Topic: EAW / OP Configurable mission packs (D2) - beta (?)  (Read 12344 times)

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Tumulorum Fossor

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #40 on: October 01, 2003, 04:10:52 pm »
Hey, NW... Is this considered non-beta yet?

-TF

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #41 on: October 01, 2003, 05:38:08 pm »
KF - I'm currently playing through the SFC1 missions in fits and starts, then I'll pick some to take a stab at.  No immediate time frame, but it will happen sooner or later

T - yup, I just uploaded (a couple of hours ago) updated packs, hopefully all is good to go

dave
   

Klingon Fanatic

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #42 on: October 01, 2003, 05:49:55 pm »
Quote:

KF - I'm currently playing through the SFC1 missions in fits and starts, then I'll pick some to take a stab at.  No immediate time frame, but it will happen sooner or later

T - yup, I just uploaded (a couple of hours ago) updated packs, hopefully all is good to go

dave
     




That is great news and 100% worth the wait for your fine conversion/remakes of the SFC1 missions.

THANK YOU!

Qapla!

KF

Tumulorum Fossor

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #43 on: October 02, 2003, 08:57:22 am »
Thanks, NW!

So I suppose this means that the files OPMIssions.zip and OPMissionsBeta.zip at sfcx.org are the same file (as of October 1)?

Cooooool!

Thanks, again, man.  Good stuff here.

-TF

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2)
« Reply #44 on: October 20, 2003, 05:38:54 pm »
OK, the latest OP updates have just finished uploading:
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

The only big alterations are to try to fit in a bit better with the custom rules/shiplists in the online campaigns without detracting from SP play:

(1) The default settings in the configuration file now give the same behaviour as "unconfigured" missions - i.e. no spares limit, no legendary officers, etc.  If admins, or folks playing SP, want to use the configuration limits they just have to edit the NWMissionConfig.scr file (Notepad works fine for editing that one).  

(2) The ambush mission no longer leaves you powerless in PvP situations

There are a couple of other small fixes for DV results reporting, starting map positions etc, and fixing a couple of the missions that required transporters so they no longer start you in a neb.

Just a reminder for anyone who doesn't check the readmes - players can just whack the files in their Assets/Scripts folder, but if you're admin for an online server you have to remember to put the NWMissionConfig.scr file in the Validated Files folder but not the server's Assets/Scripts folder.

As always, hope you have fun, and let me know if you find bugs
dave
 

Corbomite

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #45 on: October 20, 2003, 09:40:41 pm »
Thanks Dave! I have a question though. Is there any way to control the tech level of fighters and drones using this type of thing? I know FS was able to do something like it in Coop Ace. Can it be done in a more broad sense or possibly have it be random at mission start? Possibly on a ship by ship basis, i.e. not all ships get the same tech level?

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #46 on: October 20, 2003, 11:43:11 pm »
Hmmm ... sort of a probability of ships having "most recent" tech vs older tech?

Yes, it could be done -- at the current pace it might take me awhile to get on it though ... things seem to be going into the "to-do" pile a lot faster than they're coming out of it

dave
 

I_Mudd

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #47 on: October 21, 2003, 04:35:39 am »
Hey NW, what's the connection between Crazy Harry and The Baroness in your pic? Just curious.

Love the missions, by the way. They really spice up the game. Thanks for your hard work.

I_Mudd.

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #48 on: October 21, 2003, 07:30:35 am »
Heh, no idea!  It was just the best piccie I had for harry that fit

dave
 

Fluf

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #49 on: October 21, 2003, 12:42:10 pm »
Dave, great work, hope to check this out soon.

One thing though, and Im sorry I never got a chance to write you and tell you what problems we had with the configurable missions pack for EAW.

The pack in general worked on LB4 and did what you said it would do.  However, we had serious bugs in mission disconnects.  The DoubleDamage/DoubleWeapons bug was rampant during LB4, probably due to a disconnect or loss of packets during a mission made all the AI officers go legendary.  I hope you have addressed this issue, as it was the biggest issue during this server.

But I did love the ability as and admin to be able to control the things you did with this pack in EAW.  Hope to get a test server up soon with this pack and will let you know what we find.  
« Last Edit: December 31, 1969, 06:00:00 pm by Fluf »

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #50 on: October 21, 2003, 04:00:13 pm »
Yeah, there turned out to be a couple of significant goofs in setting the packs up - a couple of missions were badly bugged (to the point where I'm surprised they worked at all).

Hopefully that's been cleaned up, but definitely let me know if they're still occurring (heh, or if I've introduced new ones of course)

dave
 

Walleye

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #51 on: October 24, 2003, 07:25:11 am »
bump  

NuclearWessels

  • Guest
EAW / OP Configurable mission packs (D2) - beta (?)
« Reply #52 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

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #53 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 #54 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

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #55 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 #56 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

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #57 on: June 11, 2003, 01:40:21 am »
question: is there the same number of missions than your non-beta package?

NuclearWessels

  • Guest
Re: EAW / OP Configurable mission packs (D2) - beta
« Reply #58 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 #59 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