Topic: Classic War (experimental/fun server)  (Read 11156 times)

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Offline Bonk

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Classic War (experimental/fun server)
« on: September 05, 2004, 09:29:37 pm »

Classic War Webmap
[/color]
[/glow]


No internal shipyard. Two hex movement, one hex draft radius, cheap ships and parts. F&E map, DV shifts by 2, standard alliances.

Requires OP+3.4 and EEK2.2.

This is just to fill the gap a bit, and help force me to work out the details of an OoB interface on an SQL server.  I'm also trying to get settings to give missions only when enemies are present. (may need to remove AI from the db...). It is experimental on a number of fronts so any feedback or assistance is muchly appreciated.
« Last Edit: September 20, 2004, 08:36:47 pm by Bonk »

Offline FireSoul

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Re: Classic War (experimental/fun server)
« Reply #1 on: September 05, 2004, 11:06:53 pm »
Minds giving us more details as to what you're testing?


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Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #2 on: September 05, 2004, 11:37:34 pm »
Um, like a buncha stuf... lol,

MySQL on QNX, apache and PHP on QNX, the serverkit on a remote MySQL db, draft radius effects, the main settings to note though are:

[ScreenForMatch]
BonusForNearbyForeignCharacters      =100
EnemyHexBonus                  =0   // bonus for a mission in enemy territory
NeutralHexBonus                  =0      // bonus chance in neutral hexes for a mission
ChanceMove                     =0      // (30) base chance for a mission on move (increase for more missions in home territory)
ChanceLogon                     =0
...

from missionsmatching.gf. (missions rare unless enemy character nearby, no hex munching mostly PvP, thus high starting PP.)

Also, a disabled internal shipyard, purchases from the webmap only. - looking for feedback on possible admininstration interfaces.. etc. And are any of the webmap generated ships bugged in any way?  (I kind of have a plan to dole out PP to RM accounts to purchase builds for their race, among other ideas but not implemented yet...have yet to limit the webmap shipyard to the server era...-next on my to do list...)

Oh, and some fancy new installer features...
« Last Edit: September 05, 2004, 11:56:51 pm by Bonk »

Offline Lepton

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Re: Classic War (experimental/fun server)
« Reply #3 on: September 06, 2004, 02:36:17 am »
You are forging ahead yet again, Bonk.  Web-based shipyard worked fine for me, but its format is clumsy.  Perhaps a simple dropdown list with a bid and view button would uncomplicate things.  Additionally, the view button leading to the substantial text in the shiplist record is a bit much.  Images of the vessel library views of the ships would be more familiar but most likely quite labor and bandwidth intensive.  If the information on the ships could be distilled to the type of info presented in the vessel library, that would be simple and ideal.  Still text but less of it.

I seem to be getting missions wherever I go, so if the server settings are meant not to generate missions, that has not been my experience.  Cool stuff, so far.  Looking forward to seeing how all this comes out.


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Offline Dizzy

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Re: Classic War (experimental/fun server)
« Reply #4 on: September 06, 2004, 04:09:18 am »
Looked it all over and WOW! Bonk this is good stuff!

I agree with Lepton about the too much text ship info. All we need is the basic ship edit summary with a few more details. A ship graphic or UI layout would help, but not necessary.

I got missions only in a few varied hexes of my own space (Rom). None in Fed space. I'd like to see more mission choices... Especially in Neutral and enemy space. (assuming Fed is enemy)

Can you not have a 'Credit' ship in the yard? A bank account per say, so you can trade in your ship on it and then use those trade in funds from your old ship to purchase a better more expensive one?

I also agree with Lepton about the shipyard presentation. Would not a drop down menu or multiple pages seperating ships by class or something make it more organized, neat, and easier to browse? Or something. It does seem clumsy. But it is functional and I am nit picking. You wanted feedback.

All of this is pretty damned cool. The webmap is f*cking awesome, bro. The reports, roster, all that is just f*cking awesome.

I'd like to see more players test.

So, whats the deal with Rom missions not showing in Fed space? (havent tried anywhere else)


Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #5 on: September 06, 2004, 07:36:40 am »
Quote
You are forging ahead yet again, Bonk.  Web-based shipyard worked fine for me, but its format is clumsy.  Perhaps a simple dropdown list with a bid and view button would uncomplicate things.  Additionally, the view button leading to the substantial text in the shiplist record is a bit much.  Images of the vessel library views of the ships would be more familiar but most likely quite labor and bandwidth intensive.  If the information on the ships could be distilled to the type of info presented in the vessel library, that would be simple and ideal.  Still text but less of it.

My thoughts exactly on format Lepton, lol. I'm going for function first, then looks. I intend to format the individual ship data nicely (graphically?) eventually. Hmm, a single form with dropdown for the ships and one bid button... maybe, I currently use the "Find in this page" feature of Mozilla to locate desired ships in the list. Maybe a treeview - nah - requires javascript... I'll look at form and usability as I go, thanks for the input!

Quote
I seem to be getting missions wherever I go, so if the server settings are meant not to generate missions, that has not been my experience.  Cool stuff, so far.  Looking forward to seeing how all this comes out.

I have it set so missions are rare except when enemy characters are present. Was there a lot of AI on the map in your area? (Note range 1 draft radius - base missions seem to be coming up next to base AIs) How was the mission frequency? I may not be able to eliminate AI missions but make them so rare as to take AI battle hex-flipping out of the game. drb and I tested last night and got very few missions in empty areas and got missions when near each other (hydran/klingon). I may fiddle some more with settings to improve this depending on input and divine inspiration in gf editing.


Quote
Looked it all over and WOW! Bonk this is good stuff!

I agree with Lepton about the too much text ship info. All we need is the basic ship edit summary with a few more details. A ship graphic or UI layout would help, but not necessary

Thanks Dizzy, and the form will come in time, I've been lazy enough about getting back to improving function / building framework.

Quote
I got missions only in a few varied hexes of my own space (Rom). None in Fed space. I'd like to see more mission choices... Especially in Neutral and enemy space. (assuming Fed is enemy)

Missions should be rare except when enemy characters are present. I have noticed a lack of variety in the offered AI missions too. I have not evaluated the variety of PvP missions yet... Again, I may fiddle with the settings more, based on this sort of feedback.

Quote
Can you not have a 'Credit' ship in the yard? A bank account per say, so you can trade in your ship on it and then use those trade in funds from your old ship to purchase a better more expensive one?

Hmm, not exactly sure what you mean... I had started a "Garage", but I still need to work out the magic of the shipcachevector to get it working. I had thought of adding a simple "casino" to the webmap... ;) Can you clarify the trade-in bit? (You can still trade in ships normally once you have purchased a second one...) I am thinking of starting a script/mechanism to populate the shipyard now. I have set the maximum age of ships in eceonomy.gf to 2016 turns (one week on this server) so once I put some in the yards they will stay there up to a week unless purchased. The real question is how to go about populating the shipyard? Allow RM's to build the ships for their race? Create a single OoB admin interface? (ugh! work... I like the first idea... ;))

Quote
I also agree with Lepton about the shipyard presentation. Would not a drop down menu or multiple pages seperating ships by class or something make it more organized, neat, and easier to browse? Or something. It does seem clumsy. But it is functional and I am nit picking. You wanted feedback.

All of this is pretty damned cool. The webmap is f*cking awesome, bro. The reports, roster, all that is just f*cking awesome.

I'd like to see more players test.

So, whats the deal with Rom missions not showing in Fed space? (havent tried anywhere else)

Definitely I agree, the format needs work, and I definitely appreciate the feedback. Also I'd like to see more players test, to stress the SQL setup, internet connection and webmap shipyard... but any help I get is cool!  ;D  Again, wrt to missions not showing up: try with enemy characters present within range 1... ;)


Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #6 on: September 06, 2004, 08:41:43 am »
It occurs to me that with the internal shipyard disabled and rare AI missions that there is no motivation to take territory... Perhaps I should base the build points awarded to RMs for ship building on their empire's economy - makes sense... VCs should factor in too.

It is clear that VCs are necessary.
So for now, weekly VCs (the timescale for this whole server is about one week):
Captured Bases held: 5 VC points.
Captured Planets held: 10 VC points.
(1 hex LOS required for both)
Confirmed PvP kills: 10 VC points. (aided by the destroyed ships record on the webmap)
Map at start.

So to help myself review, I need:
1) era sensitive webmap shipyard edit: done! (made obsolete by #2?)
2) an "RM shipwright's page" with builds available based on era, economy and VCs (limiting use and incorporating VCs will be tough) to populate the shipyard, I can then leave out the limited availability ships column on player the webmap shipyard or leave the player webmap shipyard out altogether later, then the only ships available on the server will be those built on the "RM shipwright's page"... to be distributed by the RM on the server (man I need that shipcachevector...) anyway I ramble and get a bit ambitious here, but these are the ideas I want to explore.
3) better format (dropdown shiplist?)
« Last Edit: September 07, 2004, 05:59:40 am by Bonk »

Offline RazalYllib

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Re: Classic War (experimental/fun server)
« Reply #7 on: September 06, 2004, 08:53:08 am »
Is this a good candidate Bonk for another stab at stress the SQL kit.

Is the DB running on your linux box?  If so, it might be an opportunity to test that configuration under higher player load...what do you think?
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Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #8 on: September 06, 2004, 09:04:21 am »
Is this a good candidate Bonk for another stab at stress the SQL kit.

Is the DB running on your linux box?  If so, it might be an opportunity to test that configuration under higher player load...what do you think?

For sure!  ;D This is a good opportunity if there's enough people around... I've been getting uploads up to 800Kbit lately. The db is running on MySQL 4.0.18max on QNX Momentics 6.3.0 (so is the webserver - apache 2.0.50/PHP 5.0.0), with tweaks to the ODBC connector used on the XP pro box the serverkit runs on. The serverkit is also using the newer smartheap library from the SFC3 serverkit. (the chat server runs on the XP box too for now...) These server settings will provide a little extra stress too (range two movement, range one draft radius, mission rarity).

Lets try and hit it at 2:00PM, 6:00PM and 10:00PM ADT.
« Last Edit: September 06, 2004, 09:42:36 am by Bonk »

Offline Capt_Bearslayer_XC

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Re: Classic War (experimental/fun server)
« Reply #9 on: September 06, 2004, 09:30:30 am »
K, got on and flew around the map... um...  no missions are showing up.... 
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Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #10 on: September 06, 2004, 09:41:15 am »
K, got on and flew around the map... um...  no missions are showing up.... 


Exactly, an enemy player needs to be present!  ;)
http://www.dynaverse.net/forum/index.php/topic,163345903.msg1122436176.html#msg1122436176
(I'll be on most of the afternoon.)

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Re: Classic War (experimental/fun server)
« Reply #11 on: September 06, 2004, 09:59:23 am »
Kind of hard to build up PP then, ain't it?

Can you make missions available in homespace?
Political Correctness is really Political Censorship

A tax code should exist to procure the funds necessary for the operation of government, not to manipulate human or business behavior.

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Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #12 on: September 06, 2004, 10:38:31 am »
Yup, it will be tough to build PP. (I want to try a go at getting away from AI battle PP banking games...)

Missions are available without an enemy player, just rare. I just finished two. An ambush which I won and a Convoy Raid that I should have won, Karnak if you see this - I killed both the escorts for the convoy raid and the mission ended with a defeat, what gives? Also, what the heck is this thing? - in the foreground - I've never seen one before that I recall...

It's intended to be a PvP server as discussed with high penalties and VCs for PvP and little to no AI battles (and webmap shipyard test / OoB development start), thus the high starting PP and cheap ships. We just need to get a few people on there and away we go...

Offline Corbomite

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Re: Classic War (experimental/fun server)
« Reply #13 on: September 06, 2004, 10:45:07 am »
That "thing" is a wormhole and won't affect you unless scripted to. The "thing" in the background is a Space Fissure. Same deal there.

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Re: Classic War (experimental/fun server)
« Reply #14 on: September 06, 2004, 10:48:27 am »
That "thing" is a wormhole and won't affect you unless scripted to. The "thing" in the background is a Space Fissure. Same deal there.

Cool, thanks! I recognised the space fissure but not the wormhole.

Offline Lepton

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Re: Classic War (experimental/fun server)
« Reply #15 on: September 06, 2004, 01:45:52 pm »
I have to admit I only ran one mission and it was only in neutral space, but I am pretty sure I saw missions available wherever I went in friendly space and neutral space.  I'll check back in on the server and see if I was misreading things.


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Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #16 on: September 06, 2004, 01:58:57 pm »
They are pretty rare for me and others, so it seems to be mostly working as intended. Co-op (Klingon/Rom) works nicely, though Skirmish Patrol crashed on us when a ship blew up after a "Host Left" message once.

The webmap shipyard is now sensitive to the server year. Let me know if any ships off OP+3.4 are missing or present when they should not be...

Offline Dizzy

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Re: Classic War (experimental/fun server)
« Reply #17 on: September 06, 2004, 04:00:52 pm »
Ya, well Bonk, I'm glad you tested and confirmed the fact that you can make a server dole out the majority of missions only when in a PvP element, but can you find a 50-50 balance? The server population is not high, and I'd like to build up some pp. There is not much point in a dyna to peruse the map and do nothing else. It's just too hard to 'catch' someone on. To make matters even more puzzling, is the fact that in PvP... the 2x players wouldnt likely agree on which hex the battle would take place. Unless of course the map is extremely small.

Granted, while missions do show in friendly space from time to time, they do not show up enough. At least to speen much time on the server. In addition the stress test you want to happen wont happen unless we are getting frequent missions.

Now as far as the 'bank account' ship... If you want to swap out your ship for another, I thought it would be easy and faster to have a cheap ship in the shipyard you can bid on and then trade your current expensive ship in so that you now have banked the prestiuge of the expensive ship so you can go buy a better one on the webmap. Essentially you could do this using only the webmap, but in order to do it, you'd need to go to the webmap, buy the ship, logon the server, trade you lod one, log out, buy the one u really want but previously didnt have the cash for, then logon and trade the transition ship in for the ship you wanted.

Kinda confusing. And gosh Im sure someone else could explain it in fewer than 20 words, but thats what I mean. Hrmmm. NM!


Offline Lepton

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Re: Classic War (experimental/fun server)
« Reply #18 on: September 06, 2004, 07:30:14 pm »
Hehe.  Are we all playing on the same server??  I am getting missions almost wherever I go and I am getting pp for the missions I take.  Just got 500pp for a convoy raid.  Is there something I am missing here?  I've played enemy sweep, hold the line, ambush action, and more.  So the missions are showing up.  Am I not getting pp for them??  As far as I can tell I am.  DV shifts are fine.  I flipped a hex.  What am I missing here??


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Offline Dizzy

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Re: Classic War (experimental/fun server)
« Reply #19 on: September 06, 2004, 09:59:02 pm »
Lepton, what race r u playing and what enemy space is giving u missions?

Offline Dizzy

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Re: Classic War (experimental/fun server)
« Reply #20 on: September 06, 2004, 10:13:49 pm »
Well, I checked back on the webmapped shipyards... and there is not much good to purchase at the moment. When does it get updated? How long do I have to wait between cycles?

Also, shouldnt ships that are traded back in show up again in the shipyard>?

For instance, if there was an NHK and a KRCS and I decided to try them both to see which one I liked, 1st the NHK then trading it in on the KRCS, then player number two comes along and both ships are gone from the yards.

Please... more info on how the yards work, please, Bonk.

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #21 on: September 07, 2004, 05:00:24 am »
Quote
Ya, well Bonk, I'm glad you tested and confirmed the fact that you can make a server dole out the majority of missions only when in a PvP element, but can you find a 50-50 balance? The server population is not high, and I'd like to build up some pp. There is not much point in a dyna to peruse the map and do nothing else. It's just too hard to 'catch' someone on. To make matters even more puzzling, is the fact that in PvP... the 2x players wouldnt likely agree on which hex the battle would take place. Unless of course the map is extremely small.

Thus movement two and draft radius of one. Yes players need to agree on where to battle or the server needs to be busy, one or the other. People have asked for this in the past (myself included, way back) so I thought I'd finally give it a try to see what happens.

Quote
Granted, while missions do show in friendly space from time to time, they do not show up enough. At least to speen much time on the server. In addition the stress test you want to happen wont happen unless we are getting frequent missions.

We need lots pf players to stress test. Lots of players equals lots of missions - no problem.  (Also I've noticed - follow foreign AI characters around - you seem to get more missions... hehe, this setup has plenty of potential controls on the action, I can delete the AI's, allow them to take hexes (as discussed for player balance), control their movement... ;))

Quote
Now as far as the 'bank account' ship... If you want to swap out your ship for another, I thought it would be easy and faster to have a cheap ship in the shipyard you can bid on and then trade your current expensive ship in so that you now have banked the prestiuge of the expensive ship so you can go buy a better one on the webmap. Essentially you could do this using only the webmap, but in order to do it, you'd need to go to the webmap, buy the ship, logon the server, trade you lod one, log out, buy the one u really want but previously didnt have the cash for, then logon and trade the transition ship in for the ship you wanted.

Ah, I see what you mean. I just upped the starting PP to 4000 instead. (I could increase it further...) Or I could turn on internal frigate production to allow what you suggest.



Quote
Well, I checked back on the webmapped shipyards... and there is not much good to purchase at the moment. When does it get updated? How long do I have to wait between cycles?

Also, shouldnt ships that are traded back in show up again in the shipyard>?

For instance, if there was an NHK and a KRCS and I decided to try them both to see which one I liked, 1st the NHK then trading it in on the KRCS, then player number two comes along and both ships are gone from the yards.

Please... more info on how the yards work, please, Bonk.

The webmap shipyard is static - no cycles - it reads from the shiplist and lists all ships for your race whose YFA is less than or equal to the current stardate and whose YLA is greater than or equal to the current stardate. There are no cycles, only YFA and YLA (just implemented yesterday - please check).

Since the trade-in mechanism is internal there is nothing I can do about it, the ship is destroyed. If I ever understand the shipcachevector, then I could do trade-ins/upgrades externally (plus a garage). But since the webmap shipyard reads directly from the shiplist, all the ships of the era are still available in unlimited numbers (no actual OoB implemented yet - I need to decide on a mechanism).

Though Battleships, Battle Stations and Starbases are not offered. They are limited by the webmap shipyard script and presented as "Limited Ships" on the shipyard page as part of an older incomplete mechanism for an OoB I was considering and may still use.

So currently, the "Limited Ships" column lists assigned ships (just a few classes to test and it is not complete and may not be used at all), the "General Availability" column lists all the ships on the shiplist of the era except those classes listed as "Limited" in the column at left and numbers of ships are unlimited (no OoB implemented yet). The "Server Shipyard" column on the right lists active bids [i'm still using the biditem table of the internal shipyard till I figure out the shipcachevector] and anything actually present in the internal shipyards.

Some ships were still being produced but I adjusted settings to further reduce the probability of production and set the maximum age to 1 turn to keep it clean - I will need to increase the maximum ship age to ~2016 turns again though to populate the shipyard for internal purchases if that is the way I go, but for a true OoB I'm thinking that having RM's assign ships from the webpage is better and keep all purchases external (adds motivation to keep your ship intact ;)).

Figuring out a way to handle trade-ins and OoB using this setup will be the trick. For now it is just basic control of the shipyards established. I think I'll get back to work on the shipcachevector soon, then it will all be no problem, just a matter of deciding on how to make it work.

I just threw this out there while we wait for squadon commander or the next server in line to explore some ideas and to motivate me to work on a full OoB interface for SQL. (I can't bring myself to look at the flatfile lately.)
« Last Edit: September 07, 2004, 06:27:31 am by Bonk »

Offline Cleaven

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Re: Classic War (experimental/fun server)
« Reply #22 on: September 07, 2004, 09:29:08 am »
Can you set it such that when a player's ship is destroyed in PvP it is replaced with the same ship ie you can't lose your ship in combat. You lose the hex DV and you don't get (or lose) PP from the battle. A house rule of all PvP is to the death would change the nature of the game. To offset the shift away from the objective of destroying an enemy players ship you could just have serious (large) VP's awarded for destruction of those ships. Lose a battle cruiser five times and you have lost a lot of VP's. Line ships of course are not worth anything. In this way you can fly anything you want as long as you are prepared to lose the VP's. I'm not really sure I like this idea because there is too much book-keeping. Can the system somehow keep track of PvP wins/losses?

 

Not sure I can be bothered, but as you are the Doc, can you run an AI standard patrol in 2 minutes in a KRC? If so, there is no problem and I am utterly wrong. If you cannot, then the KRC is a worse ship for AI missions than ones I know can.

Offline Dizzy

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Re: Classic War (experimental/fun server)
« Reply #23 on: September 07, 2004, 10:25:19 am »
Clarify the shipyard question on if there is ship 'xyz' that when purchased will there still be more?

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #24 on: September 07, 2004, 10:49:49 am »
Can you set it such that when a player's ship is destroyed in PvP it is replaced with the same ship ie you can't lose your ship in combat. You lose the hex DV and you don't get (or lose) PP from the battle. A house rule of all PvP is to the death would change the nature of the game. To offset the shift away from the objective of destroying an enemy players ship you could just have serious (large) VP's awarded for destruction of those ships. Lose a battle cruiser five times and you have lost a lot of VP's. Line ships of course are not worth anything. In this way you can fly anything you want as long as you are prepared to lose the VP's. I'm not really sure I like this idea because there is too much book-keeping. Can the system somehow keep track of PvP wins/losses?

I can set the DeathShipBPVPenalty to 1.0 and you should keep your ship (or one of equal BPV) on being killed. It is currently set to 0.5 to make PvP kills hurt. (default is 0.75) Interesting idea there, not sure I'll try it but it is interesting. The "Destroyed Ships" page on the webmap should report all ships destroyed in PvP (unfortunately ships are also reported as destroyed when they are not, in bugged missions), but this page should at least help with such stats anyway.

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #25 on: September 07, 2004, 10:57:08 am »
Clarify the shipyard question on if there is ship 'xyz' that when purchased will there still be more?

Yes, as many as you can afford. There is no OoB implemented yet. I was thinking about it at work this morning and what I need is a way to count the ships purchased (relatively easy) and a list of how many of each ship is built for the server(/build cycle) to compare against (tough part). If someone wanted to go through the whole of OP+3.4 and set up the appropriate base number of every ship needed for a campaign build cycle, I could make use of it to prototype a full OoB system... otherwise I'll have to do it myself but I'd like to see a standard applied or at least use numbers that make sense and are approved by the community.

Offline Lepton

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Re: Classic War (experimental/fun server)
« Reply #26 on: September 07, 2004, 11:02:53 am »
Lepton, what race r u playing and what enemy space is giving u missions?

I am playing Lyran, and getting missions in Mirak space.  Neutral space was giving missions as well as friendly as well as enemy.


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Offline Dizzy

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Re: Classic War (experimental/fun server)
« Reply #27 on: September 07, 2004, 12:25:55 pm »
Mb its server settings, Lepton. Currently, the Romulans have a non-aggression pact with the neutrals. What is you tension level?

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Re: Classic War (experimental/fun server)
« Reply #28 on: September 07, 2004, 01:29:43 pm »
Clarify the shipyard question on if there is ship 'xyz' that when purchased will there still be more?

Yes, as many as you can afford. There is no OoB implemented yet. I was thinking about it at work this morning and what I need is a way to count the ships purchased (relatively easy) and a list of how many of each ship is built for the server(/build cycle) to compare against (tough part). If someone wanted to go through the whole of OP+3.4 and set up the appropriate base number of every ship needed for a campaign build cycle, I could make use of it to prototype a full OoB system... otherwise I'll have to do it myself but I'd like to see a standard applied or at least use numbers that make sense and are approved by the community.

Please define "appropriate base number of every ship needed for a campaign build cycle".. 


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Offline Lepton

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Re: Classic War (experimental/fun server)
« Reply #29 on: September 07, 2004, 03:33:57 pm »
Mb its server settings, Lepton. Currently, the Romulans have a non-aggression pact with the neutrals. What is you tension level?

Non-aggression pact with neutral, mortal enemies with Mirak.


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Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #30 on: September 07, 2004, 03:49:05 pm »
Clarify the shipyard question on if there is ship 'xyz' that when purchased will there still be more?

Yes, as many as you can afford. There is no OoB implemented yet. I was thinking about it at work this morning and what I need is a way to count the ships purchased (relatively easy) and a list of how many of each ship is built for the server(/build cycle) to compare against (tough part). If someone wanted to go through the whole of OP+3.4 and set up the appropriate base number of every ship needed for a campaign build cycle, I could make use of it to prototype a full OoB system... otherwise I'll have to do it myself but I'd like to see a standard applied or at least use numbers that make sense and are approved by the community.

Please define "appropriate base number of every ship needed for a campaign build cycle".. 

Aye, there's the rub... not so easy to do.

The trick is; do I want to limit ship-by-ship or by class? Originally I was thinking ship-by-ship but now thinking to limit by class.  To limit ship-by-ship I wanted a list of all the ships and how many of each to allow per build cycle (one week of play)... e.g.:
F-FF 20
F-FFL 10
F-DD 18
F-DDL 6
F-CA 18
F-CC 6
F-BCJ 2
F-BCG 2
F-BCF 2
etc...

What I'm looking for is a good set of "base" numbers to start from, once implemented admins can adjust the number of ships desired for each build cycle or I can automate the adjustment based on economy and VC's using the "base numbers" of each ship available.

Does that make any sense? Is there a better approach? What is really desired? Should I just go by class? (I don't want to really though, leaders should be more rare etc...)

Offline Dizzy

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Re: Classic War (experimental/fun server)
« Reply #31 on: September 08, 2004, 08:39:22 am »
Bonk, 100% trade in please.

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Re: Classic War (experimental/fun server)
« Reply #32 on: September 08, 2004, 09:49:25 am »
Clarify the shipyard question on if there is ship 'xyz' that when purchased will there still be more?

Yes, as many as you can afford. There is no OoB implemented yet. I was thinking about it at work this morning and what I need is a way to count the ships purchased (relatively easy) and a list of how many of each ship is built for the server(/build cycle) to compare against (tough part). If someone wanted to go through the whole of OP+3.4 and set up the appropriate base number of every ship needed for a campaign build cycle, I could make use of it to prototype a full OoB system... otherwise I'll have to do it myself but I'd like to see a standard applied or at least use numbers that make sense and are approved by the community.

Please define "appropriate base number of every ship needed for a campaign build cycle".. 

Aye, there's the rub... not so easy to do.

The trick is; do I want to limit ship-by-ship or by class? Originally I was thinking ship-by-ship but now thinking to limit by class.  To limit ship-by-ship I wanted a list of all the ships and how many of each to allow per build cycle (one week of play)... e.g.:
F-FF 20
F-FFL 10
F-DD 18
F-DDL 6
F-CA 18
F-CC 6
F-BCJ 2
F-BCG 2
F-BCF 2
etc...

What I'm looking for is a good set of "base" numbers to start from, once implemented admins can adjust the number of ships desired for each build cycle or I can automate the adjustment based on economy and VC's using the "base numbers" of each ship available.

Does that make any sense? Is there a better approach? What is really desired? Should I just go by class? (I don't want to really though, leaders should be more rare etc...)

It just so happens that I'm experimenting with enhancing the shiplist with just what you need. Perhaps you should log onto MSN at some point, and I can tell you all about it there instead of here. (not yet because it's not finished)


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Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #33 on: September 08, 2004, 11:45:06 am »
It just so happens that I'm experimenting with enhancing the shiplist with just what you need. Perhaps you should log onto MSN at some point, and I can tell you all about it there instead of here. (not yet because it's not finished)

Cool, those extra columns you were talking about I assume... I'll try and catch you on MSN soon, lemme think about the possible enhancements a little and we can jam on it.

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #34 on: September 08, 2004, 11:50:38 am »
Bonk, 100% trade in please.


Cool, missed that, oops. Will do.

I need to find the settings to stop the base assault missions from coming up in non-base hexes (keeping the draft radius of one...). Diehard, if you see this, do you recall what did it for GW3? was it the settings on this thread?:
http://www.dynaverse.net/forum/index.php/topic,163345843.msg1122434887.html#msg1122434887
Or were those settings to avoid enemy "allies" in lieu of total war missions?

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Re: Classic War (experimental/fun server)
« Reply #35 on: September 08, 2004, 11:53:29 am »
Bonk, 100% trade in please.


Cool, missed that, oops. Will do.

I need to find the settings to stop the base assault missions from coming up in non-base hexes (keeping the draft radius of one...). Diehard, if you see this, do you recall what did it for GW3? was it the settings on this thread?:
http://www.dynaverse.net/forum/index.php/topic,163345843.msg1122434887.html#msg1122434887
Or were those settings to avoid enemy "allies" in lieu of total war missions?


I did nothing, too much of a pain in the ass to get it woking with both EEK and ED missions.
Who'd thunk that Star-castling was the root of all evil . . .


Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #36 on: September 08, 2004, 03:55:47 pm »
I did nothing, too much of a pain in the ass to get it woking with both EEK and ED missions.

Cool, thanks for the info. I'm only using EEK missions though, I didn't see this on the Gravity Well, it must be a result of me changing the ScreenForMatch numbers to favour PvP and co-op. I'll fiddle a bit to see if I can fix it.

Trade-ins are at 100% now (sorry bout that folks).

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #37 on: September 08, 2004, 05:19:25 pm »
Ya, well Bonk, I'm glad you tested and confirmed the fact that you can make a server dole out the majority of missions only when in a PvP element, but can you find a 50-50 balance?

OK, I broke down and increased the missions  probabilities to make it more playable. (still lower than normal)  This should alleviate the base missions issue too I hope.

Offline RazalYllib

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Re: Classic War (experimental/fun server)
« Reply #38 on: September 08, 2004, 05:41:40 pm »
Here is some hopefully meaningful input for you to contemplate Bonk.  First of all, outstanding work on a potential front end application for the SQL kit.  If you were Romulan, I would petition the Emperor to bestow on you, the Order of Red Leaf, in recognition for your service to the Empire.  This includes the tedium of decrypting the various ?blobs? in the DB.  We really need a stress test though to see if your current config is stable enough for ?Prime Time?.
 

            For many years I (and many in the community) have dreamed of a good front end, looks like you are well on your way to making many dreams come true.  All of this without Server Kit Source code.

            First of all, I like the concept behind CW?interesting to say the least.  The shipyard works well enough as an illustrative example of how things could work with an external shipyard.  Others have remarked, and I concur that it could use a more efficient way of presenting the data to the user, I do have a couple ideas on potential layout schemes, needs more work before I make it public.  One thing that could be done right away, is seed the Ship List with the OOB from Federation and Empire, with refits stock as they become available.  I could post it again as a reference for debate on the merits of the Stock FnE OOB versus a Custom Version.  There are some here, myself included, that feel the Federation and Empire OOB is all you need, with a little tweak here and there to make it compliant with the number of ships currently available. 

            Initially, the Map should be seeded with AI in accordance with initial Fleet Composition per Federation and Empire (or player/RM defined if that is preferred).  Border Fleets dispersed on the relevant borders, Reserve Fleets on the Starbases as noted and the Home Fleet on the Homeworld.  That will populate the Map nicely with AI to hunt and Kill in the area they are supposed to be located in. 

            New construction should be what is available in the web based shipyard.  How do we determine what gets placed there?  I am glad you asked that question.  First the default build list should automatically be built.  I know that is at variance to my beloved Federation and Empire economic rules, but as everyone knows, SFC-OP is not Federation and Empire.  Here is I would handle new construction:

            Players seed the Shipyard by spending PP to place ships for bid there.  Now this might get tricky with the nutters who regularly have 40k plus in the bank, but a simple equation could equalize things, i.e. the more PP a player has in the bank, the more PP it cost that player to request that a specific ship to built so that it could be purchased.  It could also be run as bid system similar in nature to the default bid system in the DV.  Since the shipyard is ?programmable?, the Federation and Empire Restrictions in ship production could easily be implemented, such as no more than one DN per year.  The ?system? would track how many ships were ?ordered? by the players and would automatically restrict illegal purchases such as two DN constructed in a single game year and the like.  Overbuilds and build substitutions could also be handled in the same way.

            Example, 5 war cruisers are the maximum built using normal cost during a build cycle, but some player wants another one.  The end price would be doubled, both for the order (placed in shipyard) and the price of the ship that is purchased is also doubled.  Variants would be handled exactly the same with a couple restrictions, only a percentage (admin defined) of available new construction are eligible for conversion during the build cycle. 

Say you have 6 destroyers normally built during the cycle in accordance with the OOB.  Admin decides that only 1/3 of the total can be constructed initially as variants, that means Four stock destroyers at Normal Prices automatically will populate in the shipyard.  Two of the Six are eligible for conversion to variants.  If no Player chooses to convert these before the end of the build cycle, they will populate as stock destroyers.  Any player could spend PP to convert one of the two before the end of the build cycle, to a legal variant with the corresponding deduction of PP from their account.  Once all those that could have been ?selected for conversion? are designated, any further construction of destroyers and subsequent conversion, would be at the overbuild cost both to place in the shipyard, as well as purchase price.

            Substitutions to the build list would be handled similarly.   Example, if the OOB states you can replace a CA with BCH once per cycle, once a player has done so, the option would not be accessible for another player until the time passes and the choice would become available again.   

            Server Admins could also use scripting to seed the ship list.  Say if one race took a strategic objective, they could get as a reward an extra big ship in the shipyard for their labors.

            What else can SQL allow?

            How about players spending their accumulated PP to purchase AI ships and spending PP to move them around on the map?  That would be very interesting factor in itself and provide another angle to strategic game play as well as give players something else to spend the hard earned PP on.  Right Now, the AI is pretty much ignored and treated with disdain, but it does not have to be that way.

            How about players moving themselves strategically on the map using the web map, with, of course the necessary expenditure of accumulated PP.  This could be restricted, example include player must start at a base/planet and end their movement at a base/planet.

            Players could trade PP with each other (say 3 points invested = 1 point to the player) or even with allied players belonging to another race.  Think the lend/lease deal with Great Briton and USA during WW2 for an historical example.

            Players ?hire? AI Pirates to harass the enemy behind the lines as it were, this might not be workable, but an ideal nonetheless.

            Players could spend PP to increase or decrease political tensions.  This could include non-allied as well?think propaganda and efforts of diplomacy, all which require funds to be successful.

            What about internal development?  Player would expend PP and the hex they were in could be improved in some manner.  Improvements could be as radical as bringing a Minor Planet on board if 100k donated by players, or increase the DV or Econ of the hex by one for every 10k-50k PP spent.  I am certain once things get rolling, others can come up with some other ?uses? for accumulated PP.

Comes a time when the blind man takes your hand
Says "don't you see?"
Gotta make it somehow
On the dreams you still believe
Don't give it up
You got an empty cup
Only love can fill
Only love can fill

Offline RazalYllib

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Re: Classic War (experimental/fun server)
« Reply #39 on: September 09, 2004, 10:32:43 pm »
Interesting, over 24hrs since the above post and not a single comment from anyone. Weirdness or are you still digesting the above?

Anyhow, got a couple additional things, addendum, as additions to the above wishlist and sql application rant.

Players could donate PP to a "racial bank" and players could draw funds if needed, say 50:1 ratio and any player could draw a percentage of their current glicko from that pool once per game year.

     Another thought concerns the underlying economics of the DV itself now that the shipyard function can be detached from the economic situation on the map through the voodoo inherent in using an sql database. This has profound implications for gameplay enhancement. 

     This would allow very easy tracking of VC by conceptionally substituting the Econ Value of a hex with its numerical Victory Point Value.  Campaign Designers would use the Econ Value on the map as the Victory Point Value and the Game would automatically keep partial score.  IIRC, and correct me if I am wrong, but I am proceeding with the understanding that a custom mission script for OP can "interact" in some manner with sql database itself by at least writing a value to a table.  That value could be parsed by a script and the value stored natively as racial econ based on map calculations would be adjusted by the mission result value and Score would be kept for each mission.  If it works that is. 

     I don't know if it is possible, but could sql seed entry's as news items.  That could handy feature that could be a boon to all.  This of course depends on the selfless dedication and hard work of others with the skills necessary to pull it off; and I know who you are, I have been watching for some time now; IRIS sees.  I wish I could code, but its like another language, and I am just getting the hang of this one. 

     These are all just the accumulation of ideas that have been circulating in my head from the moment sql was mentioned in the same sentence as dynaverse database.
Comes a time when the blind man takes your hand
Says "don't you see?"
Gotta make it somehow
On the dreams you still believe
Don't give it up
You got an empty cup
Only love can fill
Only love can fill

Offline Dizzy

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Re: Classic War (experimental/fun server)
« Reply #40 on: September 09, 2004, 11:48:56 pm »
Circulating... we are all just a melodious orchestra of bioelectrical music singing along the path of life toward our final overture, which, if I am lucky, or not, will be 16,865 days from now according to US average life expectancy in 2001.

Now, what was it you were you saying about sql?

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #41 on: September 10, 2004, 07:02:39 am »
Sorry RazalYllib, you made a very good post there. I have not had the time to give it the response it deserves, I've been busy. I'll address your ideas as soon as I get a chance. For now, I had thought of using the F&E OoB as a base after I requested one... I just may use it but I am exploring other options too. Again, I apologise for making a hurried response to your post, I want to talk about your ideas (and the ones they gave me) and give it the attention it deserves..

Offline RazalYllib

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Re: Classic War (experimental/fun server)
« Reply #42 on: September 10, 2004, 07:04:47 pm »
np bonk...fully understand, RL has a tendancy to get in the way.

Had a draw mission but it flipped neutral to federation though no dv shift.  Is this by design?
Comes a time when the blind man takes your hand
Says "don't you see?"
Gotta make it somehow
On the dreams you still believe
Don't give it up
You got an empty cup
Only love can fill
Only love can fill

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #43 on: September 12, 2004, 10:07:50 am »
Had a draw mission but it flipped neutral to federation though no dv shift.  Is this by design?

OP neutral hex bug.

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #44 on: September 12, 2004, 11:01:46 am »
Here is some hopefully meaningful input for you to contemplate Bonk.  First of all, outstanding work on a potential front end application for the SQL kit.  If you were Romulan, I would petition the Emperor to bestow on you, the Order of Red Leaf, in recognition for your service to the Empire.  This includes the tedium of decrypting the various ?blobs? in the DB.  We really need a stress test though to see if your current config is stable enough for ?Prime Time?.

I would love to see a stress test of this setup with a stable server config, for sure.


Quote
            For many years I (and many in the community) have dreamed of a good front end, looks like you are well on your way to making many dreams come true.  All of this without Server Kit Source code.

I know I have been slow, but the recognition of the effort is appreciated, thanks.

Quote
            First of all, I like the concept behind CW?interesting to say the least.  The shipyard works well enough as an illustrative example of how things could work with an external shipyard.  Others have remarked, and I concur that it could use a more efficient way of presenting the data to the user, I do have a couple ideas on potential layout schemes, needs more work before I make it public.  One thing that could be done right away, is seed the Ship List with the OOB from Federation and Empire, with refits stock as they become available.  I could post it again as a reference for debate on the merits of the Stock FnE OOB versus a Custom Version.  There are some here, myself included, that feel the Federation and Empire OOB is all you need, with a little tweak here and there to make it compliant with the number of ships currently available. 

I do intend to work on the shipyard format, perhaps sooner now with this feedback and established function. I had thought of using the F&E OoB as a base after requesting one, I'll take a good look at it. There are other ideas in the works too, to make it easier and more flexible.

Quote
            Initially, the Map should be seeded with AI in accordance with initial Fleet Composition per Federation and Empire (or player/RM defined if that is preferred).  Border Fleets dispersed on the relevant borders, Reserve Fleets on the Starbases as noted and the Home Fleet on the Homeworld.  That will populate the Map nicely with AI to hunt and Kill in the area they are supposed to be located in. 

I like this idea a lot. With the correct settings it will have the desired effect. The AI can be set to move or remain "stationary", they could also be allowed to take hexes if desired. Really what this idea made me think of is to try an experiment: I am curious to see what will happen if I set a human account to AI... (probably not much, but perhaps some interesting effects could be achieved).

Quote
New construction should be what is available in the web based shipyard.  How do we determine what gets placed there?  I am glad you asked that question.  First the default build list should automatically be built.  I know that is at variance to my beloved Federation and Empire economic rules, but as everyone knows, SFC-OP is not Federation and Empire.  Here is I would handle new construction:

            Players seed the Shipyard by spending PP to place ships for bid there.  Now this might get tricky with the nutters who regularly have 40k plus in the bank, but a simple equation could equalize things, i.e. the more PP a player has in the bank, the more PP it cost that player to request that a specific ship to built so that it could be purchased.  It could also be run as bid system similar in nature to the default bid system in the DV.  Since the shipyard is ?programmable?, the Federation and Empire Restrictions in ship production could easily be implemented, such as no more than one DN per year.  The ?system? would track how many ships were ?ordered? by the players and would automatically restrict illegal purchases such as two DN constructed in a single game year and the like.  Overbuilds and build substitutions could also be handled in the same way.

            Example, 5 war cruisers are the maximum built using normal cost during a build cycle, but some player wants another one.  The end price would be doubled, both for the order (placed in shipyard) and the price of the ship that is purchased is also doubled.  Variants would be handled exactly the same with a couple restrictions, only a percentage (admin defined) of available new construction are eligible for conversion during the build cycle. 

Say you have 6 destroyers normally built during the cycle in accordance with the OOB.  Admin decides that only 1/3 of the total can be constructed initially as variants, that means Four stock destroyers at Normal Prices automatically will populate in the shipyard.  Two of the Six are eligible for conversion to variants.  If no Player chooses to convert these before the end of the build cycle, they will populate as stock destroyers.  Any player could spend PP to convert one of the two before the end of the build cycle, to a legal variant with the corresponding deduction of PP from their account.  Once all those that could have been ?selected for conversion? are designated, any further construction of destroyers and subsequent conversion, would be at the overbuild cost both to place in the shipyard, as well as purchase price.

            Substitutions to the build list would be handled similarly.   Example, if the OOB states you can replace a CA with BCH once per cycle, once a player has done so, the option would not be accessible for another player until the time passes and the choice would become available again.   

            Server Admins could also use scripting to seed the ship list.  Say if one race took a strategic objective, they could get as a reward an extra big ship in the shipyard for their labors.

OK, you're on to the kind of thing we can do. Your proposed "seeding" would be one possible way to go about it.  The thing is once I have an OoB for a shiplist, I can automatically populate the in-game shipyards according to it. Then additional shipyard function could be achieved on the webmap shipyard, (assigned ships, refits etc...). I still need to decode one last piece of the db to really open up the options.
           
Quote
What else can SQL allow?

            How about players spending their accumulated PP to purchase AI ships and spending PP to move them around on the map?  That would be very interesting factor in itself and provide another angle to strategic game play as well as give players something else to spend the hard earned PP on.  Right Now, the AI is pretty much ignored and treated with disdain, but it does not have to be that way.

            How about players moving themselves strategically on the map using the web map, with, of course the necessary expenditure of accumulated PP.  This could be restricted, example include player must start at a base/planet and end their movement at a base/planet.

All kinds of things (especially with SQL-enabled missions). I had thought about creating a movement system for the webmap after discovering the command line parameters to launch a direct tcp/ip game, but got hung up on browser plugin / app development and avoiding re-inventing gamespy. The idea of movement from the webmap is probably pretty easy to do, but it would not generate a mission as such and as you suggest perhaps the use of PP to jump long distances might be handy. The trick is that the functionality of the webmap must not disturb/bug the player if they are logged in simultaneously... it would take a bit of testing but would be a neat feature.

I have thought of adding a casino to the webmap for betting PP, or better yet, I just thought of giving the players the ability to bet PP on the outcome of battles or VCs... <evil grin>

Quote
           Players could trade PP with each other (say 3 points invested = 1 point to the player) or even with allied players belonging to another race.  Think the lend/lease deal with Great Briton and USA during WW2 for an historical example.
   

Godd idea, I had thought of a "bank" but thought what'd be the use? Better yet an "Allies Co-op" has much potental for loaning or pooling PP, perhaps restricted ship builds could depend on pooled PP in the "Allies Co-op"...  ;D

Quote
             Players ?hire? AI Pirates to harass the enemy behind the lines as it were, this might not be workable, but an ideal nonetheless.

Whoah, another excellent idea! Not necessarily pirates, but a selection of AI characters... with the AI controls set properly this could make a whole new game out of it. Once I have that last piece of the db (shipcachevector) this too will be possible. I just love this idea, allow the AI to take hexes and allow players to buy them... (using them as an automated numbers balance has also been discussed).

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            Players could spend PP to increase or decrease political tensions.  This could include non-allied as well?think propaganda and efforts of diplomacy, all which require funds to be successful.

I'd love to try a politics page, the intial political tensions make sense in the db, but the current political tensions settings are all messed in the db I still havent figured them out, or if they are even used...

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            What about internal development?  Player would expend PP and the hex they were in could be improved in some manner.  Improvements could be as radical as bringing a Minor Planet on board if 100k donated by players, or increase the DV or Econ of the hex by one for every 10k-50k PP spent.  I am certain once things get rolling, others can come up with some other ?uses? for accumulated PP.

Well now, you're just full of good ideas!... I could run a server without base contruction missions and allow players to purchase/place bases on the webmap in a controlled fashion. Terraforming projects... Economic and defense investment in a hex is a good idea too, easy to implement. This could really change what kind of an intial map you could use. A game of empire building could precede the big wars...  ;D

There is still a lot of work to do, I want to place the priority on an OoB mechanism that is easy to use, which accounts for economy and VCs. Also, I need to decode that last bit of the db to really get this going. I've been pretty busy lately so it won't happen fast but I'll keep plugging away at it. I might eventually have a go at mission scripting too.

Again, thanks for the feedback and good ideas, it has got me thinking now too. (look for some of the easier ideas to be implemented soon...)

Offline KBF-Kurok

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Re: Classic War (experimental/fun server)
« Reply #45 on: September 12, 2004, 04:08:43 pm »
umm the convoy mission is  messed up. I  have only completed it once  and that was  after  the convoys allies showed up.If i  kill both escorts  first it closes in a defeat.If I kill one escort and kill one freighter it closes in a defeat. If  I kill a freighter and then an escort it closes with a defeat. All of these losses cost me 150 pp and  no dv shift along  with the  price of any expendables  used. no biggie on the lost pp or  any thing  it is just an FYI.
Kurok

Offline Strafer

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Re: Classic War (experimental/fun server)
« Reply #46 on: September 12, 2004, 05:18:13 pm »
Kurok, that sounds familiar. I think I've seen this many months ago...
--
Code: [Select]
Lineage II
Server                           Sieghardt                    deviantrealms.com (dead)
Chars       Strafer          L24 Rogue                  L64 Hawkeye
                StrayFar       L64 Tyrant                  L51 Tyrant
                StrawFur      L37 Scavenger            L49 Bounty Hunter
                StraightFour L62 Shillen Elder         L53 Shillen Elder

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #47 on: September 12, 2004, 06:41:34 pm »
Roger, consider it pulled.

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #48 on: September 13, 2004, 06:15:32 pm »
Missions updated, new installer here. (We'll be testing new missions as the week goes on. Just download the installer again if you get a mission script error on login.) This update features two new patrols and modifications to the dock raid mission.

Offline RazalYllib

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Re: Classic War (experimental/fun server)
« Reply #49 on: September 13, 2004, 07:53:57 pm »
Kool bonk, keep an eye on thy email inbox...a goodie on the way.
Comes a time when the blind man takes your hand
Says "don't you see?"
Gotta make it somehow
On the dreams you still believe
Don't give it up
You got an empty cup
Only love can fill
Only love can fill

el-Karnak

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Re: Classic War (experimental/fun server)
« Reply #50 on: September 13, 2004, 09:26:28 pm »
umm the convoy mission is  messed up. I  have only completed it once  and that was  after  the convoys allies showed up.If i  kill both escorts  first it closes in a defeat.If I kill one escort and kill one freighter it closes in a defeat. If  I kill a freighter and then an escort it closes with a defeat. All of these losses cost me 150 pp and  no dv shift along  with the  price of any expendables  used. no biggie on the lost pp or  any thing  it is just an FYI.
Kurok


Convoy Raids are very pedantic about their mission goal. Basically, if you don't take out 4 freighters then you will lose the mission everytime.  The objective is to smoke the freighters, not the escorts.  Maybe, Bonk is running some old files, but I just ran the Convoy Raid on my test dyna with a K-FDW taking on a Hydran convoy escorted by H-LN, H-Gendarme.  Mission continued. I trashed the escorts first. By the time I took out my first Hydran freighter, a couple Hydran CAs showed up as reinforcements. Still, I kicked the K-FDW into high gear and revved up the transporters and managed to take out 3 more freighters before the convoy escaped.  All this was done while 2 pesky H-LBs kept pinging me from behind.  

Final Result:


Personally, I alway have a lot of fun in the EEK convoy raids.  Lotsa PP with lotsa action evertime.  860pp for 10 minutes work is not a bad return. :D K-FDW is not a shabby sports car either. ;)  This mission can AI strip into a 3v3 PvP match with freighters caught in the middle.

Anyway, I'll send Bonk the same file again to make sure he has the right ones.

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #51 on: September 13, 2004, 09:38:06 pm »
I was using the latest (I think...). We need to test this in co-op. (where we saw probs - mission ends in draw when escorts killed). Its not on the server at the moment, I'll throw the latest version on tomorrow night to test again with any new stuff..

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #52 on: September 15, 2004, 12:16:38 am »
Missions updated. (space backgrounds changed too!)

Offline Dizzy

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Re: Classic War (experimental/fun server)
« Reply #53 on: September 15, 2004, 02:13:57 am »
Missions updated. (space backgrounds changed too!)

Ya? Lemee see!

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #54 on: September 15, 2004, 06:15:10 pm »
I didn't add any custom backgrounds, I just used the other 16 stock ones (#16-31), I find the screen less cluttered and the colours more subdued, so far I like these ones better.

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #55 on: September 20, 2004, 08:27:05 pm »
Missions updated to EEK2.2!  ;D

Offline Lepton

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Re: Classic War (experimental/fun server)
« Reply #56 on: September 28, 2004, 06:50:22 pm »
Link to CW missions appears broken as well.


System Specs:

Dell Dimension E521
AMD64x2 5000+
2G DDR2 RAM
ATI Radeon HD 4850 512MB GDDR3
250GB SATA HD

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #57 on: September 29, 2004, 05:18:25 am »
Correct - CW missions installer pulled, as the server is just running EEK2.2 and OP+3.4 now. Working on a new shipyard format...

Offline RazalYllib

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Re: Classic War (experimental/fun server)
« Reply #58 on: September 29, 2004, 05:45:32 pm »
Will any of the new Ship Yard Features look familier to the F&E Vets here ???
Comes a time when the blind man takes your hand
Says "don't you see?"
Gotta make it somehow
On the dreams you still believe
Don't give it up
You got an empty cup
Only love can fill
Only love can fill

Offline Reyam

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Re: Classic War (experimental/fun server)
« Reply #59 on: September 30, 2004, 07:18:42 pm »
Thanks for all that you do :)

Offline RazalYllib

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Re: Classic War (experimental/fun server)
« Reply #60 on: October 03, 2004, 08:50:52 am »
Bonk...Reyam and I ran some coop missions, Scored victory but my prestige never increased. It happened on deep space and enemy sweep fyi...
Comes a time when the blind man takes your hand
Says "don't you see?"
Gotta make it somehow
On the dreams you still believe
Don't give it up
You got an empty cup
Only love can fill
Only love can fill

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #61 on: October 03, 2004, 10:29:48 am »
I have been experiencing the same with this set of missions on both servers (CW and Test Server) when running co-op missions. (only host gets the PP award) It seems to be alleviated by running a solo mission after logging in, before running any co-ops. I'm not 100% if its the missions or the server configs but I suspect the missions at this point. Thanks for the info and keep me posted, I'll dig for the source of this problem.

edit: I think I'll set the draft radius back to zero as recommended by Karnak and see what happens... (will get rid of stray bugged base missions) - wait... the test server is on draft radius zero and I get the same thing... I thought it was a quirk of me being local to the server again but now that you have reported it too I suspect the missions (this never happened to me with EEK 2.1) I will double check all my settings to be sure...

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #62 on: October 05, 2004, 10:05:14 pm »
Bonk...Reyam and I ran some coop missions, Scored victory but my prestige never increased. It happened on deep space and enemy sweep fyi...

Found the source of the problem. It seems we missed something in testing EEK2.2... ;) I guess we were too focused on the fighters thing to notice. The problem disappears when I roll the server back to EEK 2.1. I also notice a "Please Wait" at the end of each EEK2.2 missions that did not used to be there on EEK2.1... Karnak, you got a little time to work on this? (Pretty please, with sugar on top?)

Offline RazalYllib

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Re: Classic War (experimental/fun server)
« Reply #63 on: October 06, 2004, 05:45:57 pm »
It is always something isnt it?

I will see your lumps of sugar and raise ya a dollop of pure sucrose to get it fixed, with a cherry on top
Comes a time when the blind man takes your hand
Says "don't you see?"
Gotta make it somehow
On the dreams you still believe
Don't give it up
You got an empty cup
Only love can fill
Only love can fill

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #64 on: October 09, 2004, 11:14:32 am »
Karnak has kindly provided me with a test script to fix this issue. The test script is linked in the server description (on the webmap). Mandatories are off and showmissions is on. The test script is Courier Duty Patrol (Kar_cPatrol.scr). Give 'er a whirl!

Offline RazalYllib

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Re: Classic War (experimental/fun server)
« Reply #65 on: October 09, 2004, 10:01:23 pm »
The Kar_cPatrol.scr appears to be functioning correctly.

Reyam and I ran several missions and the test script performed fine in 2 allied vs AI mission, rewarding both players with PP.
Need to get a live fed player to whomp on as we are sharpening in skills in prelude to day of the the eagle to verify that all participants in the mission are scored to verify that there are no other problems.

Comes a time when the blind man takes your hand
Says "don't you see?"
Gotta make it somehow
On the dreams you still believe
Don't give it up
You got an empty cup
Only love can fill
Only love can fill

Offline Bonk

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Re: Classic War (experimental/fun server)
« Reply #66 on: October 10, 2004, 07:58:16 am »
Thanks for the report, much appreciated. We can test this fix on the remaining scripts and if we still have no double-fighters then all is well.