Topic: Convoy Raid mission  (Read 18876 times)

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Offline FPF-DieHard

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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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Offline FPF-SCM_TraceyG_XC

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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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Offline FPF-SCM_TraceyG_XC

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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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Offline Hexx

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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.

Tell Dizzy to stop hunting for the perfect planet models and get SGO going...
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Offline FPF-DieHard

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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...
slacking bastige

Test server will be up before 1/08/2005
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Offline Dizzy

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Re: Convoy Raid mission
« Reply #105 on: December 29, 2004, 11:46:41 pm »
hopefully b4 that...

Offline FPF-DieHard

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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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Offline Klingon Fanatic

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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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Offline FPF-SCM_TraceyG_XC

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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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Offline Klingon Fanatic

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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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Offline FPF-SCM_TraceyG_XC

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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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Offline Klingon Fanatic

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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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Offline FPF-SCM_TraceyG_XC

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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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