Topic: Custom dynaverse missions: EAW, OP, SFC3  (Read 66530 times)

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NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #360 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 #361 on: February 25, 2003, 06:51:30 pm »
What about this Canasta issue????

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #362 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 #363 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 #364 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 #365 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 #366 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 #367 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 #368 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 #369 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 #370 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 #371 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 #372 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 #373 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
 

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #374 on: March 01, 2003, 04:05:56 pm »
That's the idea.

Carrie

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #375 on: March 01, 2003, 04:59:28 pm »
Not to bug or anyhting, and I'm not sure if this is a bug or what, but I just got the better Planetary Assault with the Battle Stations, attacking the northwest neutral hex from the UFP border, up by Mirak space. And I noticed... it had the battle stations, def platforms, and shipyards... but no defending ships? Is that just something that'll happen in neutral space sometimes, or is it an error?

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #376 on: March 02, 2003, 04:52:03 pm »
Interesting ... it may be that it's failing to find an appropriately sized defender (based on your ship strength and the race you're fighting).  That probably means I've made the selection range too narrow.  I'll do a bit of twiddling with it and see what I can come up with.

thanks,
dave
 

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #377 on: March 02, 2003, 10:07:21 pm »
Here's another one:
Scout mission. I have a Z-BCV.

No enemies were generated. Dunno why by looking at the code.
-- Luc

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #378 on: March 02, 2003, 10:45:10 pm »
Well, in both missions mentioned the scripts were using a more restricted set of ships than usual (usual is Frigate through Battleship).  In one it specified HeavyCruiser or up, in the other it specified BCH or lower.  I'm guessing that, in the BPV ranges available and based on whatever difficulty settings were being used it just didn't come up with suitable opponents.  I'm working my way through all the scripts correcting a few other settings and adding the EAW/OP detection, so I'll check and correct those as well and we'll see if that takes care of the problem.

dave
 

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #379 on: March 02, 2003, 11:49:48 pm »

Surprise Reverse, ED version:
Year: 2284.3 (Late)
PlayerShip: Z-BCV.

Enemies Generated:
K-B10  (yeeouch)
K-B10  (yeeouch x2)
K-XDG  (in late era??)
K-D6DB
K-BTK  (OP+ Shiplist, BattleTug is a BCH.)

 


.. why would it generate an X-Ship? ..  in my shiplist, that's like .. uhm.. 20 years ahead of its time.
.. also, why would it generate such powerful ships?

-- Luc