Topic: Convoy Raid mission  (Read 19383 times)

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Offline FPF-SCM_TraceyG_XC

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Convoy Raid mission
« on: December 25, 2004, 04:39:10 am »
Its ready, works in single player but needs testing in a campaign. This mission is written totally from scratch and has no code at all from the Taldren Convoy Raid mission.

It draftes 2v2, contains 4 freighters (currently) and 1 Q-ship. To win the mission you must destroy or capture the majority of the freighters (ie more than 50%, so currently that is 3 out of 4 freighters). Since this is a convoy raid, it does not remove AI ships if an enemy human opponent is present (which would be silly in a convoy raid).

It allocates bonus prestige according to Starfleet Battles rule S2.0 Victory Conditions, Commander's Edition (I don't have later editions).

It uses all 27 different map terrain types that can be placed into a D2 map (some of which are quite treachorous, more on this later). It also uses a large map.

It awards medals for PvP combat as well.

Originally I had the attacking team warping into the system at the start of the mission, however DieHard proclaimed he would not use such a mission in a campaign, so I removed that aspect.

If anyone would like to test this mission, please feel free to do so. I may make various minor changes to it, however, by and large it is mostly complete and ready to go at this stage. Anything else I do to it will be largely cosmetic or simple things like adjusting the start positions, maybe change the number of freighters (or possibly make the number random) etc etc for game balance. All of which, of course, requires feedback from players.

For now, you can grab this mission from me on MSN, or PM and I'll email it to you, along with a single player campaign mct file. If someone would be kind enough to set up a test server, that would be much appreciated.  :)
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Offline Dizzy

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Re: Convoy Raid mission
« Reply #1 on: December 25, 2004, 05:25:46 am »
wtg, tracey! I'd love to use your mission on SG4! Sounds like a cool mission!

Q. Does the AI use era specific drones?

Q. Will the Rom AI cloak?

Q. What does the freighter spread look like and do they travel in the same direction and at what speed?

Thx.

Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #2 on: December 25, 2004, 05:44:26 am »
wtg, tracey! I'd love to use your mission on SG4! Sounds like a cool mission!

Thanks, and by all means.

Quote
Q. Does the AI use era specific drones?

Yes.

Quote
Q. Will the Rom AI cloak?

As far as I know it should. Has this been a problem in other missions?

Quote
Q. What does the freighter spread look like and do they travel in the same direction and at what speed?

They are roughly supposed to start in single file, with a maximum speed of 12 and all moving towards the border together. I had this at speed 15 initially but the freighters escaped too easily. If in playtesting this speed is too slow or two fast etc. it can be changed easily. If you want the freighters splitting up and heading off in different directions, well, DieHard tried out the mission and found that it was a bit of a race to stop all the freighters anyway, so having them head off in different directions might be a bit much. But try it out first and then offer feedback.

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Offline Dizzy

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Re: Convoy Raid mission
« Reply #3 on: December 25, 2004, 05:58:00 am »
afaict, the last batch of servers never saw the AI cloak. That actually helps the Rom player when his AI stays visible. Mb it's the latest patch?

Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #4 on: December 25, 2004, 06:02:41 am »
It could depend on the difficulty setting too, on the lowest setting, the AI wont use ECM or shuttles, although this can be manually changed from within a mission script. I'll make sure all the AICloakOfficers are set to on, that should fix it.
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Offline KAT Chuut-Ritt

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« Last Edit: December 25, 2004, 07:49:02 am by KAT Chuut-Ritt »

Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #6 on: December 25, 2004, 07:15:55 am »
Thanks heaps Chuut!  :)
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Offline Bonk

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Re: Convoy Raid mission
« Reply #7 on: December 25, 2004, 07:22:01 am »
Thanks Tracey!  8)  :thumbsup: I'm looking at tossing it into the SFB-OP missions with your others, but will it come up any more often when used with NW and EEK missions? (as it is the SFB-OP missions are 10% Tracey's but you'll only see them about 0.1% of the time - one sighting in the last server, with up to five missions choices offered each move)

P.S. Chuut - best to zip the scr for distribution - this way everyone gets the same copy of the file. Unarchived, every downloaded copy will have a different date and may not pass CRC checking.
« Last Edit: December 25, 2004, 07:32:45 am by Bonk »

Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #8 on: December 25, 2004, 07:36:38 am »
At the moment I set the fWait variable to 5, this means it won't come up very often. So in the mix with all the other missions, it may not come at all. If this is the case, I can recompile it with a different setting, however, too many missions with too high a setting causes problems, because you then you get missions appearing where you dont want them... eg. patrol missions when you want a planet assault. I usually only use the higher settings for planet and base assaults.
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Re: Convoy Raid mission
« Reply #9 on: December 25, 2004, 07:37:47 am »
You should put the warp-in back in, as long as it goes towards the intended start point. that travel should not affect the mission and would make it an even more unique D2 mission right there.


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Offline KAT Chuut-Ritt

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Re: Convoy Raid mission
« Reply #10 on: December 25, 2004, 07:41:48 am »
My hosting service doesn't accept .zip files Bonk.
« Last Edit: December 25, 2004, 07:57:56 am by KAT Chuut-Ritt »

Offline Bonk

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Re: Convoy Raid mission
« Reply #11 on: December 25, 2004, 07:43:18 am »
Ok try it now it is Zipped.

Says forbidden! oooh!  :o I gotta have it now!

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Re: Convoy Raid mission
« Reply #12 on: December 25, 2004, 07:44:20 am »
You should put the warp-in back in, as long as it goes towards the intended start point. that travel should not affect the mission and would make it an even more unique D2 mission right there.

I agree. The starting point is the same thing. The warp-in to it would be a neat effect.

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Re: Convoy Raid mission
« Reply #13 on: December 25, 2004, 07:49:02 am »
At the moment I set the fWait variable to 5, this means it won't come up very often. So in the mix with all the other missions, it may not come at all. If this is the case, I can recompile it with a different setting, however, too many missions with too high a setting causes problems, because you then you get missions appearing where you dont want them... eg. patrol missions when you want a planet assault. I usually only use the higher settings for planet and base assaults.

Roger, I'll toss it in anyway. I'm not getting base missions etc. where not desired (using stock missions matching settings - almost). Everything is coming up where it should. I am getting some patrols offered on planets as I'm offering five missions (intended). Your missions are very rare though. Maybe you could compile a seperate copy with fWait variable to 3 or 2 for me to test this with? (only if its not a bother and might be helpful..)

Offline KAT Chuut-Ritt

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Re: Convoy Raid mission
« Reply #14 on: December 25, 2004, 08:00:33 am »
.ZIP files dont work but should be ok for single player testing downloaded unzipped I believe Bonk.

back to non zipped link.

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Re: Convoy Raid mission
« Reply #15 on: December 25, 2004, 08:09:42 am »
.ZIP files dont work but should be ok for single player testing downloaded unzipped I believe Bonk.

back to non zipped link.

Some hosts can be a bugger, oh well, thanks for trying. (will still work fine as scr for now, for single player or further redistribution)

Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #16 on: December 25, 2004, 08:12:23 am »
Bonk, if you want a recompiled version with a different fWait setting, it only takes 2 seconds  :)
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Offline Bonk

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Re: Convoy Raid mission
« Reply #17 on: December 25, 2004, 08:14:27 am »
Bonk, if you want a recompiled version with a different fWait setting, it only takes 2 seconds  :)

That would be so cool! Just mail me the test copy if its not a bother. Any chance you could try it on your other 12 missions for me to test if this one works out ok? (only 24 more seconds... lol)

Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #18 on: December 25, 2004, 08:20:13 am »
The other mission I wrote nearly two years ago now, I lost all the source code too about a year ago, hence starting from scratch again. The experience of making those missions came in handy, however, since I was aware of a few bugs in the previous missions and was able to correct for them in writing new ones from scratch (which is much easier). So, eventually I will get around to writing new versions of those patrol missions as well  ;)
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Offline Bonk

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Re: Convoy Raid mission
« Reply #19 on: December 25, 2004, 08:38:40 am »
Oh right, I had forgotten about that. I had a feeling you might not have the source for those anymore. Oh well, the single mission to test would still be a bonus. Great to hear you're looking at rewriting the old ones too!  ;D

Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #20 on: December 25, 2004, 08:46:38 am »
Well, this mission is written such that I created a whole bunch of generic functions, like things to calculate bonus prestige, and so on, which will work in any mission, so witing further new missions will be much quicker. Of course, I need to make sure what I've written works first.
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Offline Bonk

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Re: Convoy Raid mission
« Reply #21 on: December 25, 2004, 08:59:44 am »
Sounds great! I have the mct and missionlist blob on sfb-op edited to include the convoy raid as mission 0 (as named). Just waiting on the fWait test copy to update the missions installer and put the server back up. (I'll put it on UAW too as soon as no ones on)

Edit: I put the current version on the servers and in the installer in the meantime....
« Last Edit: December 25, 2004, 09:18:59 am by Bonk »

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Re: Convoy Raid mission
« Reply #22 on: December 25, 2004, 10:05:22 am »
Tracey,

Thank you for the Christmas present. ;D

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Offline Bonk

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Re: Convoy Raid mission
« Reply #23 on: December 25, 2004, 10:28:16 am »
Bonk, if you want a recompiled version with a different fWait setting, it only takes 2 seconds  :)

Hmmm, actually if you could do that, then I could look at the difference of the two files and possibly be able to edit the parameter in other scripts without the sources... ;)  (i.e. to rationalise mission priorities for all the scripts together)

edit: Hmmm, I was just going to compile a set of test scripts to find this parameter in the compiled scrs, but it appears the fWait field is only for the kTutorialMission type? another edit: ....ok it seems all the stock dyna missions have the fWait field set for the kCampaignMission type... (e.g. patrol10 has fWait=3)I'll test a compile of a stock script with different fWait values to see if I can then find the values in hex in the compiled srcrs... hehe...

yet another edit: found the fWait value in your compiled script, having trouble finding it in Karnaks and in your old ones...

another edit: lol, I edited the fWait in your new script to 3 in the scr and put it on SFB-OP and UAW. we'll see if it comes up. I can find the fWait value in some scripts but not others... not sure why, I'll see how this edit goes...
« Last Edit: December 25, 2004, 12:37:51 pm by Bonk »

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Re: Convoy Raid mission
« Reply #24 on: December 25, 2004, 11:01:01 am »
Tracey,

Thank you for the Christmas present. ;D



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Re: Convoy Raid mission
« Reply #25 on: December 25, 2004, 11:52:44 am »
You should put the warp-in back in,  . . .

Tracey and I already had a "Conversation" about this "feature."   ;D
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Offline Dizzy

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Re: Convoy Raid mission
« Reply #26 on: December 25, 2004, 03:18:18 pm »
tracey, after we see about mission frequency compared to other scripts, you might want to add in a specific terrain type, like shipping lane. I can seed my map in certain areas i want that mission to show up in more frequently. Better admin map control feature for that mission. ;) Lets see how the frequency of appearance is b4 u make the change... but honestly, I'd rather have control myself of where these missions pop up.

Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #27 on: December 25, 2004, 07:50:34 pm »
Yes, it should trigger in shipping lanes only, I agree. For testing purposes I have it set to all terrain types for now, but it takes only 2 seconds to change this.
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Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #28 on: December 25, 2004, 08:07:29 pm »
Thanks Bonk  :) I'll send you a recompiled version as soon as I get your email address.
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Re: Convoy Raid mission
« Reply #29 on: December 25, 2004, 08:34:39 pm »
Tracey,

Once you get a Final version or a version which you won't be editing very often.. I would like to include it in the OP Enhancement Pack Script Installer..

anyhow.. I have the version listed above... but when you have a more permanent build of this script.. you can shoot it to me at pestalence@gmail.com .. that is if you would like it distributed in the Enhancement pack..

Thanks
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Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #30 on: December 25, 2004, 08:42:57 pm »
By all means Pesty, certainly  :)
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Offline FPF-Tobin Dax

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Re: Convoy Raid mission
« Reply #31 on: December 25, 2004, 09:37:28 pm »
Warp in sounded cool! Nice work! :thumbsup:
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Offline FPF-DieHard

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Re: Convoy Raid mission
« Reply #32 on: December 25, 2004, 10:22:23 pm »
Warp in sounded cool! Nice work! :thumbsup:

Until you warp into a rock . . .
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Re: Convoy Raid mission
« Reply #33 on: December 25, 2004, 11:17:39 pm »
Tracey,

I'm holding off on adding your script to OP Enhancement until you get a smoother version.. probably will include it in OP Enhancement v3.0 when OP + is updated again.. Hope that this is OK
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Offline Dizzy

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Re: Convoy Raid mission
« Reply #34 on: December 25, 2004, 11:48:57 pm »
Tracey,

I'm holding off on adding your script to OP Enhancement until you get a smoother version.. probably will include it in OP Enhancement v3.0 when OP + is updated again.. Hope that this is OK


Im hoping you wait on that and FS waits on the Planet fix. ;)

Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #35 on: December 26, 2004, 03:33:54 am »
Ok, I made a few changes.

 I set the fWait to 3, in testing insingle player, it now seems to appear reasonably enough of the time, but not overwhelmingly (depends what the other missions are set to of course).

I've added warp back in, the ship will drop out of warp out at the beginning of the mission (including warping in sound effect) controlled by the script (you don't have to do anything, it just happens). This only applies to the attack ships to simulate warping into the system in an attempt to intercept the freighter convoy. The freighter convoy and defender ships begin at speed 12, the freighters are restricted to a maximum speed of 12, however, some freighters in the OP+ 3.4 shiplist cannot even get to speed 12 anyway.

I made a few other very minor changes to in game messages and starting positions as well.

I'm just waiting now for Chuut to come back on MSN so I can give the mission to him to upload.

Please run this mission so I can get some feedback, please  :)
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Offline KAT Chuut-Ritt

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Re: Convoy Raid mission
« Reply #36 on: December 26, 2004, 04:01:29 am »
Ok, I made a few changes.

 I set the fWait to 3, in testing insingle player, it now seems to appear reasonably enough of the time, but not overwhelmingly (depends what the other missions are set to of course).

I've added warp back in, the ship will drop out of warp out at the beginning of the mission (including warping in sound effect) controlled by the script (you don't have to do anything, it just happens). This only applies to the attack ships to simulate warping into the system in an attempt to intercept the freighter convoy. The freighter convoy and defender ships begin at speed 12, the freighters are restricted to a maximum speed of 12, however, some freighters in the OP+ 3.4 shiplist cannot even get to speed 12 anyway.

I made a few other very minor changes to in game messages and starting positions as well.

I'm just waiting now for Chuut to come back on MSN so I can give the mission to him to upload.

Please run this mission so I can get some feedback, please  :)

Chuut is on MSN and sending messages to ya  ;)

Offline KAT Chuut-Ritt

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Re: Convoy Raid mission
« Reply #37 on: December 26, 2004, 05:47:53 am »

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Re: Convoy Raid mission
« Reply #38 on: December 26, 2004, 07:24:31 am »
Thanks Chuut  :)
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Offline Bonk

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Re: Convoy Raid mission
« Reply #39 on: December 26, 2004, 07:55:19 am »
Thanks Bonk  :) I'll send you a recompiled version as soon as I get your email address.


Cool! Check my profile. I have not seen the one I edited to an fWait of 3 come up yet, perhaps I did not edit the right byte... so it would be good for me to use a non-hacked version.

Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #40 on: December 26, 2004, 08:01:34 am »
I'm on MSN right now if you want to grab it off me
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Offline Commander Maxillius

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Re: Convoy Raid mission
« Reply #41 on: December 26, 2004, 08:35:18 am »
tried it with an F-BB in Klingon space and drew the 4 freighters and q-ship, plus a B10K and C10K as defenders with a Beast Raiders DN ally.  All of this on Captain difficulty mode.


18 minutes later it's over and I had 22 power left.  625 repair bill and 657 resupply. 


Prestige awarded: 300 standard prestige, 697 bonus


lost 285 for the mission.


The difficulty rating is high enough, and mission draws according to your ship, so if you've got a BCH or CA it should be quite doable.
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Offline FPF-DieHard

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Re: Convoy Raid mission
« Reply #42 on: December 26, 2004, 09:03:36 am »
Ok, I made a few changes.

 I set the fWait to 3, in testing insingle player, it now seems to appear reasonably enough of the time, but not overwhelmingly (depends what the other missions are set to of course).

I've added warp back in, the ship will drop out of warp out at the beginning of the mission (including warping in sound effect) controlled by the script

I can live with this  ;D
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Offline Hexx

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Re: Convoy Raid mission
« Reply #43 on: December 26, 2004, 12:14:43 pm »
Flew it twice (set difficulty to Admiral, but I'm not sure if it didn't default back-it didn't seem that tough)
Both times used BCP+, had C7 as ally.
Opposition (both times) was 2Kzin BCHs, 1 Qship, 4 freighters.

First time, killed the Q, capped 4 freighters (which did not SD) Flew off the map. Freighters killed by the two Mirak BCH's
(C7 went down about 2 minutes into mission) some 500 prestige (base + bonus) awarded.

Second time destroyed one BCH, capped the Q (which got killed) realized the freighters were getting away, chased down the freighters
capped one, blew one up, boarded a third just before the third and fourth freighters warped out. About 30 seconds later received captured message for the warped out freighter as well as had it appear in my fleet panel.
Went back and capped the last Kzin BCH before it killed the C7.
341 prestige base, some 850 as bonus.

Both missions took @12 minutes.

Possible (?) issues..

I'm assuming freighters are not supposed to SD anymore.
 This (I'm thinking) will make capping easier as you can use the marines on the freighters to aid you.
-Also the escorts will start to shoot at the freighters, which of course means they'r not shooting at you.
Don't know if bonus prestige is tied to freighter survival or not so don't know if this is an issue.

- starting points, in the "warp in" of the first I *think* I started about 40ish out from the convoy
-some weapons  won't have time to arm I don't think, second time started about 80 away so was normal.
« Last Edit: December 26, 2004, 12:45:21 pm by Hexx »
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Offline KAT Chuut-Ritt

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Re: Convoy Raid mission
« Reply #44 on: December 26, 2004, 12:37:09 pm »


Second time destroyed one BCH, capped the Q (which got killed) realized the frighters were getting away, chased down the frighters

Anyone else notice the reference to freighters as "frighters"?  That they should scare Hexx is understandable I guess?

<Snicker>

Offline Hexx

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Re: Convoy Raid mission
« Reply #45 on: December 26, 2004, 12:46:04 pm »
I'm sure I have *no* idea what you're talking about.   ;D
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el-Karnak

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Re: Convoy Raid mission
« Reply #46 on: December 26, 2004, 12:47:39 pm »
Ok, I made a few changes.

 I set the fWait to 3, in testing insingle player, it now seems to appear reasonably enough of the time, but not overwhelmingly (depends what the other missions are set to of course).

I've added warp back in, the ship will drop out of warp out at the beginning of the mission (including warping in sound effect) controlled by the script

I can live with this  ;D

Shipping Lane settings don't really work. It's immaterial if you put that setting in or not. The mission will still show up all over the map.

Convoys priority should be set to fWait = 4; otherwise, they'll start showing up as often as patrol missions which a lot of players have commented to me that they don't want that.

Offline Bonk

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Re: Convoy Raid mission
« Reply #47 on: December 26, 2004, 12:48:40 pm »
Ran it single player on the SFB-OP mod, was tough, took 20 minutes - 'Slave Girls r Us' and 'Nip Home Deliveries' got away, I had to settle for 'Chocadiles Inc.' - didnt catch the name of the other freighter. Captured the Q ship to finish the mission. Failed the primary objective but got the secondary - 150 + 360 Bonus PP awarded. Mission log attached. Seemed to work fine and was fun. I'll let you know if I draw it on the server.

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Re: Convoy Raid mission
« Reply #48 on: December 26, 2004, 12:51:53 pm »
Pretty Please? With a cherry on top, and cool whip. Warp in would be AWESOME. Please?



Originally I had the attacking team warping into the system at the start of the mission, however DieHard proclaimed he would not use such a mission in a campaign, so I removed that aspect.

..Because the game does not have to, and will not, remain the same..


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Offline Bonk

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Re: Convoy Raid mission
« Reply #49 on: December 26, 2004, 12:52:10 pm »
Ok, I made a few changes.

 I set the fWait to 3, in testing insingle player, it now seems to appear reasonably enough of the time, but not overwhelmingly (depends what the other missions are set to of course).

I've added warp back in, the ship will drop out of warp out at the beginning of the mission (including warping in sound effect) controlled by the script

I can live with this  ;D
Shipping Lane settings don't really work. It's immaterial if you put that setting in or not. The mission will still show up all over the map.

Convoys priority should be set to fWait = 4; otherwise, they'll start showing up as often as patrol missions which a lot of players have commented to me that they don't want that.

Yes, but it still does not show up on the current SFB-OP mission list at an fWait of 3. With a bunch of Daves, some stock and most of your missions present. Login on SFB-OP and check the mission frequencies (even with up to 5 presented at once) - Missionlist attached...

It sure would be nice if we could set it up so we can get a nice random mix of all the scripts from various scripters.

Offline Bonk

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Re: Convoy Raid mission
« Reply #50 on: December 26, 2004, 12:53:05 pm »
Pretty Please? With a cherry on top, and cool whip. Warp in would be AWESOME. Please?



Originally I had the attacking team warping into the system at the start of the mission, however DieHard proclaimed he would not use such a mission in a campaign, so I removed that aspect.


Its back in, just tested it, pretty snazzy... look out for it on the SFB-OP or UAW server or test it in single player to get a look at it.

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Re: Convoy Raid mission
« Reply #51 on: December 26, 2004, 01:03:26 pm »
Ok, I made a few changes.

 I set the fWait to 3, in testing insingle player, it now seems to appear reasonably enough of the time, but not overwhelmingly (depends what the other missions are set to of course).

I've added warp back in, the ship will drop out of warp out at the beginning of the mission (including warping in sound effect) controlled by the script

I can live with this  ;D
Shipping Lane settings don't really work. It's immaterial if you put that setting in or not. The mission will still show up all over the map.

Convoys priority should be set to fWait = 4; otherwise, they'll start showing up as often as patrol missions which a lot of players have commented to me that they don't want that.

Yes, but it still does not show up on the current SFB-OP mission list at an fWait of 3. With a bunch of Daves, some stock and most of your missions present. Login on SFB-OP and check the mission frequencies (even with up to 5 presented at once) - Missionlist attached...

It sure would be nice if we could set it up so we can get a nice random mix of all the scripts from various scripters.

Priority Scheme:

Planet Missions:  1
Base Missions:    2
Fleet/Squadron Actions:  2
Shipyard Missions:  2
Special Planet/Base Missions like Dockyard Raids, etc.:  2
Patrols:             3
Stock Missions:   3
Convoys:           4
Ambushes:        4

Most powerful map setting flags are kEnemySpace, kHomeSpace, kAlliedSpace in conjuction with the kAnyHex terrain type flag. Anything else will get run over by these flags. For example, even though Patrols are set a Priority 3 they still inordinately show up 50% of the time on Planet/Base Hexes.  Although, the fact that hte dyna mission list are top-heavy on patrol missions, and that usrally players are moving onto a planet/base hex from an empty space hexe give the patrols an extra pull advantage.

 I once had Convoys set to come up on planet/base hexes only with radius 4.  NW had his convoys set at 4, kAnyHex, and they totally swamped the EEK convoys on SS2. So, I had to set the EEK convoys to kAnyHex with priority 4 so they had a chance of coming up.

BTW, make sure missions don't dbl-fighter bug. A lot a players AND Die #$#! Hard don't like that.  ;)
« Last Edit: December 26, 2004, 01:17:09 pm by el-Karnak »

Offline Hexx

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Re: Convoy Raid mission
« Reply #52 on: December 26, 2004, 01:20:08 pm »
Actually just tried a Lyran BBT with B10K ally.
Fought 2 Kzin BB's and one Gorn FQL.
FQL was capped, BB's were destroyed.
Never saw any regular freighters
Primary Mission was failed ( 150pp)
Secondary Passed (900 bonus)
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Offline Dizzy

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Re: Convoy Raid mission
« Reply #53 on: December 26, 2004, 02:49:03 pm »
Ok, I made a few changes.

 I set the fWait to 3, in testing insingle player, it now seems to appear reasonably enough of the time, but not overwhelmingly (depends what the other missions are set to of course).

I've added warp back in, the ship will drop out of warp out at the beginning of the mission (including warping in sound effect) controlled by the script

I can live with this  ;D
Shipping Lane settings don't really work. It's immaterial if you put that setting in or not. The mission will still show up all over the map.

Convoys priority should be set to fWait = 4; otherwise, they'll start showing up as often as patrol missions which a lot of players have commented to me that they don't want that.

Yes, but it still does not show up on the current SFB-OP mission list at an fWait of 3. With a bunch of Daves, some stock and most of your missions present. Login on SFB-OP and check the mission frequencies (even with up to 5 presented at once) - Missionlist attached...

It sure would be nice if we could set it up so we can get a nice random mix of all the scripts from various scripters.

Priority Scheme:

Planet Missions:  1
Base Missions:    2
Fleet/Squadron Actions:  2
Shipyard Missions:  2
Special Planet/Base Missions like Dockyard Raids, etc.:  2
Patrols:             3
Stock Missions:   3
Convoys:           4
Ambushes:        4

Most powerful map setting flags are kEnemySpace, kHomeSpace, kAlliedSpace in conjuction with the kAnyHex terrain type flag. Anything else will get run over by these flags. For example, even though Patrols are set a Priority 3 they still inordinately show up 50% of the time on Planet/Base Hexes.  Although, the fact that hte dyna mission list are top-heavy on patrol missions, and that usrally players are moving onto a planet/base hex from an empty space hexe give the patrols an extra pull advantage.

 I once had Convoys set to come up on planet/base hexes only with radius 4.  NW had his convoys set at 4, kAnyHex, and they totally swamped the EEK convoys on SS2. So, I had to set the EEK convoys to kAnyHex with priority 4 so they had a chance of coming up.

BTW, make sure missions don't dbl-fighter bug. A lot a players AND Die #$#! Hard don't like that.  ;)

[/size]

I still want control where the mission appears. I dont want THIS type mission left up to the scripter as to what hex if any it shows up in.

Consider this, since I do not want it appearing in Base hexes, then it would seem that under the Artifex 'Base Tab' using either of these terrain types: 'Listening Post' or 'Weapons Platform' could be added together with 'shipping Lane' to allow for greater specificity where the mission shows. If those two combined dont cut it, then we can add in another terrain type like 'Asteroid Base1, 2 or 3' Since I do not want the mission showing on a Planet hex, then this terrain type would suit me fine under the Artifex 'Planet Tab'.

Bottom line is that there are certain 10 DV hexes on my map that are begging for a good convoy raid mission to show. As a map maker and server designer, I'd like the tools available to me so I can get this type mission to show up where I want it to.


Offline Capt_Bearslayer_XC

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Re: Convoy Raid mission
« Reply #54 on: December 26, 2004, 03:18:09 pm »
Question for the scripters....

Can a mission be set up to only show up on certain ECON leveled hexes?

IE only shows up on hexes with econs above 20?

If so, we could set up 'shipping lanes' by raising the econ level of certain hexes.

Hence creating 'shipping lanes' where the convoy raids could show up.

Possible or not?  Or is this another SQL thing?
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el-Karnak

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Re: Convoy Raid mission
« Reply #55 on: December 26, 2004, 07:27:06 pm »
I still want control where the mission appears. I dont want THIS type mission left up to the scripter as to what hex if any it shows up in.

Consider this, since I do not want it appearing in Base hexes, then it would seem that under the Artifex 'Base Tab' using either of these terrain types: 'Listening Post' or 'Weapons Platform' could be added together with 'shipping Lane' to allow for greater specificity where the mission shows. If those two combined dont cut it, then we can add in another terrain type like 'Asteroid Base1, 2 or 3' Since I do not want the mission showing on a Planet hex, then this terrain type would suit me fine under the Artifex 'Planet Tab'.

Bottom line is that there are certain 10 DV hexes on my map that are begging for a good convoy raid mission to show. As a map maker and server designer, I'd like the tools available to me so I can get this type mission to show up where I want it to.

Here are the possible terrain settings:

kTerrainShift            = 0,
   kAsteroidHex            = 1 << 0,
   kNebulaHex               = 1 << 1,
   kBlackHoleHex            = 1 << 2,
   kShippingLaneHex         = 1 << 3,
   kDustCloudsHex            = 1 << 4,
   kEmptySpaceHex            = 1 << 5,
   kAnyTerrainHex            = kAsteroidHex | kNebulaHex | kBlackHoleHex | kShippingLaneHex | kDustCloudsHex | kEmptySpaceHex,      

   kBaseShift               = 6,
   kBaseStationHex            = 1 << 6,
   kBattleStationHex         = 1 << 7,
   kStarbaseHex            = 1 << 8,
   kBaseWeaponsPlatformHex      = 1 << 9,
   kBaseListeningPostHex      = 1 << 10,
   kAnyBaseHex               = kBaseStationHex | kBattleStationHex | kStarbaseHex | kBaseWeaponsPlatformHex | kBaseListeningPostHex,

   kPlanetShift            = 11,
   kHomeworldHex            = 1 << 11,
   kCoreworldHex            = 1 << 12,
   kAsteroidBaseHex         = 1 << 13,
   kColonyHex               = 1 << 14,
   kAnyPlanetHex            = kHomeworldHex | kCoreworldHex | kAsteroidBaseHex | kColonyHex,


Determining whether some of them actually work like the kHomeworldHex, kBaseStationHex, kAnyTerrainHex, et al. or don't work like kShippingLaneHex will take a tedious trial and error process to figure out.

Retiring from scripting is the smartest move of 2004 pour moi. Just look at all the free time I have now. *snicker*

Offline Dizzy

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Re: Convoy Raid mission
« Reply #56 on: December 26, 2004, 07:55:32 pm »
Open artifex and see what a map maker has to work with, but you dont really need to. All three mission scripters have tested my 'Map Seeding' and all three have written scripts that prove it works.

I just need to know what terrain priorities setup the missions so the server chooses it based on what I seed the map with.

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Re: Convoy Raid mission
« Reply #57 on: December 26, 2004, 11:03:03 pm »
Tracey,

I'm holding off on adding your script to OP Enhancement until you get a smoother version.. probably will include it in OP Enhancement v3.0 when OP + is updated again.. Hope that this is OK


Im hoping you wait on that and FS waits on the Planet fix. ;)

Nah. I won't be waiting. If you have something good before I release, then I'll look at it. Keep in mind that that would force me to add actual models to the no-models pack.. and I don't like that.

.... *thinks* ....

I think I prefer to see the planets used for a while before adding them in.


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Offline Dizzy

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Re: Convoy Raid mission
« Reply #58 on: December 26, 2004, 11:42:26 pm »
It is of no consequence to me if you wait, there's no rush. If I can get it done, then it will be easy enough to use a bat file to overwrite all the planet mods for whenever this needs to be used on a dyna. Size isnt an issue, as all the planets are 1.1MB's zipped. I have pioneered your work before, so hopefully I can leave you with a finished product when SG4 concludes. I still dunno how it fits into your shiplist tho. this is more like a general patch fix than any shiplist issue.

Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #59 on: December 27, 2004, 05:01:19 am »
Thanks for the feedback everyone who has played the mission and posted comments. Something pointed out to me by DieHard was to consider mission times between races, he suggests that droners would fly this mission faster than plasma races. Another thing to consider is the difficulty of the mission, it is sounding like it might be too easy, should I add in another freighter?
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Offline C-Los

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Re: Convoy Raid mission
« Reply #60 on: December 27, 2004, 06:11:09 am »
Have played this serveral times in single player with CL, CA, BCH, and DN...he he

Must say had fun every time, definitly not an easy mission to totally complete even against AI... :o

Takes a while and I would not be killing or capturing everything if there was a Player in mission, thats for sure..  :lol:

I love the Warp start, one of the things I did like about SFC3 was the ability to do that...WAY COOL !!

Over all Tracey did a "GREAT JOB"    :notworthy:

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Offline Capt Jeff

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Re: Convoy Raid mission
« Reply #61 on: December 27, 2004, 06:31:14 am »
What does changing the Impedence of a hex do?
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Offline FireSoul

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Re: Convoy Raid mission
« Reply #62 on: December 27, 2004, 08:36:23 am »
It is of no consequence to me if you wait, there's no rush. If I can get it done, then it will be easy enough to use a bat file to overwrite all the planet mods for whenever this needs to be used on a dyna. Size isnt an issue, as all the planets are 1.1MB's zipped. I have pioneered your work before, so hopefully I can leave you with a finished product when SG4 concludes. I still dunno how it fits into your shiplist tho. this is more like a general patch fix than any shiplist issue.

Do the planets use the standard textures? Can the same .mod be applied all over the place, and thus be of different sizes?
Tell you what, let's move this discussion to the corrections thread?


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Offline Hexx

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Re: Convoy Raid mission
« Reply #63 on: December 27, 2004, 09:50:20 am »
Thanks for the feedback everyone who has played the mission and posted comments. Something pointed out to me by DieHard was to consider mission times between races, he suggests that droners would fly this mission faster than plasma races. Another thing to consider is the difficulty of the mission, it is sounding like it might be too easy, should I add in another freighter?

With a BCHp it takes me about 2 minutes to cap the freighters, adding in another would add maybe 30 seconds onto that. Once I have my nice little freighter flotilla, all with about 2-4 marines on baord capping the escorts is easy.
The freighters really need to SD upon capture (imho)
Also as I mentioned earlier (I think -too lazy to look now) You can start the mission really close (about 40, maybe rng 30ish) away from the convoy.
This I think would be a bda thing if you're a plasma chucker in a PVP.


Of course you're probably better off dead if you're a plasma chucker anyway, so maybe it's a good thing.
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762_XC

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Re: Convoy Raid mission
« Reply #64 on: December 27, 2004, 09:52:12 am »
Thanks for the feedback everyone who has played the mission and posted comments. Something pointed out to me by DieHard was to consider mission times between races, he suggests that droners would fly this mission faster than plasma races. Another thing to consider is the difficulty of the mission, it is sounding like it might be too easy, should I add in another freighter?

Isn't that the case with every mission? I would think Convoy Raid would actually work well for plasma races time-wise, as transporters recycle as fast as drone racks do.

Offline Corbomite

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Re: Convoy Raid mission
« Reply #65 on: December 27, 2004, 09:54:21 am »
Thanks for the feedback everyone who has played the mission and posted comments. Something pointed out to me by DieHard was to consider mission times between races, he suggests that droners would fly this mission faster than plasma races. Another thing to consider is the difficulty of the mission, it is sounding like it might be too easy, should I add in another freighter?

Isn't that the case with every mission? I would think Convoy Raid would actually work well for plasma races time-wise, as transporters recycle as fast as drone racks do.


Yeah and we all know how rife with transporters a R-WB is.

Offline FPF-DieHard

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Re: Convoy Raid mission
« Reply #66 on: December 27, 2004, 10:50:15 am »
The Freightors should SD when capped.
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el-Karnak

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Re: Convoy Raid mission
« Reply #67 on: December 27, 2004, 10:57:27 am »
If I was to do the warp-in sound effect in EEK missions then I would not have the ship kicking off at speed 31. That put the plasma races at a disadvantage close-in cuz they need to dramatically slow down in order to get the plasma torps charged. Instead I would do a rapid burn from speed 31 at the warp-in wav's files start that ends at speed zero at the wav's file ending.

DH and I debated starting speeds around a while back in GW3 and came up with speed 7 as a universally acceptable starting speed. He said something about Feds and O/L photon charge-up optimal startup speeds. Although, I over-ruled that in the EEK mission so  I am still having the ships start at speed zero in order to alleviate any multi-player scenarios where one player may connect a lot sooner than the other.

762_XC

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Re: Convoy Raid mission
« Reply #68 on: December 27, 2004, 11:42:54 am »
Thanks for the feedback everyone who has played the mission and posted comments. Something pointed out to me by DieHard was to consider mission times between races, he suggests that droners would fly this mission faster than plasma races. Another thing to consider is the difficulty of the mission, it is sounding like it might be too easy, should I add in another freighter?

Isn't that the case with every mission? I would think Convoy Raid would actually work well for plasma races time-wise, as transporters recycle as fast as drone racks do.


Yeah and we all know how rife with transporters a R-WB is.

So take a Kestrel p00phead.

Offline Dizzy

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Re: Convoy Raid mission
« Reply #69 on: December 27, 2004, 12:02:13 pm »
Warp in to an emergency stop. That way all late comers can load w/o sync issues. What's the difference between starting at 0 and starting at speed 7 if when you start at speed 0 you are closer to the target? The travel time to get there should be the same. This is a sync issue. I have always wanted all missions to start at speed 0. It is my experience on GSA and on the dyna that slow loaders take even longer to load and are sometimes OoS when the mission starts cuz ships are already up to speed...

762_XC

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Re: Convoy Raid mission
« Reply #70 on: December 27, 2004, 01:43:42 pm »
Warp in to an emergency stop. That way all late comers can load w/o sync issues. What's the difference between starting at 0 and starting at speed 7 if when you start at speed 0 you are closer to the target? The travel time to get there should be the same. This is a sync issue. I have always wanted all missions to start at speed 0. It is my experience on GSA and on the dyna that slow loaders take even longer to load and are sometimes OoS when the mission starts cuz ships are already up to speed...

ACCCK Dizzy is making sense  :banghead:

Offline Hexx

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Re: Convoy Raid mission
« Reply #71 on: December 27, 2004, 02:36:55 pm »
Alternatively , would it be possible to code the mission so all weapons are
loaded at the start of the mission?

Of course i have a nasty feeling this will backfire on me in PVP but..
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el-Karnak

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Re: Convoy Raid mission
« Reply #72 on: December 27, 2004, 02:41:04 pm »
Alternatively , would it be possible to code the mission so all weapons are
loaded at the start of the mission?

Of course i have a nasty feeling this will backfire on me in PVP but..

Not too worry Mr. X.  EEK missions already send you to auto-Red Alert upon mission start. That's about as close to SFB WS-III as the missions can get.

Offline Hexx

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Re: Convoy Raid mission
« Reply #73 on: December 27, 2004, 02:47:42 pm »
Uhmm we found out Mr X was Homer ,
did you not understand that episode?
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Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #74 on: December 27, 2004, 05:06:36 pm »
A long time ago, there was a well known bug, sometimes called the speed bug. This would occur sometimes when player ship speeds were not being calculated the same by each client computer in a multiplayer, the effect was that ships would appear to be out of sync, jumping around all over the place. To correct this, it was necessary to have all ships begin at speed zero, or, if already in mission, have all ships come to a complete stop for several seconds.

This bug was fixed with one of the last patches for OP and no longer exists, it is no longer an issue and we have not seen this bug again. One of Dave's patrols (the one with the pirate) starts you at speed 15, I think, and never had any issues.

The only real issue now about starting a mission at speed is the power it takes to load up weapons. Ships that require more power to charge up weapons have to slow down more than ships that don't need as much. Ships that use lots of drones, for instance, will be able to maintain their speed thus getting to the enemy quicker, thus reducing their mission time. The question then, is by how much time do they save, and what impact will it have on the game. The players are set far enough apart that even plasma races will have all weapons charged, but its just the mission time that might cause a problem. So this needs testing, just how much of an advantage do droners have over plasma in this case. Perhaps some of the regular plasma and drone players can test this out?

With regard to capturing the freighters making it too easy, I can add more marines to each freighter from within the script, remember the default AI marine levels are set by the shiplist, players always carry maximum marines. While destroying the freighters on capture solves the problem, its unrealistic I never did like that aspect of the old convoy raid myself, it seemed silly. But if everyone wants the freighters to blow up, I'm happy to make this happen. Adding a few extra marines would slow down the capturing process, and make a player use up more marines, but still not completely rule it out as a ppossibility. Irrespective of what we do here, a player who plays the mission enough times will eventually find the best tactic for completing the mission as fast and as efficiently as possible. Some races are better at capturing than others (eg. Klingons), others are better at using weapons that don't require much power (eg. Kzinti) etc etc. and I have been reluctant to disadvantage any racial flavour that each race has. The idea I'm trying to do here is not make the mission a cakewalk, but reasonably challenging enough that it doesnt get boring each time you play it, but must still be winnable at least most of the time.

Thanks again for all the feedback, and thankyou to everyone who has played it so far, please keep the feedback coming, both good and bad its much appreciated.  :thumbsup:
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Re: Convoy Raid mission
« Reply #75 on: December 27, 2004, 05:21:47 pm »
Have you considered to drop to speed 0 after dropping out of warp?

Edit: Oh. looka that. other people said the same.

Edit2: AAACK. Dizzy's making sense!


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Re: Convoy Raid mission
« Reply #76 on: December 27, 2004, 05:27:11 pm »
While I must admit I never liked the exploding freighters that much either, not having them explode
causes issues.
1)- (As mentioned) the marines used to cap the freighters are usually more than enough, when added to my own marines
   to cap the escorts as soon as I crack a shield. If you could increase the marines on the escorts to max without changing the freighters it might work better

2) The escorts shoot at the closest ship, while it's nice to have  Fed BCH unload on a freighter, once all the freighters are captured its pretty easy to keep the escorts firing on the freighters while I kill the escorts.

I like the warp in thing btw, I like starting the mission at speed 30 (although even a BCHP has to slow down to start charging stuff up)
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Re: Convoy Raid mission
« Reply #77 on: December 27, 2004, 05:27:33 pm »
Have you considered to drop to speed 0 after dropping out of warp?

I'm trying to keep it as realistic as possible. If you were a starship captain warping into a sector to conduct a raid on shipping, would you be ordering your ship to full stop once you were in sensor range? No, you'd be heading in at full impulse. Realistically you would also have all yourt weapons charged, and this is the real problem. If I can figure out a way to make this happen, this solves the problem. If I cannot, and mission times put some races at a disadvantage, then the starting speed will just have to be slowed down when the ship drops out of warp to make it fair. It depends by how much disparity there is in mission times really.
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Re: Convoy Raid mission
« Reply #78 on: December 27, 2004, 06:25:40 pm »
I'm thinking as a drop down speed out of warp, 4 would be ideal for anyone...

1) it's not 0
2) max speed of the R-WB and up.
3) most energy-based weapons would fully charge at this rate.
4) would not set off a mine should one be in the way.
5) WW would fire out as-is if ever able to have one ready at mission start (SFC1?).
6) depending on timing, the (R)ed Alert preset with the SHIFT-ScrLk could prevent a total deceleration to 4.
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Re: Convoy Raid mission
« Reply #79 on: December 27, 2004, 06:29:00 pm »
Again not sure why speed's a problem. If you want to do speed 4 or speed 0 at warp out then just slow down.
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Re: Convoy Raid mission
« Reply #80 on: December 27, 2004, 07:06:23 pm »
Again not sure why speed's a problem. If you want to do speed 4 or speed 0 at warp out then just slow down.

Well, the issue that has been raised is not so much the starting speed, since as you say, you can just slow down to charge weapons. Its speeding back up again once weapons are charged which takes much longer. A ship that does not have to slow down much can maintain its speed, thereby not losing time having to speed up, thus reaching the enemy faster and completing the mission quicker. While slowing down and the distance ensures that all players will have all weapons charged when they come into range, the issue is the mission time, which has been suggested will favour droners over plasma chuckers since drones take no power to arm. To evaluate the impact this has, we need to run tests to see just how much faster drone ships can complete the mission compared with plasma ships. It is expected that in all cases, irrespective of the mission, some ships will always be able to complete a mission faster than other ships, and some ships are better suited one type of mission than other. The question is just how much disparity there is and does it need addressing.
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Re: Convoy Raid mission
« Reply #81 on: December 27, 2004, 07:18:57 pm »
People need to make a disparity between impulse speed and warp speed and how it applies in the SFC universe. There are two different theories floating around

First, if you are a SFB purist then you are saying that Warp one is speed 1, Warp 2 is speed 4, Warp 3 is speed 27.

Second, if you follow the SFC manual then Warp One is some obsure speed value that is not available. All we know is that all combat takes place at impluse speed. I think Plasmas go speed 34, so you could say Warp One is somewhere above the speed 34 mark.  Taldren maintained this philosophy with SFC3 where only torpedo-based weapons could be fired at Warp. All energy-based weapons dwell in the Einstein realm.  Additionally, Star Wars universe follows the same philosophy where all the energy-based weapons can only be used at sub-light speeds.  So, it follows that all SFC combat takes place at sub-light speeds as is specifically stated in the SFC manual that comes with the game.

So, if you follow SFC guidelines then a different engine type is needed to power the ship when involved in combat. Namely, the impulse weapons, not the warp engines. Obviously, the impulse engines are not used at trans-light speed so it follows that a ship coming out of warp is not going to instantaneously have their impulse engines all fired up and taking effect at the precise nano-second emergence from Trans-light velocity occurs.  There's realistically going to be a latency time for the ship power up from speed zero.  If it's micro-seconds then a low-ball starting speed would make sense. If it's seconds then a speed of zero at mission start is an imperative.  I would tend to think it's more realistic for a ship to come out at warp and be starting off at the low end of the speed 1 to 31 range rather at the other end.  Since, this is all pseudo-science you kind of go with your gut in such matters.

Michael Okuda once said when someone asked how the transporters are working on the Star Trek shows. He meekly replied: "Very well, thank you."

Oh yeah, in conclusion, DH and Dizzy like ships to start out slow too.  Since they are EEK mission packs best clients, I tend to agree with them on mission design matters more often than not.

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Re: Convoy Raid mission
« Reply #82 on: December 27, 2004, 07:35:12 pm »
In SFC, you are correct, Karnak, missions are played at sublight speeds. I don't follow your argument about the impulse engines having to be shut down when leaving warp though. I don't recall the Enterprise coming to a complete stop whenever it came out of warp. If you want to quote other science fiction, another good example is from Babylon 5 where ships coming out of hyperspace, whether it be using their own jump engines or a jump gate, were always at speed as well.

DieHard does prefer to start missions at speed zero, true, but this preference is based purely on game balance and a focus on PvP. DieHard would be happy to have just a few patrol missions and the necessary base and planet assaults and prefers the 'drama' of the game to come from PvP. This is fine if you like PvP, however, a lot of players also like to run interesting missions as well, and to play the same old patrol 50 times in a row to flip a hex can be become a bit tedious.

If game balance requires that the ships be started slower, then that's what we have to, but I want to explore other avenues first. Since not all other avenues have been exhausted yet, it is premature to have to go back to the normal mission start with speed zero (which I always thought of as odd, unless you are sitting at a base or something and it makes sense in the context of the mission itself to begin stopped in space). Since the 'speed' bug is no longer an issue, we can freely start missions with ships at speed and in my opinion lends itself well to many missions and makes the mission more realistic. It is just a question of game balance, hence the need for testing.
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Re: Convoy Raid mission
« Reply #83 on: December 27, 2004, 07:48:26 pm »
Tracey, Well done and thank you. I like it the way it currently is. I had a CTD but I suspect it was due to me not using Bonk's shiplist at the time I played it...

Any word on the Doomsday Machin mission you were working on?

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Re: Convoy Raid mission
« Reply #84 on: December 27, 2004, 08:03:27 pm »
I've restarted on the Doomsday Machine script, yes  :)
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Re: Convoy Raid mission
« Reply #85 on: December 27, 2004, 09:54:02 pm »
Speed is less a concern than in what hex the server will offer this mission. I need to do some terrain seeding to control where this mission occurs. This needs to be tested asap.

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Re: Convoy Raid mission
« Reply #86 on: December 27, 2004, 10:33:25 pm »
In SFC, you are correct, Karnak, missions are played at sublight speeds. I don't follow your argument about the impulse engines having to be shut down when leaving warp though. I don't recall the Enterprise coming to a complete stop whenever it came out of warp. If you want to quote other science fiction, another good example is from Babylon 5 where ships coming out of hyperspace, whether it be using their own jump engines or a jump gate, were always at speed as well.

DieHard does prefer to start missions at speed zero, true, but this preference is based purely on game balance and a focus on PvP. DieHard would be happy to have just a few patrol missions and the necessary base and planet assaults and prefers the 'drama' of the game to come from PvP. This is fine if you like PvP, however, a lot of players also like to run interesting missions as well, and to play the same old patrol 50 times in a row to flip a hex can be become a bit tedious.

If game balance requires that the ships be started slower, then that's what we have to, but I want to explore other avenues first. Since not all other avenues have been exhausted yet, it is premature to have to go back to the normal mission start with speed zero (which I always thought of as odd, unless you are sitting at a base or something and it makes sense in the context of the mission itself to begin stopped in space). Since the 'speed' bug is no longer an issue, we can freely start missions with ships at speed and in my opinion lends itself well to many missions and makes the mission more realistic. It is just a question of game balance, hence the need for testing.

In the movies and on TV episodes, you'll definitely see, more often than not, the ships in Star Trek, Star Wars, Babylon 5, BSG universes come out of warp into a moving start; generally on the slow side. 

But, if you take a look at the computer games on the market, especially the current ones, like Freelancer and Star War Galaxies:Jump to Lightspeed you'll find that all the ships are coming out of warp and starting at speed zero.  In fact, every space simulator game I've ever played has had the ships coming out of warp at speed zero. I suspect that all these commercial-grade game developers are doing this to avoid multi-player bugs; otherwise, they would try and do it the "Hollywood" way.  So, I tend to err on the side of caution and let the other people be the guinea pigs. *snicker*  ;D

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Re: Convoy Raid mission
« Reply #87 on: December 27, 2004, 10:47:46 pm »
The starting speed of 12 in the ED missions seems fine to me. 
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Re: Convoy Raid mission
« Reply #88 on: December 27, 2004, 10:52:33 pm »
Speed is less a concern than in what hex the server will offer this mission. I need to do some terrain seeding to control where this mission occurs. This needs to be tested asap.

Its a simple matter to recompile the mission for a specific hex or hexes (it only requires one line to be changed). Let me know what you find and we'll do some experimenting.
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Re: Convoy Raid mission
« Reply #89 on: December 28, 2004, 12:14:37 am »
FYI Tracey, I have started PvP missions out of sync with other players, usually after a long load for someone, and was able to fix it by having everyone go to speed 0. I don't think that bug is quite dead yet.

Starting at speed is never a good idea IMHO. Even if there's only a 1% chance of it FUBARing the mission, is it really worth it?

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Re: Convoy Raid mission
« Reply #90 on: December 28, 2004, 12:50:23 am »
FYI Tracey, I have started PvP missions out of sync with other players, usually after a long load for someone, and was able to fix it by having everyone go to speed 0. I don't think that bug is quite dead yet.

Starting at speed is never a good idea IMHO. Even if there's only a 1% chance of it FUBARing the mission, is it really worth it?

Can you rmember which missions this hapenned in? As far as I know, this bug was killed by Taldren some time ago. It occurred because of the lag that some players experienced when the mission was loading up and hence each client would start its own version of the mission at different times thus players would become out of sync. It was solved by making sure the mission did not start until all teams were set up. I have not seen this occur again myself, and you are the first to mention it.
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Re: Convoy Raid mission
« Reply #91 on: December 28, 2004, 12:58:40 am »
Certainly I'll make a note of it the next time it happens.

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Re: Convoy Raid mission
« Reply #92 on: December 28, 2004, 01:09:22 am »
Thanks :-)
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Re: Convoy Raid mission
« Reply #93 on: December 28, 2004, 01:30:39 am »
Damn, Tracey's posts are always so on target, insightful, all business and the like. She makes us other topic posters look like amatuers. +karma to Tracey. ;) I dig strong chicks.

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Re: Convoy Raid mission
« Reply #94 on: December 29, 2004, 07:41:46 am »
The race of the drafted convoy and/or the race of the definding ships, its possible that I can make this race the same as the race who owns the hex the mission was drafted in (as opposed to be being determined by which is the nearest enemy base as it usually is).  This could actually be done for a lot of missions actually. eg. if taking a mission in friendly space, your AI allies could be determined by the race who owns the hex rather than the nearest base, although the enemy AI would still be determined in the usual way. Conversely, when taking a mission in enemy, the enemy AI could be determined by the owner of the hex, but your AI helpers will be determined by the nearest friendly base.

Opinions?
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Re: Convoy Raid mission
« Reply #95 on: December 29, 2004, 07:50:40 am »
KISS

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Re: Convoy Raid mission
« Reply #96 on: December 29, 2004, 08:38:01 am »
KISS

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Re: Convoy Raid mission
« Reply #97 on: December 29, 2004, 10:38:05 am »
KISS

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Re: Convoy Raid mission
« Reply #98 on: December 29, 2004, 01:00:43 pm »
The race of the drafted convoy and/or the race of the definding ships, its possible that I can make this race the same as the race who owns the hex the mission was drafted in (as opposed to be being determined by which is the nearest enemy base as it usually is).  This could actually be done for a lot of missions actually. eg. if taking a mission in friendly space, your AI allies could be determined by the race who owns the hex rather than the nearest base, although the enemy AI would still be determined in the usual way. Conversely, when taking a mission in enemy, the enemy AI could be determined by the owner of the hex, but your AI helpers will be determined by the nearest friendly base.

Opinions?

This might be an interesting workaround for "total war" missions in some cases. I think it is an idea worth exploring. Any additional control over AI draws is a help.

Have you considered making some of these kinds of features (warp-in, hex-AI) configurable?

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Re: Convoy Raid mission
« Reply #99 on: December 29, 2004, 07:12:25 pm »
Features are nice, but scripts that work are nicer. How far off is SGO4, and GW5 after that?

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Re: Convoy Raid mission
« Reply #100 on: December 29, 2004, 07:50:07 pm »
Features are nice, but scripts that work are nicer. How far off is SGO4, and GW5 after that?

I Agree, don't get all DIP on us here.   get a basic script that is 100% bug free, then add to it.
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Re: Convoy Raid mission
« Reply #101 on: December 29, 2004, 09:22:15 pm »
I agree completely with making a very basic 100% bug free script first. The problem is simply that I can't test it without a server, and I've gone as far as I can in single player testing it. I can wait forever for a test server, but I'm getting bored and want to do more scripting while I have the time.
« Last Edit: December 30, 2004, 12:32:49 am by FPF-TraceyG »
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Re: Convoy Raid mission
« Reply #102 on: December 29, 2004, 09:24:30 pm »
The race of the drafted convoy and/or the race of the definding ships, its possible that I can make this race the same as the race who owns the hex the mission was drafted in (as opposed to be being determined by which is the nearest enemy base as it usually is).  This could actually be done for a lot of missions actually. eg. if taking a mission in friendly space, your AI allies could be determined by the race who owns the hex rather than the nearest base, although the enemy AI would still be determined in the usual way. Conversely, when taking a mission in enemy, the enemy AI could be determined by the owner of the hex, but your AI helpers will be determined by the nearest friendly base.

Opinions?

This might be an interesting workaround for "total war" missions in some cases. I think it is an idea worth exploring. Any additional control over AI draws is a help.

Have you considered making some of these kinds of features (warp-in, hex-AI) configurable?

Configurable is a very good idea, yes. Server admins can pick and choose which things they want then, perhaps even include starting speed with that as well.
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Re: Convoy Raid mission
« Reply #103 on: December 29, 2004, 09:42:31 pm »
I agree completely with making a very basic 100% bug free script first. The problem is simply that I can't test it without a server, and I've gone as far as I can in single player testing it. I can wait forever for a test server, but I'm getting bored and what to do more scripting while I have the time.

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Re: Convoy Raid mission
« Reply #104 on: December 29, 2004, 10:24:04 pm »
I agree completely with making a very basic 100% bug free script first. The problem is simply that I can't test it without a server, and I've gone as far as I can in single player testing it. I can wait forever for a test server, but I'm getting bored and what to do more scripting while I have the time.

Tell Dizzy to stop hunting for the perfect planet models and get SGO going...
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Re: Convoy Raid mission
« Reply #105 on: December 29, 2004, 11:46:41 pm »
hopefully b4 that...

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Re: Convoy Raid mission
« Reply #106 on: December 30, 2004, 09:58:00 am »
hopefully b4 that...

Not if you don't stop making changes  ;D

Crackwhores, and you know who you are, let's blow some p00p up tonight.
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Re: Convoy Raid mission
« Reply #107 on: December 31, 2004, 08:56:23 am »
Funny Story about the new Convoy Raid script:

I've been playing with Rod O' Neal's Galaxies at War mod [pre-release testing] and during one particular raid against Klingon frieghters I watched as a STOCK XLP moved at speed 15 in a circular orbit to the rear of the map and I watched an 'ally' STOCK XDP actually WARP off the MAP!
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Offline FPF-SCM_TraceyG_XC

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Re: Convoy Raid mission
« Reply #108 on: December 31, 2004, 09:30:28 am »
LOL
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Re: Convoy Raid mission
« Reply #109 on: January 01, 2005, 01:14:52 am »
Funny Story about the new Convoy Raid script:

I've been playing with Rod O' Neal's Galaxies at War mod [pre-release testing] and during one particular raid against Klingon frieghters I watched as a STOCK XLP moved at speed 15 in a circular orbit to the rear of the map and I watched an 'ally' STOCK XDP actually WARP off the MAP!

XLP and XDP... they are weapons platforms?
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Re: Convoy Raid mission
« Reply #110 on: January 01, 2005, 07:11:10 am »
 ;D I'll try to get a film up as soon as it happens again. I didn't have filming turned on at the time.

Yes the XDP and XLP are supposed to be stationary models. Hence my surprise. The XDP came on to the map and warped right off got to over 100,000 units away before I ended the mission.

KF
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Re: Convoy Raid mission
« Reply #111 on: January 01, 2005, 09:20:39 pm »
;D I'll try to get a film up as soon as it happens again. I didn't have filming turned on at the time.

Yes the XDP and XLP are supposed to be stationary models. Hence my surprise. The XDP came on to the map and warped right off got to over 100,000 units away before I ended the mission.

KF

This was with a changed shiplist though?
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Re: Convoy Raid mission
« Reply #112 on: January 12, 2005, 07:27:23 pm »
;D I'll try to get a film up as soon as it happens again. I didn't have filming turned on at the time.

Yes the XDP and XLP are supposed to be stationary models. Hence my surprise. The XDP came on to the map and warped right off got to over 100,000 units away before I ended the mission.

KF

This was with a changed shiplist though?

Yes the Galaxies At War shiplist is a changed shiplist. I also may have mucked it up trying to add custom models ;)

KF
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Re: Convoy Raid mission
« Reply #113 on: January 12, 2005, 09:41:41 pm »
Let me know if you see it again :-)
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