Topic: OP Patch Status?  (Read 35792 times)

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Carrie

  • Guest
Re: OP Patch Status?
« Reply #220 on: March 01, 2003, 02:41:10 pm »
Bump

Holocat

  • Guest
Re: OP Patch Status?
« Reply #221 on: March 02, 2003, 12:57:27 am »
What?!  A DD with only 4 magic screws?

*screams and dies*

That's a bit harsh.

I'm definately no authority on this, playing only feds/hydrans/lyrans, and playing light ships only (where there are much less spare parts) but I generally don't encounter this "Cabable of repairing his way to victory" problem.  They repair for awhile, but for both me and him parts get pretty thin pretty fast in a pitched battle.  It can mean the difference between victory and defeat, but in my experience, only very closely pitched battles.

Isn't this a problem already for all dizzy users?  I mean, you only hit 4-3 d6 per dizzy per volley at saber dancing range, which means that you're going to, in effect, Mizia someone to death.  It can't worm its way up the DAC quite as ferociously as a dreaded mirak's type IV missle spread, which would mean that you don't just get the benefit of being able to hit those critical systems again and again, you HAVE to hit those systems again and again.  Couple that with the fact that the systems you're hitting are much less of the time power systems, and being able to get to speed (but having no weapons, hull or bridge) seems more a normal precipitation of what should be happening as opposed to a horrendous bug.

Aren't doubled internals still in effect?  If so, that would be more of an impediment than the magic screws.

Since this seems to be the current topic of debate, I must say that I am opposed to having tiny spare part hatches.  It might mean the difference between a disabled (and escaped) and a destroyed vessel to you, but it means the difference between barely surviving and being blown to bits for a small ship captain like me;  Small spare part hatches hurt light element commanders more than heavy element ones, if there wasn't enough *already* to discourage light ship use.

This is also completely off topic, but since we've wandered away from patching status for some time now, I feel comfortable in speaking about it.  Do crew experience ratings go up with one's rank in OP?  I don't know if anyone's noticed, but if one's an admiral, it's seemingly much easier to turn a F-DD than at the time when one was a Lt. Commander.  If true, this would be another factor why big ships survive more than little ships (the people being able to afford big ships being, generally, higher in rank than the ones with little ships).

This is even MORE of topic, but saying BUMP isn't verbose enough for me today, so i'll ramble on.  What happens when you lose all those points in a critical system?  If you lose all the hull points, i'm aware that other than having to move deeper into the DAC, nothing happens.  Losing sensors makes you (supposedly) lose missle control and electronic warfare and losing labs can impact on shield regeneration.  What happens when all the Bridge points are lost?  Do you *really* lose EW ablities/ missle control when you lose sensors?

Anyway, for people who skim posts, in summary:

1.  I prefer small ships.  Small ships are nice.  

2.  Saberdancing seems to work the way it's supposed to (against me, anyway).

3.  I want to keep all the spare parts I have.  Gimme back my magik screws.  

4.  Do crew experience ratings go up as you raise in rank?  Tasks *do* seem to become easier...

5.  what happens when all the points in sensors/bridge/other-critical-system-of-your-choice leave, other than moving up the DAC?

The most verbose bump this side of a forum,

Holocat.

PS.  You forced your opponent to retreat, didn't you?  You won, right?  What's so incredibly unjust at merely having them retreat before you?  Isn't the victory proof that saberdancing does work, as opposed to does not?





 

Cleaven

  • Guest
Re: OP Patch Status?
« Reply #222 on: March 03, 2003, 02:09:59 am »
To get to the core of the question about number of spares. Players of small ships have noticed that the outcomes are now different when everybody is carrying 40 spares compared to when it used ot be 8 spares. When less spares were available the ships would soon reach a decision point as one or the other ran out quickly after a couple of good hits. Now the number of good hits required to finish off another small ship is much greater and the average small ship behaves as if it has much greater durability than it used to. A problem I noticed was with the plasma races. By the time the plasma had recharged the other ship would have all it's damage repaired while a phaser-boater could keep the damage up and get a kill by exceeding the repair rate of it's target.  A win by endurance that wasn't there before and alters the balance a little bit.  

Mog

  • Guest
Re: OP Patch Status?
« Reply #223 on: March 03, 2003, 06:07:48 am »
Holocat: yes I won by forcing my opponent to retreat. However, on that particular server, DNs/CVAs were worth Victory Points if destroyed, but you got nothing if they escaped. Therefore, being able to fully repair warp engines (something which should only be possible at a starbase/shipyard) by dint of having so many repairs, cost my side those points.

I will also note that PF tenders managed to register some DN kills on that server, because they could inflict enough damage to gut the target so it couldn't escape. I suppose, therefore, that my complaint is my own fault, because I like to fly non DN/non carrier ships, and rely on my skill rather than ai help i.e. I try to play the game without resorting to what is commonly termed "cheese".  

Can-able

  • Guest
Re: OP Patch Status?
« Reply #224 on: March 03, 2003, 06:41:54 am »
Quote:

I try to play the game without resorting to what is commonly termed "cheese".  




Laugh it up cheese ball !!!! (Think Han to Chewwy)

Any way Hornets arn't cheese They are  just mean Dairylee slices  

Sorry i am bored and can't be arsed to come up with some thing constructice.....

O i agree with Moggy on the screw thinggy...to many is just silly  

Holocat

  • Guest
Re: OP Patch Status?
« Reply #225 on: March 03, 2003, 09:59:54 pm »
Wait, fourty screws on a small ship?

*actually loads OP and looks at the Ye Magikal Screwe compliment*

Oh, I see why this bothers you so much more than me.  In Orion Pirates, ship class determines max spare part capacity.

For frigates and destroyers it's 15, for cruisers it's 20 and for dreadnoughts and carriers it's 35.

If I understand you correctly, you're saying that in EAW everything can carry fourty screws, from the FF to the CV.  In a tiny ship I would say yes, fourty screws would be a bit too many, though since I play fed, and thus usually have enough crunch to deal with 'repairing to victory.'  I can see this would be a problem for the crunch-challanged ships of the Klingons; doubled internals AND fourty screws?  That's just plain amusing.  Of couse, 35 isn't that much less than 40, so it might still be a problem if you were to fight a DN for crunch-challanged ships.

In OP i've only got 15 in my little destroyer, and like you've said, i've noticed that combats are usually a little longer than when we had 8.  Then again, I find AMD impacts on survivability far more than the screw limits;  Slightly longer for small ship battles, yes.  Less decisive?  Usually no.

All truth told, i'd be perfectly happy with ten or so screws, but FOUR?!  I still think that's way too few.

Hehehehe!  A destroyer with fourty screws!  That's so funny, (where do I sign up? )

Holocat.
« Last Edit: March 03, 2003, 10:03:22 pm by Holocat »

Cleaven

  • Guest
Re: OP Patch Status?
« Reply #226 on: March 04, 2003, 01:34:20 am »
Be aware that you get different maximum spares for the single player and multiplayer games. Why is the D2 different? Don't know and it would probably make my head hurt a lot to find out.  

Carrie

  • Guest
Temporary OP D2 Fixing
« Reply #227 on: March 04, 2003, 12:01:05 pm »
All right. I have OP Loaded up to 2.5.2.5. How do I disable all but /one/ cartel?

I had it hit me earlier today, how to do it, after the discussion about having one cartel mapwide, and having it allied to everyone wouldn't help.

That's wen it hit me. If I put in one cartel/keep all cartels, and have them allied only to the empire I'm playing at the time, will that help it? It sounds like its practically a cheat, but it hit me that it might alsl be the way to keep it from losing my hexes after I take them.

Also, where does 'Orion' in Metamap fit in. With OrionOrion as a separate group, and such?

*thought three* If I set it so it doesn't add much tension after battle, would it work if the cartels were all listed as allied to the emp, even if the emp itself listed the cartels as enemies?
« Last Edit: December 31, 1969, 06:00:00 pm by Carrie »

FireSoul

  • Guest
Re: Temporary OP D2 Fixing
« Reply #228 on: March 04, 2003, 12:08:56 pm »
I think the D2 works well in single player.
It's on the server side that there's a problem.

Carrie

  • Guest
Re: Temporary OP D2 Fixing
« Reply #229 on: March 04, 2003, 12:10:36 pm »
No, it doesn't. It has the same problems with Empire/Cartel hex interaction that the online D2 has. Specifically, you can't hold the damned hexes. That's why I asked about fixes for the next patches.

And I'm trying to fix it, so I don't lose everything I gain in two seconds.

For another quick question, what's the load order for .gf files in OP? I'd like to have some guess at what file is bad, when it crashes partway through campaign loadup... I figure if it crashes on clicking 'start', its a different file being a problem, than if it crashes at the middle, or at the end.
« Last Edit: December 31, 1969, 06:00:00 pm by Carrie »

Rondo_GE

  • Guest
Re: OP Patch Status?
« Reply #230 on: March 05, 2003, 02:54:12 am »
Never is the word your looking for.

N  E  V  E  R



 

Qob'nuH

  • Guest
Re: OP Patch Status?
« Reply #231 on: March 07, 2003, 11:41:07 pm »
Too important a  topic to let it slip to the back pages.  

Carrie

  • Guest
Re: OP Patch Status?
« Reply #232 on: March 10, 2003, 02:36:04 am »
Re: Rondo_GE: Die screaming.

I will not let this thread die. Ever. Not even if it means an unscheduled trip to Taldren myself.

Holocat

  • Guest
Re: Temporary OP D2 Fixing
« Reply #233 on: March 10, 2003, 05:40:14 am »
Quote:

 If I put in one cartel/keep all cartels, and have them allied only to the empire I'm playing at the time, will that help it? It sounds like its practically a cheat, but it hit me that it might alsl be the way to keep it from losing my hexes after I take them.

 




From what I understand, this would be the general outcome:

If you win a mission, you and your cartel win, so you can take sectors and raise/lower DV normally.  

If an enemy empire attacks either his own hexes or yours, he wins and cartel looses, no DV change, though cartel DV may go down. (and eventually result in the neutral hex bug)

So it would seem that you could take and hold sectors, but no one else could, which is perfectly OK in single player.

And OP D2 whether it's single or multi-player is bugged;  If you play a standard map long enough as an empire, you'll notice that the empires will shrink over time, eventually to the point where they only cover the same hexes as the underlying cartel does.  I found it cute, but I think most people find it aggravating.

I also still believe that flipping the empires to the cartel layer and the cartels to the empire layer the last best hope for fixing OP D2.

The story of OP's patch adventure is beginning to sound like a biblical epic,

Holocat.

 

Klingon Fanatic

  • Guest
Re: OP Patch Status?
« Reply #234 on: March 10, 2003, 08:48:51 pm »
BUMP for news!

I'm pretty sure this patch in progress is a year old now....

Qa pla!

KF

Gamester

  • Guest
Re: OP Patch Status?
« Reply #235 on: March 10, 2003, 10:20:15 pm »
Current status of OP patch as of 3/10/03 is as follows:

We are still very actively working on it. Some people are testing scripting and others are testing specific bug fixes. I myself have been doing alot of LAN testing.

It seems as if every build we test has a single major bug that nixes releasing it. The next build fixes the bug, but then we get a new and different one! As this is the last major OP client patch, we are making sure it is released in as close to a state of perfection as is possible. We have made great strides in this direction.

NOTE: Many (not all) of the OP D2 fixes are SERVER side (as in the downloadable OP D2 server) fixes and will be worked on in a later patch (or more probably, a new release of the server kit). Our concern and current work is for the OP client, the actual game, so to speak. The patch should be released soon. I can tell you that when it is finally released, you will probably find it has been worth the wait. It is overall VERY polished.

I realize it is frustrating to wonder if anything is actually going on or if everyone has just gone out to lunch. I hope this post helps ease some people's minds. OP is being worked on RIGHT NOW, and not in a half-@$$ed fashion either. We are whole-hog on this puppy.

Gamester
 

Rod O'neal

  • Guest
Re: OP Patch Status?
« Reply #236 on: March 10, 2003, 11:01:22 pm »
Thanks for the update, Gamester. It's nice to read that work is progressing. It's much appreciated  

Carrie

  • Guest
Re: OP Patch Status?
« Reply #237 on: March 11, 2003, 12:44:11 am »
Again, a reminder, not all of the OP D2 fixes ARE server side. I'm having issues in SINGLE PLAYER, on CLIENT side, especially with the hex interactions. Some of that washes right over into clientside things, to make single player and such playable. And with people like Firesoul and NuclearWessels putting out new fantastic missions playable in single player, that is STILL an issue.

Cleaven

  • Guest
Re: OP Patch Status?
« Reply #238 on: March 11, 2003, 01:49:36 am »
As long as it is still happening.

Will there be an open delta, just in case?  

Klingon Fanatic

  • Guest
Re: OP Patch Status?
« Reply #239 on: March 11, 2003, 05:39:48 am »
Thank you Gamester for the update.

Qa Pla!

KF