Topic: OP Patch Status?  (Read 35790 times)

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Gamester

  • Guest
Re: OP Patch Status?
« Reply #80 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 #81 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 #82 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 #83 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 #84 on: March 11, 2003, 05:39:48 am »
Thank you Gamester for the update.

Qa Pla!

KF  

jdmckinney

  • Guest
Re: OP Patch Status?
« Reply #85 on: March 11, 2003, 08:17:39 am »
I'll be posting this elsewhere, but I thought this thread might be a good place to offer some results of a small sampling of OP D2 missions. These focus on the problems with defense value (DV) changes to hexes apparently due to the problems between the cartel and empire map interactions. In the test server, all cartels were either friendly/allied or at worst "distrusted" by the empires (meaning two enemy empires can have a common friendly cartel). Neutral space was considered "friendly" by the empires.

Feel free to add your own experiences (in the main thread for these results) for the benefit of any testers, developers, or ArticFire, who is supposed to be working on the D2 issues according to Taldren.

1. Neutral cartel under an empire hex still causes DV drops upon win. This happens even if neutral is considered "friendly" (and thus appears unfixable via the existing settings options). If you drop the hex all the way, instead of it going neutral on the empire map, you get a hex taken by your race message in news, which resets it to the default DV restore percentage. I can't be certain about PvP results, but it seems like a offense/defense battle in a cartel-neutral hex can only result in a loss for the defender.

2. Some missions appear to have no effect on the hex health as reflected by the News showing no post-battle hex notices. These tend to be missions against non-cartel Orions (why are they even IN the game anymore?), which frankly are more common than missions vs. empire AIs so far.

3. Under the current settings, where every empire considers all cartels as either friendly/allied or at worst distrusting (marginally on the enemy side of neutral), I could not cause a cartel to lose a hex by attacking it as an empire player (more testing would be helpful). However, I also could not BOOST my empire hexes even with a friendly cartel underneath, presumably because whoever I beat in the mission was also friendly with that cartel, or at least non-antagonistic. This means you can't get normal DV boosts (may be a couple missions that break the trend, but they aren't the standard
patrols/assaults/defenses) without having cartels you're allied to being enemies of your enemies. We're stuck with needing cartel players to capture the same hexes as their allied empires to help them boost their defenses in those hexes. They also need to have the same starting hexes to avoid having players hurt their own territory.

4. With an allied Prime cartel AI (map-based) on my wing while flying Klingon, I was able to flip a cartel-neutral hex to Prime control with a win against a monster. I'm not sure how the monsters relate politically, and with only one mission to go on, it is hard to make broader conclusions.

5. In an Ambush the Enemy mission as Klingon with a map-based Klingon AI ally vs. a map-based Fed AI, I was not able to boost my own hex that had a friendly cartel underneath. I'm not sure if this is the canceling-out of the politics of all factions involved, or a problem with the mission script.

So, I can see no improvements in the cartel/empire map DV interactions. That's to be expected since nobody has really worked on them. I had hoped the friendly cartels and neutrals would have helped the empires, but it doesn't seem to work any better than it did a year-plus ago when I did my more extensive tests for the Rook's Tavern 3 campaign. At this point, no matter how solid the client app is, the single-player campaigns and D2 will not allow for proper give-and-take of territory with DV boosting. This makes the game essentially a PvP match service in D2 and kills any serious attempt to run a strategic map conquest game.

Qob'nuH

  • Guest
Re: OP Patch Status?
« Reply #86 on: March 13, 2003, 10:48:07 pm »
Sounds like we're getting closer.........bump to the front.  

FireSoul

  • Guest
Re: OP Patch Status?
« Reply #87 on: March 15, 2003, 03:08:55 pm »
Bump to the top, because I smell a patch release soon.

Cleaven

  • Guest
Re: OP Patch Status?
« Reply #88 on: March 15, 2003, 08:15:17 pm »
Gotta keep the faith.  

FireSoul

  • Guest
Re: OP Patch Status?
« Reply #89 on: March 15, 2003, 11:37:20 pm »
In this matter, I don't need faith.

Cleaven

  • Guest
Re: OP Patch Status?
« Reply #90 on: March 16, 2003, 12:48:18 am »
Yes, but you are on the inside loop. Us poor peons just have to look up at the house on the hill and wait for somebody on a horse to ride down and tell us what's going on every so often. Now I'll get back to my magic wombats and sacrifical chickens.  

Carrie

  • Guest
Re: OP Patch Status?
« Reply #91 on: March 16, 2003, 12:58:24 am »
Yeah, what he said.

So, anything you can tell us poor peons, then? Or are we stuck in the blind for a little longer?

TheSatyr

  • Guest
Re: OP Patch Status?
« Reply #92 on: March 16, 2003, 02:34:21 am »
Wellllll....keep an eye on the announcements section...cause we may be getting real close now.  

FPF_TraceyG

  • Guest
Re: OP Patch Status?
« Reply #93 on: March 16, 2003, 03:58:49 am »
Will there be an updated new release of the OP Scripting API with the new patch?

FireSoul

  • Guest
Re: OP Patch Status?
« Reply #94 on: March 16, 2003, 05:29:39 am »
Quote:

Will there be an updated new release of the OP Scripting API with the new patch?  




No.

Carrie

  • Guest
Re: OP Patch Status?
« Reply #95 on: March 16, 2003, 07:10:15 am »
That has been said before, Satyr.

It is not reassuring. It makes me an infuriated little mushroom, still fed bull and kept in the blind due to the NDAs and such. Guess I'll have to capture an employee or tester, and torture information out of them then.

*starts sharpening the knives*
 
« Last Edit: December 31, 1969, 06:00:00 pm by Carrie »

Toasty0

  • Guest
Re: OP Patch Status?
« Reply #96 on: March 16, 2003, 07:31:53 am »
Quote:

That has been said before, Satyr.

It is not reassuring. It makes me an infuriated little mushroom, still fed bull and kept in the blind due to the NDAs and such. Guess I'll have to capture an employee or tester, and torture information out of them then.

*starts sharpening the knives*
 




I hear Firesoul is into that kinda thing--start with him.  

Best,
Jerry  

FPF_TraceyG

  • Guest
Re: OP Patch Status?
« Reply #97 on: March 16, 2003, 07:32:53 am »
Quote:

Quote:

Will there be an updated new release of the OP Scripting API with the new patch?  




No.  




Why not?

FireSoul

  • Guest
Re: OP Patch Status?
« Reply #98 on: March 16, 2003, 11:59:47 am »
Quote:

Quote:

Quote:

Will there be an updated new release of the OP Scripting API with the new patch?  




No.  




Why not?  




One wasn't needed that was worth the trouble.
.. it's really troublesome to update the API since you have to recompile ALL of the missions.

-- Luc

FPF_TraceyG

  • Guest
Re: OP Patch Status?
« Reply #99 on: March 16, 2003, 05:54:26 pm »
Quote:

Quote:

Quote:

Quote:

Will there be an updated new release of the OP Scripting API with the new patch?  




No.  




Why not?  




One wasn't needed that was worth the trouble.
.. it's really troublesome to update the API since you have to recompile ALL of the missions.

-- Luc  




Well, once the patch process for OP (or EAW or SFC3) is finished, the only recourse left then to the player to be able to have any influence at all from a coding point of view, is through mission scripting. A really good API (with as many methods working correctly), then would seem to be the next logical step in order to leave as much to the players that can be done themselves post patch process.
Also, will OP be getting a SQL server kit?