Topic: Neutral Coop  (Read 8118 times)

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DarkElf

  • Guest
Neutral Coop
« on: February 03, 2003, 03:35:55 pm »
Perhaps is we use insert the Evil Dave Base Assult and Patrol Missions it would be more enjoyable.

What do you think guys?


Insert 2 Evil Dave missions for Coop?
Yes.
No.



 

3dot14

  • Guest
Re: Neutral Coop
« Reply #1 on: February 03, 2003, 04:57:04 pm »
so it IS a scripting problem after all!

If it fixes the problem, sure.

But just wondering. are there are down sides? (there usually are...)

DarkElf

  • Guest
Re: Neutral Coop
« Reply #2 on: February 03, 2003, 06:53:56 pm »
Actually that remains to be seen, Im about to set up some testing...I am not sure.

Cleaven

  • Guest
Re: Neutral Coop
« Reply #3 on: February 04, 2003, 12:58:25 am »
I thought is was tried in the lead up to AOTK (all those Orion hexes) and still had problems with DV's. Somebody explained it way back when and I was lead to believe that it was due to a limtation in how results were reported and therefore a fault of the API itself. Somebody may have a different opinion though.  

C-Los

  • Guest
Re: Neutral Coop
« Reply #4 on: February 04, 2003, 06:58:25 am »
Capt Jeff and I did co-op base asaults in neutral hex, def did go down but only with Base Missions all others had no effect!!

Capt Jeff

  • Guest
Re: Neutral Coop
« Reply #5 on: February 04, 2003, 07:08:14 am »
I think another attempt should be tried with Orion hexes.

Settings need to be double checked in the server gf files to make sure that Orions are set to be enemies with everyone, AND that they do not become friendly with anyone after X amount of missions....
 

NuclearWessels

  • Guest
Re: Neutral Coop
« Reply #6 on: February 04, 2003, 08:12:46 am »
Quote:

Capt Jeff and I did co-op base asaults in neutral hex, def did go down but only with Base Missions all others had no effect!!  




Is this true? I had been under the impression that all the missions suffered from the neutral-space coop problem.  But, if the base assaults handled it ok  then I can go in and see how I was reporting results differently there than in the other missions --- we might actually be able to solve this.

dave
 

EmeraldEdge

  • Guest
Re: Neutral Coop
« Reply #7 on: February 04, 2003, 08:21:23 am »
Let's keep our fingers crossed, eh?    

FatherTed

  • Guest
Re: Neutral Coop
« Reply #8 on: February 04, 2003, 09:17:22 am »
Yeah, coops on base assaults do affect dv it would appear.

BTW: Dark Elf, could you check the shipyard settings? Deadmansix was telling me that a lot of the Hydran line ships that should be out by now aren't turning up in the yards, and it appears that nobody is getting bases.    

TOCXOBearslayer

  • Guest
Re: Neutral Coop
« Reply #9 on: February 04, 2003, 11:40:43 am »
 Interesting, when I was on last night, at one point there was only 2 base stations (BSF's IIRC) in the Hydran shipyards.... after a few turns, I came back to see what was up and there was a faily normal, though lacking modernization, ship list.    

FatherTed

  • Guest
Re: Neutral Coop
« Reply #10 on: February 04, 2003, 11:50:06 am »
Quote:

 Interesting, when I was on last night, at one point there was only 2 base stations (BSF's IIRC) in the Hydran shipyards.... after a few turns, I came back to see what was up and there was a faily normal, though lacking modernization, ship list.      




Interesting. Hopefully it was just that I wasn't going to resupply when bases were in the yards. Because it's an awful long trip to resupply in homespace.  

Cleaven

  • Guest
Re: Neutral Coop
« Reply #11 on: February 04, 2003, 03:51:23 pm »
Of course the other thing about neutrals is that you can get a DV shift by running away and leaving the mission ASAP. You only need to fight if you want the PP.  

NuclearWessels

  • Guest
Re: Neutral Coop
« Reply #12 on: February 07, 2003, 09:10:27 am »
Quote:

Yeah, coops on base assaults do affect dv it would appear.
...  




Thanks!  We may be onto something.

After the destruction/capture/disengagement of a ship many of the missions deliberately include a delay of several seconds before checking to see if the mission should now end.  The base assaults, on the other hand, carry out the check immediately.  I wonder if in the coop missions some other event is interfering in that several second pause, and screwing up the results reporting.

I'll recompile a few of the enemy space missions with the delay removed, and see if we can fire a server up in the next couple of days to test the results.  'Twould be nice indeed if we could eliminate this problem!

dave
 

C-Los

  • Guest
Re: Neutral Coop
« Reply #13 on: February 07, 2003, 09:32:55 am »
Dave, FYI if it matters I co-oped with Capt. Jeff on several......

Also did it with 3 of us  myself, Bearslayer and another Fed.....and Def went down with each base mission.  

NuclearWessels

  • Guest
Re: Neutral Coop
« Reply #14 on: February 07, 2003, 01:01:38 pm »
Ahhhhhhhh ... things get more and more interesting.

After digging through the reporting code some more, I believe that in some of the scripts (especially the patrol-style scripts) certain teams will not report certain mission results. This isn't important when there's only one player in the mission, but would (I think) cause our co-op problems.

If this is correct, then I'm pretty sure there's actually an easy fix.  <crosses fingers>

Darkelf - if I get some revised versions ready tomorrow is there any chance we can throw them on a test server?

dave

   

DarkElf

  • Guest
Re: Neutral Coop
« Reply #15 on: February 07, 2003, 01:12:07 pm »
If you get them ready, contact either me or Tracey.  We can have a mission testing server we can use.

NuclearWessels

  • Guest
Re: Neutral Coop
« Reply #16 on: February 07, 2003, 08:52:42 pm »
OK, I've modded the results reporting - they seem fine in single player, so let's see if they can do the job in neutral co-op.

They're now  in the full mission pack:   http://www3.telus.net/NuclearWessels/sfc/downloads/EAWMissions.zip
the key scripts that changed are Met_NW10Patrol, Met_NW6Patrol, Met_NW17Patrol, Met_NW14Enigma, Met_NW19Scan, Met_NW11ConvoyRaid, Met_NW13Monster, and  Met_NW12ConvoyEscort

If you want to,  just whack in the 6/10/17 Patrol variants and that should be enough to see if it did any good.
If those work out then you can pick anything you like out of the rest

<crosses fingers and makes pizza offering to the D2 gods>

man I hope this works!
dave

 

Corbomite

  • Guest
Re: Neutral Coop
« Reply #17 on: February 07, 2003, 09:32:42 pm »
Me too! Thanks Dave!  

NuclearWessels

  • Guest
Re: Neutral Coop
« Reply #18 on: February 10, 2003, 03:51:56 pm »
AARRRRRGGGHHH
<sound of gnashing teeth>

Well, so far attempts to mod the stock Taldren patrols to handle neutral coop properly have been, ummmm, less than outrageously successful.    The next level of attempted fix would amount to a rewrite of a substantial chunk of someone else's code, and I'm not feeling up to that at the moment (eyes bottle of Crown Royal and stack of Cadbury Eggs and wonders if that would do the trick).

 I know we've been through this before, but the three options I see are
 (1) keep neutral space to a minimum, or
 (2) just live with the neutral space coop bug, or
 (3) go with mostly custom missions in neutral (which also means enemy) space
EDIT: speaking in general here, not about the current server specifically

Yuck!
dave

   
« Last Edit: February 10, 2003, 03:52:50 pm by NuclearWessels »

Mog

  • Guest
Re: Neutral Coop
« Reply #19 on: February 10, 2003, 04:00:59 pm »
Option 4 - merge 2 or more races in the shiplist and use an unused one for neutral space. Lyrans would be favourite (imo) to merge with another race.