Topic: Custom dynaverse missions: EAW, OP, SFC3  (Read 67633 times)

0 Members and 1 Guest are viewing this topic.

CptCastrin

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #220 on: May 01, 2003, 10:45:50 am »
Dave, any reason to use these on Reclamation? Fixes that might help with the neutral coop issue?  

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #221 on: May 01, 2003, 02:54:35 pm »
I have updated my .MCT packages to match. These .MCT files mix the exrta single player campaigns from EAW for SFC:OP. and NW's missions.

 http://klingon.stasis.ca/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip

I haven't tested these. Any volunteers?
-- Luc

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #222 on: May 02, 2003, 12:44:27 am »
Quote:

Dave, any reason to use these on Reclamation? Fixes that might help with the neutral coop issue?  




Ummm ... there are some corrections to missions that wouldn't end properly in some circumstances (6Patrol, 17Patrol, 13BigGame, 13Monster IIRC) and some tweaks to 7Patrol and the courier mission to try and get better reporting results, but I don't think there's anything there that's likely to specifically improve the neutral coop situation.

dave
 

Cleaven

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #223 on: May 02, 2003, 03:05:22 am »
Quote:

Quote:

Dave, any reason to use these on Reclamation? Fixes that might help with the neutral coop issue?  




Ummm ... there are some corrections to missions that wouldn't end properly in some circumstances (6Patrol, 17Patrol, 13BigGame, 13Monster IIRC) and some tweaks to 7Patrol and the courier mission to try and get better reporting results, but I don't think there's anything there that's likely to specifically improve the neutral coop situation.

dave
   




Does anybody have any insight as to why some of the neutral co-op was working well in some hexes. I'm assuming not if it's related to some variable stored client-side which is not being cleared, hence the "it works if you restart" situation.

The only other odd possibility is that it was working well for me when there were only two of us on. Dogmatix turned up and ruined things though.

"Waiter - a server for two please, no enemy, and plenty of neutral hexes."  

Mog

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #224 on: May 02, 2003, 08:07:27 am »
Cleaven, I don't think anyone knows why it works sometimes and other times it doesn't. Last night, for example, Jeff and I tried a co-op in 8,19 (I think). The DV was at 10, but it had some ai counters in it left over from previous failed attempts I guess. Anyway, as in the other night with Doggy, a Courier Intercept mission dropped the DV. Sadly, Jeff didn't have time to run any further missions on it.

Just thought, I probably haven't publicised the details of what happened to Doggy and I the other night. We hit a neutral hex (can't remember which one now), and for twice in a row, with Courier Intercept, the DV dropped. We did this by killing every enemy ship. The 3rd attempt, Doggy captured one, and the DV didn't drop. Thereafter, the DV failed to drop (2 more attempts, reverting back to destroying all ships). Other missions that we tried did not affect the DV. So it seems that there is something in the Courier Intercept mission that works more often than other missions.

I will try and get on again tonight (going out tonight to see X-Men2) and try some more missions on 8,19, and will report findings here.

Btw, the missions with Doggy are the first ones that I have ever seen where the DV has dropped AFTER the first attempt. So some sort of progress is being made here. As to what has caused this, I have no clue. It may have something to do with the specific .gf settings that Tracey suggested we try, or it may be something in the Courier Intercept mission itself, or maybe a combination of the two.

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #225 on: May 02, 2003, 09:22:15 am »
I'll try bringing a couple of the other missions in line with the reporting mechanisms the courier mission uses and we can see if that has any effect.

dave
 

Mog

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #226 on: May 02, 2003, 10:02:42 am »
Thanks Dave

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #227 on: May 02, 2003, 12:43:48 pm »
OK, let's give this a whirl.  I've updated all the "7" missions to use virtually identical reporting mechanisms to those in the courier script, i.e.:
7Courier
7Patrol
7FleetAssault
7SectorAssault
7BaseAssault
7BATSAssault
7SBAssault

If if this improves neutral co-op  then we may be on to something.
The packs have been updated for both EAW and OP

dave
   

CptCastrin

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #228 on: May 06, 2003, 01:21:35 pm »
Thanks Dave.

Reclamation is done with but Badlands is now up and using your newest missions (as well as the OP+ v2.1c shiplist) so let's see what happens. <crosses fingers>    

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #229 on: May 09, 2003, 01:20:45 pm »
I've made the following modifications to the latest EAW release:

11 Convoy Raid: capture bonuses increased, freighter speed and marines down a bit
8 Shipyard Assault: same idea, capture bonuses increased, marine counts down, ship strengths corrected (found a bug)
10 Patrol Allied: an additional patrol mission for allied space
17 Patrol Enemy: an additional patrol mission for enemy space

I didn't include 7Patrol in this pack, and have deleted it from the .mct files - still just too damn buggy

The pack has been updated for EAW, but not for OP yet (still have to finish setting the OP api up again)
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

dave
 

IndyShark

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #230 on: May 10, 2003, 01:23:53 pm »
Dave, I love your new missions. Superfleet is really cool! I have noticed that the star does not seem to deal out damage 360 degrees. I've run close to it and received no damage only to run into a "star wall" and take incredible amounts of damage very quickly. I do have a suggestion. Can you fix the star so I can lock onto it? I can't seem to pull it up using the "t" button. I can right click on it, but it would be easier if you could target it like a planet.

Also, I just ran a scout mission in a nebula. I scanned the target, got the message and ran. In the breifing screen, I received a devastating defeat. I can check non nebula hexes to see if I get the same results if it would help.

All of these missions were run on Badlands (OP)

 

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #231 on: May 12, 2003, 11:41:26 am »
I'll look into the scout mission, no need to check on the nebula hexes - I don't think the terrain would have been the cause.

The star is included as a map feature, not sure there's anything that can be done to change it's targeting status.

I've just updated the OP mission pack, with the same changes as noted above for the EAW pack.  It's uploading now, at the usual location: http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

In theory this will be the last change to the ED mission packs for a fair stretch - hopefully a couple of months or so.   I've got a couple of other scripting projects I want to tackle, and the ED packs seem to be in a reasonably stable state at long last.  (May finally even get to spend some time really playing in a campaign - it's been awhile!)

dave
 

CptCastrin

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #232 on: May 13, 2003, 09:22:08 am »
The new missions are now inplace on Badlands so everyone enjoy!

Btw, thanks Dave for your work on this. It really makes OP (and EaW) much more interesting and fun. Hope your other project(s) is as well recieved as the work you have done here.    

Klingon Fanatic

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #233 on: May 13, 2003, 05:03:25 pm »
Thank you Nuclear Wessels!

SFC1 missions to OP next please


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

jdmckinney

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #234 on: May 16, 2003, 05:49:17 pm »
Dave, I saw a few oddities with the newest missions while testing for Tech Wars. The Knight without Armour mission showed the DN with shields, at least by the time I got to it, anyway. In the Pound of Cure I didn't have any weapon damage as per the briefing, and my allies came up as enemies (though they didn't attack). The same ally/enemy problem occurred in Time Warp. I'm taking all three out of Tech Wars to be safe, but they were interesting to try.

jdmckinney

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #235 on: May 16, 2003, 05:58:01 pm »
Actually, I may take out the other newer missions, as well -- unless I can manage to test them out before the server goes live. I'll let you know if I find anything else.

jdmckinney

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #236 on: May 16, 2003, 06:08:24 pm »
Eight Track and Control or Kaos also had the allies coming up as nearest enemy. As such, I'm going to pull all those new missions, assuming they were built on similar code. I wasn't having the same problem in the older ones I tried.

I don't want to change missions mid-stream, so don't feel you have to fix these right away -- I just wanted to give you a heads-up.

Thanks for all your hard work.
« Last Edit: December 31, 1969, 06:00:00 pm by jdmckinney »

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #237 on: May 16, 2003, 07:06:21 pm »
Np, I'll take a look at them in the next week or so - they are kinda oddball for a real server anyways

dave
 

IndyShark

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #238 on: May 16, 2003, 09:18:00 pm »
Thanks Dave! These missions ROCK!


Who wants some?

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #239 on: May 21, 2003, 01:43:39 pm »
OK, so much for being done with these

Updated EAW pack is currently uploading to the usual location:
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

This fixes the scout mission problem (it was giving a dev defeat if you scanned and ran)

It also increases PP awards in most missions, decreases AI marine counts in most missions (much closer to stock levels), and removes the legendary officers that were in some AI ships.

dave