Topic: Custom dynaverse missions: EAW, OP, SFC3  (Read 65634 times)

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Mog

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #480 on: May 02, 2003, 10:02:42 am »
Thanks Dave

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #481 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 #482 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 #483 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 #484 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 #485 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 #486 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 #487 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 #488 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 #489 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 #490 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 #491 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 #492 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 #493 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
 

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #494 on: May 23, 2003, 05:42:43 am »
Hey, Dave,

.. could you do me a favour and do a little fixing on the Patrol mission with the anomaly? It just cost me quite a bit of prestige.

.. you see, as I destroyed and won the mission, I was hit by the anomaly and lost 50% of my engines. The Mission ended and I was stuck with a heck of a repair bill.
Maybe you should undo the mission's effects before going back to the D2 within the "End Mission" procedures?


-- Luc

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #495 on: May 23, 2003, 07:48:42 am »
Hmmmm ... as it stands now the last thing that happens is supposed to be a restoration of the anomaly damage ... apparently that's not always working.  Will look into it today in all likelihood.  (I.e. unless SG3 makes a surprise early start )


EDIT::: Alrighty, full new packs for both EAW and OP, at the usual locations
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

The EAW one is to finally resolve the legendary officers bit, here's the story:
 - AI ships have a chance at getting one or more legendary officers, combinations of officers being more rare than individuals of course
 - different officers have different probabilities (weapons officer being pretty damn rare)
 - the type of ship affects the probabilities (e.g. tugs, bases, police ships etc etc are only going to see a legendary officer of any kind once in a blue moon, and then only if it's a Tuesday and the first officer has three kids, one named Froderik, and the science officer ate fries for lunch three days running ... you get the idea)
 - the type of mission sometimes overrides all this (e.g. in the Training mission all officers will always be rookies)

The OP pack contains all the fixes and tweaks that have gone into EAW in the last few weeks (plus the LOs, as above).

Still trying to track down the problem you mentioned in the anomaly mission Firesoul,
dave
 
« Last Edit: May 23, 2003, 01:48:54 pm by NuclearWessels »

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #496 on: May 23, 2003, 04:31:34 pm »
same number of files, right? No changes to be done to the MCTs?

NuclearWessels

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #497 on: May 23, 2003, 04:32:35 pm »
That's correct, no changes to the mission list

dave
 

Rod O'neal

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #498 on: May 23, 2003, 10:10:30 pm »
It's been a while since I expressed my appreciation for all your hard work. So, thanks again. Now I get to spend another three hrs. on my crappy dialup DLing these things LOL j/k I really do appreciate ya    

FireSoul

  • Guest
Re: Custom dynaverse missions: EAW, OP, SFC3
« Reply #499 on: May 24, 2003, 01:11:32 am »
Rod: if you play on TechWars, we're still on the previous pack..
The admins may upgrade, who knows?