Topic: OP Mission Script Bug List: Add Yours Here  (Read 10295 times)

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Mog

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #40 on: February 13, 2003, 12:03:16 pm »
Dave, thank you very, very much indeed

jdmckinney

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #41 on: February 13, 2003, 12:23:23 pm »
The term "god among men" comes to mind ...

EmeraldEdge

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #42 on: February 13, 2003, 07:08:09 pm »
I feel like I did when the Broncos finally won a super bowl.  I'm not really sure what I feel. lol.  Shocked, stunned, overjoyed to the point of inaction. Thank you so much.  

RogueJedi_XC

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #43 on: February 13, 2003, 09:34:01 pm »
 
Quote:

Surprise Reversed -- Will often (always?) disregard ship release dates when determing which AIs to spawn in enemy fleet. The most obvious recurring result is the presence of X-ships in the early/mid/late eras.



 
IIRC, you also do not get any bonus points for capturing ships in this mission.  

Corbomite

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #44 on: February 13, 2003, 09:40:53 pm »
Quote:

 
Quote:

Surprise Reversed -- Will often (always?) disregard ship release dates when determing which AIs to spawn in enemy fleet. The most obvious recurring result is the presence of X-ships in the early/mid/late eras.



 
IIRC, you also do not get any bonus points for capturing ships in this mission.    




Why should you? It's pathetically easy.

Scipio_66

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #45 on: February 13, 2003, 09:55:18 pm »
Of course, the most important of any script corrections is that:

Met6_Patrol (Patrol)
Met10_Patrol (Patrol)
and
Met17_Patrol (Patrol)

should all three be rewritten so that they no longer contain the infamous bundle of evil that is the Patrol Bug.  If a smaller ship starts a mission with a larger ship -- and wisely beats a hastey retreat --  the DV should no longer move in favor of the smaller retreating ship.  Regardless of who wins or loses Prestige points, the DV should always move in favor of the last ship standing.

Yes, I know Dave is very aware of this script bug and probably already has it fixed for OP, but since it's been killing dynaverse campaigns for two years I just wanted to be sure that this bug doesn't fall through the cracks.

-S'Cipio  

NuclearWessels

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #46 on: February 14, 2003, 12:02:20 am »
Not to worry Scip, the evil patrol bug was first on the dead  list.  More than anything else, that damn bug was what kept me motivated to learn the API in the first place.

Hey Corbo, if capturing is too easy I can fix that

dave
   

Corbomite

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #47 on: February 14, 2003, 12:21:44 am »
Quote:



Hey Corbo, if capturing is too easy I can fix that

dave
     





Well, that would sort of defeat the purpose of the mission, but hey it's your dime.

DonKarnage

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #48 on: February 14, 2003, 01:58:29 pm »
well my problem is i paly the fed in the late era and m in romulan territory and it seem that most of the time the romuland ship are missing (not the mod) but just no ship where it supose to be, i attack a shipyard and no ship to defend it, i play a rescue mission and the fed ship is not attack so no ship and when i leave the mission is fail cause i dint destroye any romuland ship, so no prestige point gain, any idea whats wrong... i got the 2525 patch.

RogueJedi_XC

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #49 on: February 14, 2003, 05:20:48 pm »
Perhaps the best thing would be to somehow remove the ability to beam over marines in the Surprise Reversed mission. I have no idea how that might be done, or if it would be possible, but it's a solution. Otherwise, there should be provisions for capturing.

 

The Postman

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #50 on: February 15, 2003, 03:36:30 pm »
"Negotiation -- The enemy ship running for the planet is almost impossible to catch at full speed (unless you get a weakly-powered small ship). It also seems to get inside the planet range way too far out from the planet. The ship should probably spawn further away from the planet, have an activation delay, and/or need to get closer to planet for it to win. Though there is a negotiation option with text messages to choose from, it doesn't appear to affect the outcome. "

This battle is winnable. If somebody wants the spoiler for this mission please let me know and I will give you the solution through email.  

Johanobesus

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #51 on: February 15, 2003, 09:31:39 pm »
Whenever I play the anomoly patrol, after winning I get a negeative prestige, 75 or 100.  Usually I get about +500 prestige as well, but sometimes I don't.  Sometimes the mission will end as soon as the enemy is destroyed, and sometimes I must leave the system.  The outcome seems to be totally random.

On change that would be nice is if the obligatory missions that pop up when traveling within your own empire could vary.  It's bad enough to get stuck with a mission when trying to cross from one front to another, but when it is always the same mission it can get very frustrating.  I have gotten to hate the diplomatic delivery.

FireSoul

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #52 on: February 16, 2003, 03:41:42 pm »
Dave,

Do you feel like handling neutral coop DV issues?

-- Luc

DonKarnage

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #53 on: February 16, 2003, 06:21:34 pm »
here more weird stuff, i play to fed,  
mission is: convoy raid vs romuland, no romuland ship on the map result: i win no battle

mission starbase assault , fed vs mirak result fail no base to attack and no ship

mission scout m still the fed, result i win no battle cause no ship (or like i destroyed them)

mission scout result this time i lose no ship to scan, the mission close after i arrived in the sector

mission scan monster result i win, there was a monster to scan

mission homeword assault resault fail no ship or planet.

there mission where play in the romuland terittory as a fed.

 

NuclearWessels

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #54 on: February 16, 2003, 08:51:38 pm »
Firesoul,  yes I think I can get the neutral coop problems nullified.

I'm working through the mission list, still about 7 missions to go, most problems seem fixable so far.

There is one significant issue with the revised anomaly mission.  As we've all suspected, anomalies are simulated by completely destroying your engines then 90% restoring them when the effects are supposed to wear off.  Of course, that has no impact on drones, shuttles, fighters, phaser capacitors, etc. but it has disastrous effects on weapons that have a holding cost.  IMO this is almost impossible to balance across the races.  So, what I've done is rework the anomaly to randomly target different ship systems.  One time it may hit your labs, another time the engines, another time the cloak (if you have one) another time the transporters, another time the shuttle/fighter bays, another time the shields, another time you weapons, etc etc.   The effects will usually disable the system for 15-45 seconds, then you get a 1-2 minute breather before another system gets hit.  It has been corrected so that any leftover anomaly effects should now get repaired at the end of the scenario.

dave


 

NuclearWessels

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #55 on: February 16, 2003, 09:04:47 pm »
BTW -  the "SuperFleet" mission is one poor lonely little ship (you) trying to escape from a big mob of bad guys.  Not sure yet if I can actually get it working and offered.

EDIT:: Good news and bad news.  I've got Met_25SuperFleet working, but it's kinda dull.  There are 5 big ships around your one  (i.e. all 1-2 size classes bigger than your ship) and your mission objective is simply to run away.  It's a big map, so it takes you a couple of minutes to make it to a border, but you get a win and 225 pp for running away from some AI that are too dumb to make a good attempt at intercepting you.  I'll see if I can do something to liven it up a bit

dave
   
« Last Edit: February 16, 2003, 09:49:11 pm by NuclearWessels »

WindFire

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #56 on: February 16, 2003, 10:36:25 pm »
Thanks for the hard work.  


Windfire
« Last Edit: February 17, 2003, 12:56:00 am by WindFire »

FireSoul

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #57 on: February 16, 2003, 10:41:39 pm »
Will you ever be sharing source code? (eventually?)

-- Luc

NuclearWessels

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #58 on: February 17, 2003, 09:29:54 am »
Yep - you bet Firesoul.  If I can get the current round of fixes wrapped up today, and maybe give it about 2 weeks for testing and tweaking, then I'll post the whole mess of source code for both OP and EAW.  I actually have a chunk of free time at the end of the month, so hopefully I can wrap it all up nicely then.

dave
   

NuclearWessels

  • Guest
Re: OP Mission Script Bug List: Add Yours Here
« Reply #59 on: February 17, 2003, 06:51:40 pm »
Alllllrighteeee then ...

The first blow through the OP scripts is done, 59 missions covering most of the fixes folks have asked for above.

I haven't tested this in any great detail yet, so there are undoubtedly bugs.  Some of the missions were in kinda rough shape -- 30Salvage, 29Recharge and 25SuperFleet in particular -- so PLEASE let me know about any bugs you find in the modified versions.

http://www3.telus.net/NuclearWessels/sfc/downloads/OPMissions.zip

dave