Topic: The Forge II - Info and feedback  (Read 56542 times)

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Offline Bonk

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Re: The Forge (2nd run) - Info and feedback
« Reply #200 on: July 07, 2006, 09:22:54 pm »
There is a Kills Page up for The Forge now (testing for SGO6). It is also linked from the webmap index. Please give it a workout and post any questions, comments or suggestions you have. The sooner we find any issues before we get into SGO6 testing the better.  ;)

Offline KBFLordKrueg

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Re: The Forge (2nd run) - Info and feedback
« Reply #201 on: July 07, 2006, 10:24:14 pm »
Should we post previous kills?
Or only ones that occur from now on?
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Offline Bonk

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Re: The Forge (2nd run) - Info and feedback
« Reply #202 on: July 07, 2006, 10:31:33 pm »
Should we post previous kills?
Or only ones that occur from now on?

Just from here on and only if you feel like it. Its really only for testing it out before SGO6 anyway, so you don't have to. (I have not asigned VC points for various types of kills anyway) Feel free to post all your kills for fun and bragging rights if you like though. I'll stew on VC points for kills and terrain etc. for the next run of The Forge.

Offline FPF-Tobin Dax

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Re: The Forge (2nd run) - Info and feedback
« Reply #203 on: July 08, 2006, 07:17:24 pm »

I wouldn't crab if you actually had bought starbases


 i bought the best bases that have been available in the shipyard....although i have only been on for past few weeks,i have yet to see a starbase in the shipyard to buy.i have even checked the webmap(lyran shipyard) and still don't see a starbase to buy,which i would have if it was available  :(    i understand your frustration at being slowed down, and as mentioned above with you and kaz flying 90% of alliance missions i sympathize with so little support from your alliance brethern.i hope you do come back(u and kaz as well as the few pilots that were on there).
        maybe those other so called alliance Pilots(NOT!!!!) will invest a little time and support the honourable warriors that did show up to play.i SALUTE you all SIRS,for your dedication to the game   :notworthy: :notworthy: :notworthy:






 :soap:

Excuse me, but don't go lumping everyone into one nice little group for you to dump on TT. I just got back a few days ago after 10 days out of the country, which I posted in the alliance forum and a ton of crap to deal with at home this week and I have over 800 missions run in my primary account. (you have just over 300 in 2 accounts, go figure)  While I admire Soth and Kaz' efforts here, don't go dumping on everyone else besides these 2, collectively. It's wrong and not cool.
Slamming ALL alliance pilots for not showing up is hardly a good way to encourage larger contributions and is not fair or proper. (anyone recall that this is supposed to be a fun server?) How about posting something like it would be good if more would show up instead of "so called alliance Pilots(NOT!!!!)" etc.  People keep wondering why numbers are dwindling and how to attract more players. This sort of thing ain't it.
« Last Edit: July 08, 2006, 08:08:55 pm by FPF-Tobin Dax »
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Offline Bonk

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Re: The Forge (2nd run) - Info and feedback
« Reply #204 on: July 08, 2006, 08:18:25 pm »
Don't take things too seriously guys... I'm pretty sure TT didn't mean to intentionally dump on anyone, just trying to be encouraging to Soth by the look of it. The Forge is a long term persistent server, to be there all the time for casual play and for fun. No one expects anyone to nutter it for the whole four months... Life happens. (Except for Krueg and deadman... ;)) There will be another four month run at the end of this one anyway, then another... Hopefully with good improvements for each run.

It is understandable that having the server set at admiral difficulty to make the stock and TG missions not so much of a cakewalk has had the undesirable side effect of transforming all battle stations and base stations into starbases in asssault missions... which is a real pain. Next run I'll pull the stock base assault mission and use Dave's base assault missions as they are more selective for the base type that is actually present. Lesson learned. I apologise for any hardships endured.  :-[

I may even update the mission pack to address this before this run is over, if I get the chance.

Check out the Wormhole Network - its shiny, its new!  ;D

Offline FPF-Tobin Dax

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Re: The Forge (2nd run) - Info and feedback
« Reply #205 on: July 08, 2006, 08:30:28 pm »
It reads as it was intended to. Not just "anyone", just the rest of the alliance pilots.
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Offline Dfly

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Re: The Forge (2nd run) - Info and feedback
« Reply #206 on: July 08, 2006, 10:27:01 pm »
Sorry you feel that way Tobin, and I can see why, but I also thought he was trying to encourage him, not turn others away.

Offline KBFLordKrueg

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Re: The Forge (2nd run) - Info and feedback
« Reply #207 on: July 08, 2006, 11:08:38 pm »

I wouldn't crab if you actually had bought starbases


 i bought the best bases that have been available in the shipyard....although i have only been on for past few weeks,i have yet to see a starbase in the shipyard to buy.i have even checked the webmap(lyran shipyard) and still don't see a starbase to buy,which i would have if it was available  :(    i understand your frustration at being slowed down, and as mentioned above with you and kaz flying 90% of alliance missions i sympathize with so little support from your alliance brethern.i hope you do come back(u and kaz as well as the few pilots that were on there).
        maybe those other so called alliance Pilots(NOT!!!!) will invest a little time and support the honourable warriors that did show up to play.i SALUTE you all SIRS,for your dedication to the game   :notworthy: :notworthy: :notworthy:






 :soap:

Excuse me, but don't go lumping everyone into one nice little group for you to dump on TT. I just got back a few days ago after 10 days out of the country, which I posted in the alliance forum and a ton of crap to deal with at home this week and I have over 800 missions run in my primary account. (you have just over 300 in 2 accounts, go figure)  While I admire Soth and Kaz' efforts here, don't go dumping on everyone else besides these 2, collectively. It's wrong and not cool.
Slamming ALL alliance pilots for not showing up is hardly a good way to encourage larger contributions and is not fair or proper. (anyone recall that this is supposed to be a fun server?) How about posting something like it would be good if more would show up instead of "so called alliance Pilots(NOT!!!!)" etc.  People keep wondering why numbers are dwindling and how to attract more players. This sort of thing ain't it.

THIS is EXACTLY why I posted in the Coalition forums for NO RESPONSES TO SOTH'S POST!  >:(
TT, please check your PMs.
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Offline TraumaTech

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Re: The Forge (2nd run) - Info and feedback
« Reply #208 on: July 10, 2006, 06:41:21 pm »

I wouldn't crab if you actually had bought starbases


 i bought the best bases that have been available in the shipyard....although i have only been on for past few weeks,i have yet to see a starbase in the shipyard to buy.i have even checked the webmap(lyran shipyard) and still don't see a starbase to buy,which i would have if it was available  :(    i understand your frustration at being slowed down, and as mentioned above with you and kaz flying 90% of alliance missions i sympathize with so little support from your alliance brethern.i hope you do come back(u and kaz as well as the few pilots that were on there).
        maybe those other so called alliance Pilots(NOT!!!!) will invest a little time and support the honourable warriors that did show up to play.i SALUTE you all SIRS,for your dedication to the game   :notworthy: :notworthy: :notworthy:






 :soap:

Excuse me, but don't go lumping everyone into one nice little group for you to dump on TT. I just got back a few days ago after 10 days out of the country, which I posted in the alliance forum and a ton of crap to deal with at home this week and I have over 800 missions run in my primary account. (you have just over 300 in 2 accounts, go figure)  While I admire Soth and Kaz' efforts here, don't go dumping on everyone else besides these 2, collectively. It's wrong and not cool.
Slamming ALL alliance pilots for not showing up is hardly a good way to encourage larger contributions and is not fair or proper. (anyone recall that this is supposed to be a fun server?) How about posting something like it would be good if more would show up instead of "so called alliance Pilots(NOT!!!!)" etc.  People keep wondering why numbers are dwindling and how to attract more players. This sort of thing ain't it.


     my approach to "shame" the alliance players,that signed up and don't fly was wrong.....offence was not intentional,my approach was wrong.I just wanted to encourage Soth and Kaz to play on....my appologizes

Offline FPF-Tobin Dax

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Re: The Forge (2nd run) - Info and feedback
« Reply #209 on: July 10, 2006, 07:20:58 pm »
Thank you.   :thumbsup:  I have yet to see shaming anyone work on a serious server, nevermind a fun server like this in my time around here.

(edited for spelling correction)
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Offline KBFLordKrueg

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Re: The Forge (2nd run) - Info and feedback
« Reply #210 on: July 10, 2006, 07:31:51 pm »
Wormhole!  Great!  Any advance indication of how this will function?  Nice innovation...


Like so: The Forge Wormhole Network (also linked from the webmap index now)

This is a test flight of the concept, please report any issues, comments.

You must be logged off the server for it to work. (I have yet to add a check in the wormhole script to make sure you aren't logged in - I need look up some stuff in the kit source first though). And like the webyards, the forums account email used must match the email for the gamepy account associated with the character.

It will ask for a destination hex, which when submitted will proceed to a confirmation page with additional details where you can confirm or cancel entering the wormhole.

It will cost 100 PP per hex and will work from/to any hex on the map. I may restrict it to only work from/to friendly planets and bases in the future, based on feedback.

EDIT: Oh yeah, I forgot to mention, there's a 1% chance the wormhole will collapse in transit and you will be transported to a random location on the map!  :o  Which based on feedback, I may modify to being a 10% chance of being off by just one or two hexes from the desired destination instead...



Is this 100 PP per hex travelled, or 100 per "use"?
Havn't tried it yet, but, it sounds interesting.
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Offline KBF MalaK

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Re: The Forge (2nd run) - Info and feedback
« Reply #211 on: July 10, 2006, 10:41:02 pm »
I hope to god it's 100 points per hex travelled. The wormholes are a great idea if you can put some more limits on them like:
1, jumpgates- predefined entry and exit points.
2, EXTREMELY high usage cost (100 points per hex travelled is fair)
3, The random collapse idea is great ! - but maybe go 5 hexs off destination, and maybe a chance of breakdown  <wink><wink>.

...Otherwise you risk some lone pilot jumping around blowing stuff up at random, and always have the money to jump anywhere on the map by simply by winning a few patrols (could be lethal with a late era plasma chucker) every now and then, or worse- a pack of live players able to jump a lone pilot from anywhere on the map.

Think about what your proposing
"Artificial Intelligence is not a suitable substitute for natural stupidity"                                                                                                                                                                                                                                                                       

Offline Bonk

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Re: The Forge (2nd run) - Info and feedback
« Reply #212 on: July 10, 2006, 11:07:10 pm »
Is this 100 PP per hex travelled, or 100 per "use"?
Havn't tried it yet, but, it sounds interesting.

...It will cost 100 PP per hex...

I hope to god it's 100 points per hex travelled.
...
2, EXTREMELY high usage cost (100 points per hex travelled is fair)

Yes... its 100 PP per hex. 10 hexes = 1000 PP, 40 Hexes = 4000 PP etc..

...The wormholes are a great idea if you can put some more limits on them...

As mentioned this is a test flight of the concept to get some feedback.

1, jumpgates- predefined entry and exit points.

I had thought of restricting it to planets only... though black hole hexes only as entry and exit points kind of makes more sense... thoughts?

3, The random collapse idea is great ! - but maybe go 5 hexs off destination, and maybe a chance of breakdown  <wink><wink>.

Yeah, up to 5 hexes or so off might be more reasonable, but I kind of like the idea that you could land anywhere (its easier to code too..). THough I'll think of making it off by a bit instead of anywhere on the map (just need to make sure you land withing the map boundaries)

Chance of a "breakdown"... excellent idea, Can't really do a breakdown like a HET breakdown as its not in tactical, but I could damage the players ships on a wormhole collapse... would be a bit tricky but I love this idea.

... or worse- a pack of live players able to jump a lone pilot from anywhere on the map ...

Excellent point, the price should be high enough to discourage that, (maybe more than 100 PP per hex?) and the risks should be greater than they are now.

At this point I'm thinking of restricting it from/to black hole hexes, 100 PP (for now), increase the odds of a wormhole collapse up to 10%(?) and on a collapse make the destination off by 1-10 hexes in a random direction (within the confines of the map of course) and assign up to 25%(?) damage on a collapse. This will take a little work but is all doable.

This is exactly the kind of stuff I was looking for, thanks Malak.

(Just had the idea while typing this reply of tranferring the character wholus-bolus to another server with such a utility... seems someone suggested that to me before... lots of potential there, also makes one think of character persistence across servers that are contiguous in time... hmmm..)

Offline Lord Khan

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Re: The Forge (2nd run) - Info and feedback
« Reply #213 on: July 11, 2006, 03:06:56 am »
It has been a while since I have been able to play at all,and all that I have played with or against has been fun.
Now I have gotten my first live kill (Igafa) since my return and it was good,I have also been run off the map by T-Dax.
Above all I thank those that give us all the ability to play this game and hope that more players return.

Qapla <S> to ALL :2gun:
Lord Khan

Offline KBF MalaK

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Re: The Forge (2nd run) - Info and feedback
« Reply #214 on: July 11, 2006, 07:58:09 am »
As to the wormholes:
1, 100 per hex (1000pp per 10 hexs') is reasonable as it'll allow noobs to use the function. IMHO
2, I guess any hex will do for entry/exit points tho I hate the idea of one being in a nebula where a small fleet could defend against usage by others, or an asteroid hex where as soon as you enter, you hit a rock- game over. Any chance the entry/exit points could move randomly every few turns ? Say after a collapse the wormhole opens up again in a nearby hex ?
3, I don't care for the random placment of a ship (anywhere on the map) in the event of a wormhole collapse but thats just me, I can get used to the risk if you wanna go that route and it sure will discourage use if the risk is high enough (which is good), but if you strand someone wayyyy out in the middle of nowhere or wayyyy behind enemy lines peeps might sign off/on numerous times to avoid missions which might destabilize the server (I'd think).
4,
Quote
(Just had the idea while typing this reply of tranferring the character wholus-bolus to another server with such a utility... seems someone suggested that to me before... lots of potential there, also makes one think of character persistence across servers that are contiguous in time... hmmm..)

I don't follow you here, but are you suggesting that a player learns how to 'jump' and carries the knowledge to other campaigns
Wormholes are an awesome idea thats never been fully explored in the Trek realm but I'd hope they be like the wormholes/jumpgates in Wing Commander (the intergalactic superhighway).

Thats just my view, I hope you can make em work.
« Last Edit: July 11, 2006, 08:09:14 am by KBF K MalaK »
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Offline WarSears

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Re: The Forge (2nd run) - Info and feedback
« Reply #215 on: July 11, 2006, 04:51:55 pm »
Tyred to log on the other day and got a bad ship list and fighter list. I have  Firesoul's OP+4 installed. Any Ideals?
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Offline KBFLordKrueg

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Re: The Forge (2nd run) - Info and feedback
« Reply #216 on: July 11, 2006, 06:06:55 pm »
Tyred to log on the other day and got a bad ship list and fighter list. I have  Firesoul's OP+4 installed. Any Ideals?


There have been a couple updates to the mission and script packs.
Latest missions here:
http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe
Latest shiplist:
http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_shiplist.zip

Don't forget to check the Forge Coalition forums for the latest OPs.  ;)
« Last Edit: July 15, 2006, 02:55:40 am by KBFLordKrueg »
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Offline Bonk

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Re: The Forge (2nd run) - Info and feedback
« Reply #217 on: July 11, 2006, 06:45:08 pm »
Tyred to log on the other day and got a bad ship list and fighter list. I have  Firesoul's OP+4 installed. Any Ideals?


The shiplist is OP+4 as is. Perhaps you have modified it or have multiple OP installs? Have you created a shortcut to StarfleetOP.exe by copying and pasting it as a shortcut on the desktop? (which is what you want to do...)

Krueg linked the mission pack for you twice there.

OP+4 can be obtained here:

http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_models.exe (with models - 61M)
http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_no_models.exe (using stock models - 275K)

Offline Bonk

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Re: The Forge (2nd run) - Info and feedback
« Reply #218 on: July 11, 2006, 06:57:40 pm »
You can verify if the copy of OP that you are running has OP+4 installed by looking in:

\Assets\Specs
and
\MetaAssets

The files are as follows:

ftrlist.txt 29KB 8/17/2004 9:19PM
shiplist.txt 2,911KB 12/25/2004 12:06PM

or as listed by a "dir" at the command prompt:


08/17/2004  09:19 PM            28,785 ftrlist.txt
12/25/2004  12:06 PM         2,980,746 shiplist.txt


You should also have a registry entry for OP that corresponds to the actual install location:
HKEY_LOCAL_MACHINE\Taldren\Starfleet Command Orion Pirates "Directory"

There are also entries for OP+4:
HKEY_LOCAL_MACHINESOFTWARE\FireSoul\opplus "version"
HKEY_LOCAL_MACHINE\SOFTWARE\FireSoul\opplus "Install_Dir"

Which you can use to verify the install locations of OP and OP+ (they should match) and the version of OP+ present.

Offline WarSears

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Re: The Forge (2nd run) - Info and feedback
« Reply #219 on: July 11, 2006, 07:07:30 pm »
You can verify if the copy of OP that you are running has OP+4 installed by looking in:

\Assets\Specs
and
\MetaAssets

The files are as follows:

ftrlist.txt 29KB 8/17/2004 9:19PM
shiplist.txt 2,911KB 12/25/2004 12:06PM

or as listed by a "dir" at the command prompt:


08/17/2004  09:19 PM            28,785 ftrlist.txt
12/25/2004  12:06 PM         2,980,746 shiplist.txt




You should also have a registry entry for OP that corresponds to the actual install location:
HKEY_LOCAL_MACHINE\Taldren\Starfleet Command Orion Pirates "Directory"

There are also entries for OP+4:
HKEY_LOCAL_MACHINESOFTWARE\FireSoul\opplus "version"
HKEY_LOCAL_MACHINE\SOFTWARE\FireSoul\opplus "Install_Dir"

Which you can use to verify the install locations of OP and OP+ (they should match) and the version of OP+ present.

OMG I think my head just blew up!!!

Can someone just put them in a zip file and e mail them to warsears@yahoo.com
War-Sears
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