Topic: Custom dynaverse missions: EAW, OP, SFC3  (Read 65720 times)

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FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #100 on: February 22, 2003, 11:05:12 pm »
Dave,

.. have you changed the AI's behaviour somehow in your mission scripts?
well.. go see your private messages. ;>

-- Luc

Corbomite

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #101 on: February 23, 2003, 02:05:24 am »
Quote:

Dave,

.. have you changed the AI's behaviour somehow in your mission scripts?
well.. go see your private messages. ;>

-- Luc  




I think he has. Every time I try to engage it sets up a card table and asks me if I want to play Canasta.

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #102 on: February 23, 2003, 02:13:26 am »
heh.. heheh.. no seriously..
.. It's important.

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #103 on: February 23, 2003, 04:23:56 pm »
Nope, haven't done anything with the AI behaviour - at least not deliberately

In the mission film you sent me (the 4Ambusher variant) the ambushed AI starts out with shields and warp engines offline (i.e. destroyed at the start, then restored 30 or so seconds in) but that's about it.  The hostility settings are all stock, and no other commands or goals specifically set.

dave
 

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #104 on: February 23, 2003, 04:25:57 pm »
nonono.. keep your eye on the other mirak ship..
.. might I remind you it's a CVA? .. it's a DN. .. how many HET's does it try to do?


Check it out.
-- Luc

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #105 on: February 23, 2003, 07:42:16 pm »
OK, due to both capacity and bandwidth limitations at my personal site, the mission scripts have moved.

They're now available (thanks to the good folks at SFCX.org) at
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip
http://www.sfcx.org/downloads/mirrors/NuclearWessels/SFC3Missions.zip

I've updated the links on my own pages and in my sig, if anyone else has links to the missions they might want to update those too

Many thanks Capt Castrin!
dave
   

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #106 on: February 25, 2003, 06:12:52 pm »
Quote:

nonono.. keep your eye on the other mirak ship..
.. might I remind you it's a CVA? .. it's a DN. .. how many HET's does it try to do?


Check it out.
-- Luc  




Ah - it just dawned on my what the issue might be!

I might have given legendary officers to the AI ... it might be a legendary navigation officer trying to pull off all the extra HETs

I haven't got access to the code right at the moment, but I'll check on it later.

dave
 

Corbomite

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #107 on: February 25, 2003, 06:51:30 pm »
What about this Canasta issue????

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #108 on: February 25, 2003, 09:30:26 pm »
You sure it wasn't Fizzbin?

dave
 

Daew Anahos

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #109 on: February 26, 2003, 07:00:31 am »
What about the Tri-Dimensional Chess Add On With The "Spock" AI option???  

Carrie

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #110 on: February 28, 2003, 12:49:39 pm »
I've just been playing the new missions (all of my bad hex value and such changes to .gf are fixed), and have been noticing a few things.
 

     
  • With planet assault (the original version without the bases in orbit), there's a continual bug coming up, at least in EAW. Can the enemy ships be set to start out further from the planet? Right now, because the new code takes rings into the account as size of 'ringed planet', all the enemy ships are destroyed, cause they're inside the rings, and thusly "hit the planet" in the code.

     
  • I just got done playing Courier Intercept. Is there some reason it claims 'mission incomplete' after destroying the Courier and running? I had a single BB, I knew damned well that I wasn't gonna beat a B-10+C-8+C-5, and it claimed I hadn't destroyed courier. Is that a bug?
     
 

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #111 on: February 28, 2003, 01:57:53 pm »
Doh!  On both counts

Yeah, right now I think the courier intercept expects you to kill everything to win.  I'll get that corrected soonly.

And the defenders dying planetside is an easy fix - will get on that one too.

I should have fixes for both posted Monday.

dave
 

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #112 on: February 28, 2003, 07:10:14 pm »
.. now that I've been relieved of Dad duty (temporarily), I can compile some missions and test the buggy AI HET problems..
.. I'll let you know.

-- Luc

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #113 on: February 28, 2003, 07:26:34 pm »
Hey dave.. I just noticed that all three BaseAssault missions are:
Code:
DEFINE_SCRIPT_CLASS( tMet_7BaseAssault );



I think it would be best to have a different 'class' for each mission. I believe this 'class' is used to register itself to the main program. The last script in the .MCT with a given 'class' will be the one played all the time, I think.

ie, from one of the Custom pre-packaged .MCT files::
Code:
6="Met_NW7StarbaseAssault.scr"
(...)
41="Met_NW7BaseStationAssault.scr"
42="Met_NW7BattleStationAssault.scr"



I'm willing to bet only BATS assaults are being picked.

-- Luc
FireSoul
« Last Edit: December 31, 1969, 06:00:00 pm by FireSoul »

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #114 on: February 28, 2003, 07:45:23 pm »
Nope, they actually get picked correctly based on the type of base(s) in the hex.

The only differences between the three scripts are the hexes they are allowed to appear in and the class of base they draft.  It does actually work, just a small handful of lines of source code are different for each.

dave
 

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #115 on: March 01, 2003, 12:40:48 am »
Ok.. I've recompiled the Missions for OP (marked as version 3.1.2a) and the AI HET Madness has disapeered.
Here's the updated .Zip for OP.
   http://klingon.stasis.ca/sources_and_utils/EvilDave/OPMissions.zip

Dave, feel free to update your own with it. Either way, it doesn't matter as you'll probably update Monday.
Let's see what I can do for the EAW missions pack, now.

-- Luc

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #116 on: March 01, 2003, 12:52:37 am »
Ugh.. never mind.. the packages have indeed been adapted for OP only via sources. Easy enough to fix, but tedious enough to say:

.. Wait for Dave to do it.

-- Luc

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #117 on: March 01, 2003, 01:58:40 pm »
I'll get 'em compiled and posted Monday Firesoul.

Should have the other assorted fixes and enhancements from the EAW updates in there as well.

dave
 

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #118 on: March 01, 2003, 02:55:43 pm »
Well.. let me share something MagnumMan found for me.. I used it in the coopace sources to auto-detect if using EAW or OP.

Code:

// For EAW/OP detection
#include "soundnums.h"
#ifdef kSndPhaserFire
   #define EAW 1
#else
   #define OP 1
#endif



.. then you can set up the differences by doing "#ifdefs"s.
-- Luc

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #119 on: March 01, 2003, 03:59:46 pm »
VERY NICE!  THX, will definitely do that!!!!!!!!!

It'll be nice to get a common set of source code for the two versions, thanks again!

dave