Topic: EAW / OP Configurable mission packs (D2) - beta (?)  (Read 12188 times)

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NuclearWessels

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EAW / OP Configurable mission packs (D2) - beta (?)
« on: June 06, 2003, 02:11:12 pm »
OK, I've posted beta mission packs for the new configurable missions (the same set of missions as the standard ED packs, but now configurable as per the notes below)

The EAW pack is at http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissionsBeta.zip
and the OP is at http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissionsBeta.zip

EDIT: both packs have been updated as of 11:30pm (PDT) June 10.  Testing, both server and SP, seems to be going well.  There were a few minor bugs with supplies and with text reporting in some missions, but those have been cleaned up with the update -- hopefully we're close to a release version

Here's the description from the configuration.gf file (aw hell, here's the file itself)
dave

// ================ GENERAL NOTES NWMissionConfig.gf ================================

// This file contains configuration specifications for most of the missions in the NW mission pack,
//     allowing you (or a server admin) to adjust the following settings:
//     - the level of supplies carried by AI ships (drones, bombs, parts, marines)
//     - the probability of legendary officers on AI ships
//     - the number of repair parts a ship may actually use in a single mission
//       (more can be carried, but won't generally be usable in a single mission)
//     - prestige bonus awards for PvP missions
//     - the level of AI present in PvP missions
//     - the probability of a base being removed from the dynaverse map by a single successful
//       mission (only for online servers which have the appropriate server settings enabled)

// The configuration file is supported in both the EAW and OP mission packs,
//     and should result in similar effects in each game

// To use this file it MUST be in your Assets/scripts folder,
//     along with the mission Met_NWConfig.scr
// (servers should put copies of both these files in their ValidatedClients folder after
//  establishing the settings they want in this file, and provide the edited file as part
//  of the necessary download for the server)
//
// Note on Met_NWConfig.scr
//    Simply by having the Met_NWConfig.scr in your scripts folder it automatically carries out some
//    initialization when the game is run and/or a campaign is loaded - it is probably best NOT to
//    include this script in the mission list in the .mct file for a campaign.  I have attempted to
//    ensure that if it is accidentally included in the .mct list it will run as a normal patrol,
//    but that is not the primary purpose of the script and is not recommended.
//

// ================= BATTLE LOGS =================================================

// The missions will also generate summaries of each battle, adding them to the end of a file
// named "BattleLog.txt" in your main SFC folder

// If you find the log is not being generated then create an empty file named "BattleLog.txt"
//    in that folder (e.g. using Notepad) and the next time you run the game you should
//    find it adding data to the log.

// ================= MISSION CONFIGURATION SETTINGS ===============================

// AI BPV modifiers - for non-drafted opponents, multiply the AI's BPV by this value,
//      any value in the range 0.5 to 2.0 is valid

AIBPVModifier = 0.9

// Note that the MissionMatching.gf file controls the drafting BPV modifiers,
//      using variables CaptainDiff, CommodoreDiff, and AdmiralDiff
//      (either on the server or in your MetaAssets\ServerProfiles\Singleplayer folder)


// Disable AI in PvP situations:
// 0 is default (normal AI levels),
// if set to 1 then some missions will reduce the amount of AI in the mission
//    during PvP battles
DisableAIDuringPvP = 0

// Bonus PP for PvP missions:
// this is a flat bonus given to the players for the specified results in any PvP mission
AstoundingVictoryPvPBonus = 500
VictoryPvPBonus = 400
DrawPvPBonus = 300
DefeatPvPBonus = 200
DevastatingDefeatPvPBonus = 100

// AI legendary officer probabilities:
// values 0.0 to 1.0 are valid
// (e.g. LegendAICook = 0.10  means there is a 10% chance an AI ship would have a legendary cook on board)
// Note: use of the legendary helm officer is not recommended
LegendaryAICaptain = 0.01
LegendaryAIWeapon = 0.05
LegendaryAIEngineer = 0.10
LegendaryAIScience = 0.15
LegendaryAIMarine = 0.10
LegendaryAIComm = 0.15
LegendaryAIHelm = 0.05

// AI supply modifiers - multiply the default amount of AI supplies by this value,
//     any value in the range 0.0 to 2.0 is accepted
AIDroneModifier = 3.0
AIPartsModifier = 2.0
AIBombsModifier = 2.0
AIMarinesModifier = 1.5

// Limit the number of spare parts a ship can use in one mission:
//      set by the ship's hull class, 0 means no limit
// For example, if a player's frigate has 20 spares, and the per-mission limit
//      for frigates is set at 8, then 12 spares are deducted from the player's
//      supplies at the start of the mission and restored at the end of the mission
// NOTE: in fact, the player can actually use more than the limit in mission by
//      stealing parts off other ships, planets, etc.
FreighterSpareLimit = 2
FrigateSpareLimit = 4
DestroyerSpareLimit = 8
WarDestroyerSpareLimit = 5
LightCruiserSpareLimit = 8
HeavyCruiserSpareLimit = 12
NewHeavyCruiserSpareLimit = 10
HeavyBattlecruiserSpareLimit = 14
CarrierSpareLimit = 16
DreadnoughtSpareLimit = 16
BattleshipSpareLimit = 20
BaseSpareLimit = 12
BatsSpareLimit = 16
StarbaseSpareLimit = 20
PlanetSpareLimit = 25
SpecialSpareLimit = 8
OtherSpareLimit = 4

// For servers which enable "one shot" destruction of bases,
// these probabilities control the likelihood that any one successful mission
// will remove the base from the map
BaseDestructProb = 0.0
BatsDestructProb = 0.0
SBDestructProb = 0.0

   
« Last Edit: June 11, 2003, 01:17:48 am by NuclearWessels »

FireSoul

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Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #1 on: June 06, 2003, 02:15:43 pm »
You've been busy again..
.. how 'beta' is this beta? .. stable enough like the normal missions?

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #2 on: June 06, 2003, 04:43:12 pm »
Busy is the word for it.  For the first time in about a year I actually looked at how much code was lying around - the C++ source code for the ED mission pack now covers some 4000 files and over 300,000 lines of C++.  Ick!

They should actually be quite stable (knock wood), many of them may turn out to be more stable than the previous pack in fact, since I had to clean some things up to get the rest of this working.

Basically I'm expecting a small handful of bugs along the lines of "missing some spare parts after coming out of mission X", " too many (or too few) marines on AI ships in mission Y", "mission Z isn't writing results into the battle log" - that kind of thing.  Irritants mostly, and easily fixed once we spot where they are.

I guess "beta" in that I wouldn't want anyone diving straight into a serious campaign with this stuff until it's had a good round of online test.

dave
 
« Last Edit: June 06, 2003, 04:45:02 pm by NuclearWessels »

Klingon Fanatic

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Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #3 on: June 06, 2003, 06:40:50 pm »
Thank you NW!

No problems noted so far. Battle log works fine.

Thank you!

KF
« Last Edit: June 07, 2003, 02:00:28 am by Klingon Fanatic »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #4 on: June 11, 2003, 01:23:29 am »
OK, I've released updated versions of both the EAW and OP packs, cleaning up the few issues that have been raised so far.

At the moment the five "Uni" missions (Iron Cage, Poison, Smuggler, Thief, and Trial) plus 1Scout, 11ConvoyRaid, and 12ConvoyEscort do not limit your spare parts or modify all the AI loadouts.  

A couple of minor reporting errors were fixed (missions giving correct prestige and DV effects, but incorrect text message on completion),  a couple of BattleLog errors have been cleaned up, and some alliance problems in the "Games of the Masters" missions were addressed.

Other than that, everything seems to be go.  

Let me know if anything else comes up,
dave
 

FireSoul

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Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #5 on: June 11, 2003, 01:40:21 am »
question: is there the same number of missions than your non-beta package?

NuclearWessels

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Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #6 on: June 11, 2003, 08:32:45 am »
The .mct files should remain the same as the other packs.

There is the one config mission script, but it's autorun at startup and shouldn't go into the .mct files.

dave
 

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #7 on: June 11, 2003, 11:28:14 am »
Argh and blargh.  

The update introduced a crash bug in the Uni-Thief mission ... looking into it now.

dave
 

Rod O'neal

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #8 on: June 13, 2003, 12:02:35 am »
Hey Dave How's this coming along. Should I DL it now as is, or do you think that you'll have the mission fixed soon?  

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #9 on: June 13, 2003, 11:47:48 am »
Found the problem (those null ptrs will get you every time )

I should have a fixed version posted in a couple of hours

dave

EDIT: OK, fixed packs are posted now for both OP and EAW.

I'll give this about another week of testing before I remove the "beta" tag, but I think we're about ready.

At the moment it does NOT handle customized location of script folders, but I'll add that in the next week or two (e.g. if you've manually edited your MetaAssets\ServerProfiles\Singleplayer\Assets.gf file to point at a custom scripts folder)

dave
 
 
« Last Edit: June 13, 2003, 01:03:39 pm by NuclearWessels »

Rod O'neal

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Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #10 on: June 15, 2003, 02:49:42 am »
Thanks. I wasn't trying to rush you, or anything  

DH123

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #11 on: June 15, 2003, 11:01:52 am »
Dave,

Do any of these missions overwrite anything used in SG3?  Want to start playing on my test EAW server but don't want to screw up my SG3 stuff.

 

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #12 on: June 15, 2003, 12:30:58 pm »
Yeah, sorry DH, I think they will (ultimately want to replace the ED pack with this one, so left the names the same)

sorry 'bout that,
dave
 

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #13 on: June 15, 2003, 12:50:30 pm »
NW, are the updated packs posted now?

Also any chance you'll tackle repair roundeous , the Kobyashi Maru,  the Quantum factor or other SFC1 missions now that summer is upon us?

Qapla!

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #14 on: June 15, 2003, 06:19:35 pm »
Yup, the updated ones are up.

Not sure what kind of a timetable we're looking at for the SFC1 mission conversion - I'm playing with some DB stuff right now (aside from cleaning up anything that comes up with the configurable pack) but might look at them after that.

dave
 

FireSoul

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #15 on: June 16, 2003, 03:47:40 pm »
suggestion, new idea:

Does your "superfleet" mission, the one where you got a sun up your @$$ .. , does it give you a medal if you kill them all?
It really should.

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #16 on: June 16, 2003, 06:12:54 pm »
Good point!  
I'll add that in for the next go 'round

dave
 

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #17 on: June 16, 2003, 06:33:23 pm »
HELP!

NW, the pre-6/10 beat worked fine but as of last night I FINALLY d/l the 6/10 version and now I keep crashing to desktop! I don't remember if I was supposed to remove a file or not.   Is the NW gf thingy supposed to be moved to the Meta Assests for instance?

Please advise.

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #18 on: June 16, 2003, 08:24:32 pm »
Hmmm - no, the .gf file should sit in the same directory as your .scr files.

When do the CTDs occur?   (when loading game, on briefing screen, during mission, at end of mission ... ??)

One quick stupid question (I ask because I've actually done this) you did download the right pack for whichever game?  (you didn't unzip the EAW pack into your OP folder or vice versa?)  Come to think of it, I better check and make sure I didn't do that with the upload

dave
 

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #19 on: June 16, 2003, 08:37:32 pm »
Ah ... here may be the problem ... the current version is 6/13 not 6/10.

The 6/10 version was the one with crash problems (discussed a few posts up above here somewhere)

If you use the link at the top of this thread it should always take you to the most current version

dave