster and return. We need to protect or save the survivors while fending off the attack or whatever. Classic Trek!  ;)


There are still instances of ships appearing inside range 100 when we still can't target them until the script lets us. It's not really a problem, it just seems weird. Can you make it so all objects that need to be "found" are over 100 away at start? If not, it's liveable.


Righto - I reworked the prestige award system for the non-combat scenarios, and the ship placement process. 

The instant-loss in enemy base assaults has now also been resolved ('twas a mapping screwup that caused your ship to disengage at the start of the mission).

I also reworked the AI selection mechanism to try and get a bit better variety.  (In the previous versions if you have two ships with very similar BPVs the one with the lower BPV was much less likely to ever see the light of day.)

I'll test them out today and hopefully post the updated pack tonight.

EDIT: updated version are posted, usual locations


dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 06, 2008, 07:25:49 pm
Hardcore is updated at the links above and the server is up and running.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 06, 2008, 09:32:23 pm
Colol - thanks Pesty.  Bugwise I think we're close, balance wise there might still be some tweaking to go.

dave

PS - for you real ol'timers, I just managed to track down clintk!   I'm trying to encourage him to pop in for a visit.

PPS - Just for the hell of it, recompiled the beasties for EAW too.  If Strayy or anyone else running EAW servers wants a copy I'll post a pack for 'em.

ED ones  (http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe)
XC ones (http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe)
and the EAW set  (http://www3.telus.net/NuclearWessels/sfc/downloads/EAWScenarios.exe)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 07, 2008, 08:14:08 pm
Dispatches from the front. a Fed CVLR had just 4 fighters,(4 squadrons of 1 each)
ED patrols and battles AI still only fights the planet extremely Lt opposition.
drew 2 F-DNLs one attacked the planet the other just sat there 0 speed
and fired no weapons
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 07, 2008, 08:29:01 pm
Mission matching seems a bit lighter, but units are still appearing within 100 in the Patrol missions.

ED Enemy Patrol: Tow the derelict into the Black Hole; The PP award was 245 regular and 425 Bonus! I thought you said you lowerd them?

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 07, 2008, 08:55:39 pm
Mission matching seems a bit lighter, but units are still appearing within 100 in the Patrol missions.

ED Enemy Patrol: Tow the derelict into the Black Hole; The PP award was 245 regular and 425 Bonus! I thought you said you lowerd them?



Yeah, just trying to figure out what's happening there ... I think the prestige amounts are getting applied multiple times before computing the final tally (that's the current theory).  Will let you know as soon as I have a fix

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 08, 2008, 08:44:08 am
Pesty, I have noticed that the starting ships are not equal size or worth and at least one race gets a real boost. There is no need to reset the test server, but you will want to hash that out before going live. Of the four accounts I just recreated I received as starting ships:

R-SPF; Trade in Value = 2375  :huh:

F-CAR; Trade in Value = 7560

H-LC; Trade in Value = 7452

I-CV; Trade in Value = 11664  :o


Any reason you hate the Rommies and love the Frogs so much?  ;)
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on August 08, 2008, 09:00:46 am


Any reason you hate the Rommies and love the Frogs so much?  ;)

Does that even need to be justified?

The starting ships pull from BPV.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 08, 2008, 09:01:42 am
Dispatches from the front. a Fed CVLR had just 4 fighters,(4 squadrons of 1 each)
ED patrols and battles AI still only fights the planet extremely Lt opposition.
drew 2 F-DNLs one attacked the planet the other just sat there 0 speed
and fired no weapons

Argh!  Thanks Lear

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 08, 2008, 07:03:00 pm
It is not showing up in the selector screen.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 08, 2008, 10:50:24 pm
I had it down for a bit.. server is back up now.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 09, 2008, 12:15:58 pm
Interesting set up if it was intentional, otherwise it's a logic mix up:

ED Enemy Patrol: Allied ship that has been captured or mutinied... except enemy ships were spotted and it was also an ambush! The problem was that the two "enemy" ships were very far away from the rogue ship, never changed course and they didn't go above speed 9 and 4 respectively. They fought me when I approached, but it was like they had no engine or navigational control.

There are many times in these scenarios where the AI shows odd behavior. Sometimes they fire and maneuver, but don't change speed (most common), sometimes they fire and erratically change speed, but not course, sometimes they don't move and don't fire, sometimes they don't move and do fire etc...


I have also noticed that the only monster that seems to appear is the SSL. Maybe it's just my luck. Can someone else remember any other monster appearing?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 10, 2008, 09:07:32 am
Yes I have fought the Sun glider and the other one was
the 1 that had D rack (which did not fire because I was
Rommie and had nothing for it to fire at)
previous incarnations had fusion beams.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 10, 2008, 11:01:53 am
ED Player Patrol: Asteroids; Salvage items off of an asteroid - No DV shift, payout was 175 + 100 bonus. Better, but still a little high.

ED Player Patrol: Asteroids; Board ship with security team - No DV shift. It would be cool if we had to get the team back because of the "hostilities" they encounter, then attack normally. I always capture those ships because I can't get them back.

ED Enemy Combat: Planet; Two FRD and one DEFSAT with the Planet. Planet had 5 Marines, FRD's had 7 and 6 respectively. The DEFSAT had 7 even though it's supposed to be an NT unit (probably because it was built on a Base Station frame in DH's list). Had one FFV defending, then two DD's showed up mid mission and I got an "Ambush" message. Again, neat if planned, weird if not. The reinforcements are a good plan, but the Ambush message makes me think something is odd.


I keep having things go out of sequence in the patrols. Things like the ship fires at me, then 30 seconds later I get a message that they are attacking (I just usually assume my weapons officer was in the can  ;)) or the ship lets me pummel it to near death, then they decide to get aggressive.

In the scenarios where it turns into a combat situation can the AI be let go of your preprogrammed behavior as soon as possible after either deciding to attack or being attacked? It seems to me the wait time involved in working out the storyline is hampering the AI's ability to fight.

I have experimented using LRS as suggested and not using them. Not using them at start doesn't seem to have much of an impact (you can actually get around the not being able to target things issue and as I reported before many units appear within 100 anyway), but if you don't turn LRS on or cycle them off and on at about range 15 -20 you don't get the update messages until much later. I have learned how to get to the target pretty quickly at this point and it might be messing with the sequence timing somewhat.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 10, 2008, 03:35:13 pm
Dispaches from the front.
ED patrol was able to fire the same S torp twice.
my SPL+ was fighting 2 F DDL+ and my torp was instantly ready
from my last shot.
also
MET_EDPlayerCombat,
a F- FFV had 4 groups of 1 fighter. although
I had seen 2 others with the right load out earlier
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 10, 2008, 11:01:07 pm
Server is running very slowly.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 10, 2008, 11:21:00 pm
ED Player Patrol: Asteroids; Salvage items off of an asteroid - No DV shift, payout was 175 + 100 bonus. Better, but still a little high.

ED Player Patrol: Asteroids; Board ship with security team - No DV shift. It would be cool if we had to get the team back because of the "hostilities" they encounter, then attack normally. I always capture those ships because I can't get them back.

ED Enemy Combat: Planet; Two FRD and one DEFSAT with the Planet. Planet had 5 Marines, FRD's had 7 and 6 respectively. The DEFSAT had 7 even though it's supposed to be an NT unit (probably because it was built on a Base Station frame in DH's list). Had one FFV defending, then two DD's showed up mid mission and I got an "Ambush" message. Again, neat if planned, weird if not. The reinforcements are a good plan, but the Ambush message makes me think something is odd.


I keep having things go out of sequence in the patrols. Things like the ship fires at me, then 30 seconds later I get a message that they are attacking (I just usually assume my weapons officer was in the can  ;)) or the ship lets me pummel it to near death, then they decide to get aggressive.

In the scenarios where it turns into a combat situation can the AI be let go of your preprogrammed behavior as soon as possible after either deciding to attack or being attacked? It seems to me the wait time involved in working out the storyline is hampering the AI's ability to fight.

I have experimented using LRS as suggested and not using them. Not using them at start doesn't seem to have much of an impact (you can actually get around the not being able to target things issue and as I reported before many units appear within 100 anyway), but if you don't turn LRS on or cycle them off and on at about range 15 -20 you don't get the update messages until much later. I have learned how to get to the target pretty quickly at this point and it might be messing with the sequence timing somewhat.

OK, I think I figured out what's been going on with the initial placements, so hopefully that's cleared up a bit.

Some of the odd AI behaviour is also due to the way the inter-team relationships are set up in mission and how they get updated, hopefully that is cleaned up a bit now too.  <crosses fingers>

I'll hack away at the testing on this a bit and hopefully release an update on Tuesday.

Post any other mission-specific oddities you run across, and I'll try to get them into the Tuesday update as well.

thanks again!
dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 10, 2008, 11:23:03 pm
Dispaches from the front.
ED patrol was able to fire the same S torp twice.
my SPL+ was fighting 2 F DDL+ and my torp was instantly ready
from my last shot.
also
MET_EDPlayerCombat,
a F- FFV had 4 groups of 1 fighter. although
I had seen 2 others with the right load out earlier

Fighter loadouts should get better with the next release, but might continue to be a little odd (it should be close to the right number of fighters, maybe one or two short, but won't necessarily be divided into the same number of flights as listed in the shiplist).

The double-firing S-torps are a game bug, not one we can do much about with the scripts.

thanks!
dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 11, 2008, 07:48:06 am
ED Player Patrol: Planet; I have gone to desktop twice in a row now upon mission load up. I see the star field, then it crashes.

The server is still really slow so I don't know if it is that. I'll try a Combat mission.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 11, 2008, 08:56:03 am
Had one Combat mission go to desktop, then I ran the Colonization mission and it worked fine. I then ran a mission in another hex and it worked fine. I just ran two Combat and a Patrol in the Planet hex and they worked fine. Seeing as how the mission setup in a planet hex never changes as far as placement and such I'm stumped on this one. Speaking of which, does it always have to be Planet defense?


Mission matching was a little odd as far as mission type. I'm flying a CL and the two Patrol missions I ran gave me two CA's and two DNL's to fight respectively and the Combat missions gave me two FF's to fight both times. I thought the Patrols were supposed to be a bit easier compared to the Combat scripts. May have just been luck. It doesn't really matter though as the attackers ignore you completely in favor of the Planet. I noticed that the Planets in the defence scenarios always have the appropriate 30 Marines on them, so that bug only seems to affect the attacking player. It would be interesting to see what happens on each side of a draft in that mission.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 11, 2008, 10:35:16 am

The crash on load is coming from a routine that sometimes loads extra terrain in planet hexes.  It can happen in any planet mission, but only crops up once in awhile (when it picks the bad terrain).   I'll have that cleaned up tomorrow.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 11, 2008, 02:55:48 pm
Server should be faster now.. I cleaned up the DB and rebooted the server.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 12, 2008, 07:44:47 pm
Dispatches from the front.
Met_EDEnemyPatrol (Ambush) arrow problem it remains.
also happened (same) patrol where Warship has authorisation to be there.
some patrols are not giving DV shifts.
Also Crim was running missions which did not show up on
MY news events and new is getting cluttered again with minor shifts.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 12, 2008, 07:51:20 pm
That's odd, the arrow has been disappearing every time for me.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Beeblebrox on August 13, 2008, 02:09:34 pm
I'm sure this has been mentioned but the AI matchup is kind of rough.  Two CBs and a light cruiser against two light cruisers is a little daunting.  I got my butt kicked in short order and I'm down to an E4CR.  It's one of my favorite ships but it'll be a challenge to keep this tin can shipshape and in fighting trim.  Other than that I'm enjoying these new scripts enormously.  Dear God, the maps are huge. 
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 13, 2008, 03:00:44 pm
That's odd, the arrow has been disappearing every time for me.

I've seen the arrows stick during some ambushes as well, will look into it.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 13, 2008, 03:36:33 pm
I'm sure this has been mentioned but the AI matchup is kind of rough.  Two CBs and a light cruiser against two light cruisers is a little daunting.  I got my butt kicked in short order and I'm down to an E4CR.  It's one of my favorite ships but it'll be a challenge to keep this tin can shipshape and in fighting trim.  Other than that I'm enjoying these new scripts enormously.  Dear God, the maps are huge. 


LOL! Try fighting the Andromedan Dominator with the four Cobra's in it that I had on an ED Player Combat. I was in a I-CMP and if the Dominator hadn't been focused on the planet I would have died instantly. I couldn't even crack a shield on that thing at point blank range! I finally got it close enough to tractor it into the planet.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-DieHard on August 13, 2008, 03:41:12 pm
I'm sure this has been mentioned but the AI matchup is kind of rough.  Two CBs and a light cruiser against two light cruisers is a little daunting.  I got my butt kicked in short order and I'm down to an E4CR.  It's one of my favorite ships but it'll be a challenge to keep this tin can shipshape and in fighting trim.  Other than that I'm enjoying these new scripts enormously.  Dear God, the maps are huge. 


LOL! Try fighting the Andromedan Dominator with the four Cobra's in it that I had on an ED Player Combat. I was in a I-CMP and if the Dominator hadn't been focused on the planet I would have died instantly. I couldn't even crack a shield on that thing at point blank range! I finally got it close enough to tractor it into the planet.

There's a reason why I left those in the list  :D
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 13, 2008, 03:57:07 pm
I'm sure this has been mentioned but the AI matchup is kind of rough.  Two CBs and a light cruiser against two light cruisers is a little daunting.  I got my butt kicked in short order and I'm down to an E4CR.  It's one of my favorite ships but it'll be a challenge to keep this tin can shipshape and in fighting trim.  Other than that I'm enjoying these new scripts enormously.  Dear God, the maps are huge. 


LOL! Try fighting the Andromedan Dominator with the four Cobra's in it that I had on an ED Player Combat. I was in a I-CMP and if the Dominator hadn't been focused on the planet I would have died instantly. I couldn't even crack a shield on that thing at point blank range! I finally got it close enough to tractor it into the planet.

There's a reason why I left those in the list  :D


Does that thing have like 500 point shields or something? I hit it several times from range 5 with an OL PPD, 2 G-Torps and all my Phasers and the shield never changed from white.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 13, 2008, 04:46:32 pm

There's a reason why I left those in the list  :D

And I'm the one they call evil  ::)

 ;D

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Klingon Fanatic on August 13, 2008, 06:35:14 pm
I must have missed these new scripts have they been updated?

KF
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 13, 2008, 09:12:06 pm
Not in a couple of days - I'll have a new batch out tonight, just running a last couple of tests
Then (as always) it's Pesty's problem (and Fluf's fault)

EDIT:  ok, latest updates posted, hopefully addressing most of what has come up so far plus adding a larger open-space fleet battle to the patrol scenarios
ED ones  (http://www3.telus.net/NuclearWessels/sfc/downloads/EDScenarios.exe)
XC ones (http://www3.telus.net/NuclearWessels/sfc/downloads/ED_XCPack.exe)
the EAW versions  (http://www3.telus.net/NuclearWessels/sfc/downloads/EAWScenarios.exe)

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Beeblebrox on August 14, 2008, 09:46:06 pm
10:45 P.M. EST.  The Hardcore server isn't showing up on the selector screen, despite several refreshes. 

How do I go about adding those new updates, since they're separated into sections?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 14, 2008, 11:32:44 pm
10:45 P.M. EST.  The Hardcore server isn't showing up on the selector screen, despite several refreshes. 

How do I go about adding those new updates, since they're separated into sections?


Wait for Pesty to update the installer is the easiest way.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 15, 2008, 12:04:55 am
OK.. server is back up and running.. DB has been cleaned.. no reset this time around.

To uninstall the old installer.. go into your OP directory and find the HC_Uninstall.exe and run it.. and then you can DL and run the new installer..

http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip



Alternatively, you can just install the new scripts over the top of the old ones..

http://warpcore.110mb.com/Downloads/HC_Scripts.zip


Server has already been updated with the new scripts.

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 15, 2008, 08:48:16 pm
Dispatches from the front.
Server is down.
Met_XCenemyCombat Friendly(and there were not to Many of them) SPL+ no move or fire.
then  a  couple of the
Met_EDplayerCombat gave no shifts.ran SS out to contact.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Capt Jeff on August 16, 2008, 12:17:02 pm
ED Player patrol.  I was being drafted by ally to boost a planet hex, 2 out of 4 of those type missions, I was spawning in the same place as the planet and very quickly went boom  ;)

Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 16, 2008, 03:18:51 pm
ED Player patrol.  I was being drafted by ally to boost a planet hex, 2 out of 4 of those type missions, I was spawning in the same place as the planet and very quickly went boom  ;)



OK, I can see how that might prove a tad inconvenient  ;D

will fix, thx
dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: [KBF]MuadDib on August 17, 2008, 02:34:32 am
OK.. server is back up and running.. DB has been cleaned.. no reset this time around.

To uninstall the old installer.. go into your OP directory and find the HC_Uninstall.exe and run it.. and then you can DL and run the new installer..

[url]http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip[/url]



Alternatively, you can just install the new scripts over the top of the old ones..

[url]http://warpcore.110mb.com/Downloads/HC_Scripts.zip[/url]


Server has already been updated with the new scripts.




cannot download through either link...  8-/
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Klingon Fanatic on August 17, 2008, 08:03:52 am
Okay while playing the ED Scenarios I ran into this anomaly:

My FGSCX near a F-BATS encounters a DAMAGED stock MMT monster. I thought it was cool to see a monster with startup damage applied in a mission.

Usual drill. I scan it and fire stock missiles at it.  After two scatterpacks and two volleys of four missiles, I get a CTD when the monster explodes. The break model is fine as it's a stock model.

At any rate, I'm thinking that the monsters need a major upgrade. Certainly the Astrominers should had PlasDs and maybe the others could have AMDs or Ph-Gs for defense.

Qapla'

KF
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Beeblebrox on August 18, 2008, 08:46:02 am
I've noticed this happening a couple of different times.  Last  night I was running the mission which involves destroying a pirate base and its drydock.  Even after all the weapons on the base had been destroyed, it was still firing phasers at me.  Other than that everything has been running just fine.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 18, 2008, 09:57:16 am
Those two issues are related to the shiplist being used. Some things have hidden weapons and some of the Antimatter Eaters start with drone racks that are destroyed.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 19, 2008, 10:16:57 pm
ED Enemy Patrol: Nebula; Sneak up on a base at green alert and covertly listen in on transmissions - Gave me a completed mission with 120 PP, but no DV shift. Also, I was going full speed at green alert with no LRS and when I got to range 100 and targeted a FRD (didn't see the base), I slowed to speed 10. By the time I was at range 94ish There was a message that we were detected and that the Nav officer was warping us out. Immediately after that there was a message that we had got what we needed and could leave. Did my speed trigger something or is that how it is supposed to play out?

Coolest mission idea so far  :thumbsup:! It would be even cooler if we had to sneak up at speed 10 or less until range 50ish though.


I think I may have seen a pattern with the no DV shift missions. I think everytime you fight a pirate in a patrol mission it doesn't count towards the DV. Had three pirates and none of them had a DV shift.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Beeblebrox on August 20, 2008, 03:56:27 am
4:55 A.M. EST and the server is not appearing on the selector screen, even after several refreshes.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on August 20, 2008, 09:36:51 am
I was in a mission when it went down last night.

ED Enemy Patrol: Planet; Planet only had 6 Marines. My AI wing never moved and only shot at the Planet (from about 70 away), even when I lured the two defenders right on top of it. The defenders ignored it as well and only fired at me.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 20, 2008, 09:47:52 am
Server is back up
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Beeblebrox on August 21, 2008, 08:22:58 am
9:22 A.M. EST.  The server is not showing up on the selector screen.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 21, 2008, 02:06:44 pm
I took it down for DH's test last night.. server is up and running now.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: NuclearWessels on August 21, 2008, 05:29:17 pm

OK, packs updated - I think this should take care of the last cases where the AI is just sitting there (had a few places where relationships got set to neutral/ignore  ::) ) and it adds a convoy raid in the enemy patrols.

Thx for the possible link on the pirate/patrol/dvshift issue corbo, still trying to iron that one out.

dave
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 21, 2008, 07:45:42 pm
Did not see it in the campain selector screen
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Klingon Fanatic on August 21, 2008, 08:19:34 pm
Okay, I'm using the HC shiplist and missions. I encounter a non-threatening Sunglider, I shoot at it anyway and CTD...

I hope I've just got the latest scripts from Pesty mentioned above...

These missions have been really fun so far.

Thanks folks!

KF
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Beeblebrox on August 22, 2008, 12:10:57 am
1:10 A.M. EST.  The server is not showing up on the selector screen.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 22, 2008, 12:02:46 pm
OK.. server is back up and running.. DB has been cleaned.. no reset this time around.

To uninstall the old installer.. go into your OP directory and find the HC_Uninstall.exe and run it.. and then you can DL and run the new installer..

http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip



Alternatively, you can just install the new scripts over the top of the old ones..

http://warpcore.110mb.com/Downloads/HC_Scripts.zip


Server has already been updated with the new scripts.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: deadmansix on August 23, 2008, 12:32:18 am

cant DL the new scripts rar says that they are incomplete or something
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 24, 2008, 11:40:11 am
Dispatches from the front.
1 of my accounts (Lear6) is corrupted it will not let me Fly it
It wants to have me re-pick what race it is for.
XC_Combat drew a sun glider it shot first I killed it no shift.
server was a little jerky on Sat night I was the only one on.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on August 24, 2008, 12:38:54 pm
The server Jerkey problem is on my end..

I'm in process of backing up the HDD and going to re-install Vista on it. I installed that Olympic Live TV thing on my system for Media Center and it messed up the DAC registry files (they noted that their application could do that. They have a new version that is now fixed.. but I got mine before it was released.. my fault)..

Seeing as how WDAC 6.0 is an integral part of the Vista OS, there is no download for it. the problem is in the system registry.. and as such, I either have to rebuild the missing registry keys (which I have no clue as to what they were before) or I have to do a system reinstall, or I have to get a Vista Home Premium 64 bit registry copy... even then I don't have that.. so my option is clean reinstall and then restore file structure with a backup.

I'm getting error 1919 and my ALG, WXRSS, and a few other ODBC functions are working slowly or weirdly..

the system is running OK for now.. and should bee just fine until I get a backup done.. however I do have 210 GB to backup for the restore.

I intend to do the system restore on Friday, so the server will be down Thurs all day and most of Friday.. it should be back up Sat at the latest.

Please be patient if there are moments of it going slow.. I am Zipping up my data for storage and much of that is 40 to 50 GB zip files under max compression that Winzip allows (I don't want to have piles of DVD's to reinstall)

Sorry for the inconvenience..
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on August 31, 2008, 12:31:30 pm
dispatches.
any update when the server will be up??
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Age on September 02, 2008, 04:34:09 pm
The server Jerkey problem is on my end..

I'm in process of backing up the HDD and going to re-install Vista on it. I installed that Olympic Live TV thing on my system for Media Center and it messed up the DAC registry files (they noted that their application could do that. They have a new version that is now fixed.. but I got mine before it was released.. my fault)..

Seeing as how WDAC 6.0 is an integral part of the Vista OS, there is no download for it. the problem is in the system registry.. and as such, I either have to rebuild the missing registry keys (which I have no clue as to what they were before) or I have to do a system reinstall, or I have to get a Vista Home Premium 64 bit registry copy... even then I don't have that.. so my option is clean reinstall and then restore file structure with a backup.

I'm getting error 1919 and my ALG, WXRSS, and a few other ODBC functions are working slowly or weirdly..

the system is running OK for now.. and should bee just fine until I get a backup done.. however I do have 210 GB to backup for the restore.

I intend to do the system restore on Friday, so the server will be down Thurs all day and most of Friday.. it should be back up Sat at the latest.

Please be patient if there are moments of it going slow.. I am Zipping up my data for storage and much of that is 40 to 50 GB zip files under max compression that Winzip allows (I don't want to have piles of DVD's to reinstall)

Sorry for the inconvenience..

I don't blame you with all those dvds.What do you intend on storing the Zip files on?Where is the download for this a few posts below and do you need OP+Hard Core Edition or will OP+ will do as well?I may give this try casually.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on September 02, 2008, 06:56:32 pm
ON.. I am almost completely restored on my system.

I'll have the server up later tonight. I need to make a new installer and also upload the scripts pack again.. the server will be reset.. sorry folks.



Age, To install you will need :

Stock copy SFC : OP

Patch 2500-2552

OP+ v4.0

Hardcore installer.

in the event you have problems with connection, you have need the SFC OP Directory server fix install last.

That's about it. Make sure to play with AV turned off and firewall properly configured or disabled.

that's about it.

Also make sure that all installations are done with AV turned off to prevent file corruption.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on September 02, 2008, 07:54:25 pm
OK server is back up

Installer located at

http://warpcore.110mb.com/Downloads/Hardcore_Installer.zip


If you already used the installer, all you need is the updated scripts.

http://warpcore.110mb.com/Downloads/HC_Scripts.zip


Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: deadmansix on September 03, 2008, 05:57:20 pm

 still getting no DV shift when you fly with allies of a different race (AI) don't know about player allies
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Age on September 04, 2008, 03:37:04 pm
ON.. I am almost completely restored on my system.

I'll have the server up later tonight. I need to make a new installer and also upload the scripts pack again.. the server will be reset.. sorry folks.



Age, To install you will need :

Stock copy SFC : OP

Patch 2500-2552

OP+ v4.0

Hardcore installer.

in the event you have problems with connection, you have need the SFC OP Directory server fix install last.

That's about it. Make sure to play with AV turned off and firewall properly configured or disabled.

that's about it.

Also make sure that all installations are done with AV turned off to prevent file corruption.

Thanks Pest. will dl Friday.I will need a dll file for TS to work though.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on September 07, 2008, 03:05:35 pm
server is not showing up.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Paladin on September 18, 2008, 07:59:57 pm
Do you happen to have files to play these single player?

Work usually means travel for me; would like to play these offline in the little computer time I'm getting these days :P
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Corbomite on September 19, 2008, 09:43:15 am
Do you happen to have files to play these single player?

Work usually means travel for me; would like to play these offline in the little computer time I'm getting these days :P

I have the .mct's for these. I could probably email them to you. They aren't that big. They don't have the base and planet assaults in there, but I think these missions can run in those hexes. I can send you the installer, but you'd have to update the missions to the newest ones.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on September 20, 2008, 08:32:24 am
OK logged on Strayy,s  EAW and I can
see it in the OP selector.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Paladin on September 20, 2008, 12:47:05 pm
Do you happen to have files to play these single player?

Work usually means travel for me; would like to play these offline in the little computer time I'm getting these days :P

I have the .mct's for these. I could probably email them to you. They aren't that big. They don't have the base and planet assaults in there, but I think these missions can run in those hexes. I can send you the installer, but you'd have to update the missions to the newest ones.

Much appreciated :)   PM'ed
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on September 21, 2008, 10:38:53 am
OK HardCore is back up.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Paladin on September 21, 2008, 11:19:56 pm
Got a bad CRC check on shiplist and fighterlist... did I miss a step?
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Paladin on September 22, 2008, 12:08:54 am
Nevermind.. my bad, sorted myself out  :P
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Lear on September 28, 2008, 08:08:02 pm
Dispatches from the front.
25 missions (in a Neb) all went as planned
DV went proper although i only had 1 or 2
pirate missions.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Roychipoqua_Mace on November 24, 2008, 04:58:52 pm
Hardcore is fun.

My only trouble is when I try to fly the ED_PlayerCombat mission. I have tried it three times, and with every try, the game crashes to desktop after about two minutes, and it says the message "Kernel32.dll has caused an error in StarfleetOP.exe, StarfleetOP.exe will now close," or "StarfleetOP.exe has caused an error in StarfleetOP.exe, StarfleetOP.exe will now close."

I don't know why my computer has a problem with only this one script (ED_EnemyCombat, ED_PlayerPatrol, and others all work fine). I am using the most recent script pack. My only guess is that "PlayerCombat" is a PvP mission and requires another player? But I am a new D2 player and don't know.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Bonk on November 24, 2008, 05:09:06 pm
... But I am a new D2 player and don't know.


Ohhhh, I thought you were this Mace (http://www.dynaverse.net/forum/index.php?action=profile;u=24).  :smackhead: (He's an old-time Dynaverse player - check the user# in the profile link - been missing for over a year now...)

Glad you are having fun!

Thanks for the mission report, Pestalence and Dave will look into it I'm sure.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Roychipoqua_Mace on November 24, 2008, 10:27:19 pm
... But I am a new D2 player and don't know.


Ohhhh, I thought you were this Mace ([url]http://www.dynaverse.net/forum/index.php?action=profile;u=24[/url]).  :smackhead: (He's an old-time Dynaverse player - check the user# in the profile link - been missing for over a year now...)

Glad you are having fun!

Thanks for the mission report, Pestalence and Dave will look into it I'm sure.

Right after I made this account I saw the real Mace's  :-[

Thanks for looking into this. I noticed when Knight and I were winging against a group of Romulan carriers in an asteroid field, the addition of the fighters caused us to crash, but otherwise, this server is a blast of a challenge! Glad to see several people on tonight.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: knightstorm on November 24, 2008, 10:38:10 pm
I noticed when Knight and I were winging against a group of Romulan carriers in an asteroid field, the addition of the fighters caused us to crash, but otherwise, this server is a blast of a challenge! Glad to see several people on tonight.

Also consider the fact that there were 2 ai helpers including a carrier.  I don't have the best system, and I'm on dialup, so me crashing in that mission isn't that much of a deal.  I think a bigger issue would be that Roy wasn't receiving draft notices, and half the time he tried to draft me, I didn't receive a notice, although I don't know if that was a router issue.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: FPF-Paladin on November 25, 2008, 06:20:32 am
Hey Dave, I really like these missions   :police:

I did a mission where my orion foes 'sabotaged' my ship and did a few internals of weapon system etc damage to me, and afterwards the repair yard won't finish a last 7 worth of it, it keeps saying I have that much left to pay to repair it no matter how many times I select to repair it.  Was a really cool mission though!
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Roychipoqua_Mace on November 26, 2008, 06:39:56 pm
I noticed when Knight and I were winging against a group of Romulan carriers in an asteroid field, the addition of the fighters caused us to crash, but otherwise, this server is a blast of a challenge! Glad to see several people on tonight.

Also consider the fact that there were 2 ai helpers including a carrier.  I don't have the best system, and I'm on dialup, so me crashing in that mission isn't that much of a deal.  I think a bigger issue would be that Roy wasn't receiving draft notices, and half the time he tried to draft me, I didn't receive a notice, although I don't know if that was a router issue.
I don't know why I am not getting drafted, but I uninstalled and reinstalled the HC_server files, hopefully that does it.

I found out that I was crashing in certain fighter battles because the Hardcore ftrlist directs some of its models to the /DH123/etc folder, which I never copied that into the OP directory...maybe you are having this problem too Knight, where the list points to a missing folder? Works fine now after making sure the models were in the right place.

I don't think I ever had a problem with the ED_PlayerCombat script, but only thought so because the R-FH-B carrier happened to be in the script whenever I tried to play, and it crashed when the ship launched its fighters. Sorry about the false trouble warning, Bonk and Pesty.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Age on December 18, 2008, 03:26:24 pm
Traitors in our midst..

I was flying on the Hardcore server.. my F-CAR with an ally F-CAR and we were racking up quite a bit of damage on our enemies, the Z-DNE and the Z-CD..

I was in position to cripple the Z-CD while my ally was attacking the Z-DNE when all of a sudden I got a message on my screen stating that my ally was turning on me.. not captured, but swapped sides.. I had to fight my way out of the middle of them..

Anyhow here is a screen shot.. the yellow writing is gone, but I brought the message up in the comms panel.. I outlined it in red...

Needless to say I barely made it off the map.. I did kill the Z-CD and I hurt the F-CAR, but not badly enough.. I got proxied badly and near the map border I was being hammered by Dizzys and PH 1's and a few proxies.. I limped off the map severely damaged...

Man that was wicked.. it was one of the XC scripts...
How  did  you  get  the  thing  that  displays  your  FPS as we  have  this  built into GW?

Nice pic of that  F-CAR btw.Rephrased.
Title: Re: Hardcore Server NEW SCRIPTS testing
Post by: Pestalence_XC on December 23, 2008, 03:12:08 am
Welll for FPS.. if you have Tam Speak installed.. you can get Team Speak Overlay.. it shows who is talking and FPS... however TSO only works with XP, not Vista systems.