Topic: Beta version: a more patrol-like patrol...(now includes piracy and privateering)  (Read 56526 times)

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Offline NuclearWessels

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Re: Beta version: a more patrol-like patrol...
« Reply #60 on: November 04, 2006, 05:01:10 pm »

No, these scripts are additions, so won't interfere with you other server installs -- if you whack them in with your forge install it should be 100% compatible with both

dave

Offline NuclearWessels

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Re: Beta version: a more patrol-like patrol...
« Reply #61 on: November 04, 2006, 10:39:59 pm »

Whoops, looks like the test server crapped out after about 4 hours.  Will take a look and see if I can see what went wrong

dave

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Re: Beta version: a more patrol-like patrol...
« Reply #62 on: November 05, 2006, 08:38:22 pm »
Heh, updated pack posted.

It turns out the pirate scenarios were a little too profitable in that last batch -- I made over 7300pp in four minutes in a W-HR2 ;D

EDIT: a couple of additional modifications to ensure pirates don't draw planet/base assault/defense scenarios

dave
« Last Edit: November 06, 2006, 09:32:11 am by NuclearWessels »

Offline Lieutenant_Q

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Re: Beta version: a more patrol-like patrol...
« Reply #63 on: November 06, 2006, 03:56:16 pm »
Bug:  Enemy Space Patrol.

Bases act as ships. They move, and spin very wildly...
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Offline NuclearWessels

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Re: Beta version: a more patrol-like patrol...
« Reply #64 on: November 06, 2006, 05:20:56 pm »
Bug:  Enemy Space Patrol.

Bases act as ships. They move, and spin very wildly...

Heh, whoops!  Thought I'd caught all those, but apparently not ;)

thanks!
dave

Offline Klingon Fanatic

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Re: Beta version: a more patrol-like patrol...
« Reply #65 on: November 06, 2006, 06:52:36 pm »
Bug:  Enemy Space Patrol.

Bases act as ships. They move, and spin very wildly...

Heh, whoops!  Thought I'd caught all those, but apparently not ;)

thanks!
dave


Hang on a second... I LIKE my custom bases to spin. Thre are far too many scripts out that don't allow the custom starbases/BS to actually slowly SPIN and rotate their shield facings. I haven't encounted a starbase that acts like a ship so far in these scripts but I will look out for such a glitch.

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Offline NuclearWessels

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Re: Beta version: a more patrol-like patrol...
« Reply #66 on: November 06, 2006, 07:03:56 pm »

I don't mind them spinning slowly, but there were two different bugs here - one that caused them to spin at about speed 20, and another that would allow the base to actually move around and follow you.  (It's even more disconcerting when you've got a homeworld following you around the map with those damn ph-IV's ;D )

dave

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Re: Beta version: a more patrol-like patrol...
« Reply #67 on: November 06, 2006, 07:24:32 pm »

I don't mind them spinning slowly, but there were two different bugs here - one that caused them to spin at about speed 20, and another that would allow the base to actually move around and follow you.  (It's even more disconcerting when you've got a homeworld following you around the map with those damn ph-IV's ;D )

dave


OKay, having a moving homeworld is weird. A cloaking homeworld has been done in Trek Canon a la TNG, I forget the episode.
Moving a starbase has also been done in Canon Trek al a DS9, I also forget the episode. A Starbase witha Speed 20 rotation is a problem, I admit. However, certainly any starbase would have some maneuver thrusters to move out of the way of say an asteroid, comet or some non-manipulated object/phenomenon. I would think this would protect every races starbase investment with some minor manuever capability as not every base need be in an l-9 or geostationary orbit.

I digress but am anxiously awaiting the next round of script tweaking NW.

Qapla!

KF

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Offline Nemesis

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Re: Beta version: a more patrol-like patrol...
« Reply #68 on: November 06, 2006, 08:55:16 pm »
A cloaking homeworld has been done in Trek Canon a la TNG, I forget the episode.


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Offline Kzinbane

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Re: Beta version: a more patrol-like patrol...
« Reply #69 on: November 07, 2006, 03:24:31 pm »
In the Original series Trelane's planet chased the Enterprise around a bit.  I do not remember the name of the episode though.

Hey Dave - any chance we can get a "nuclearwessels new scripts for dummy's" posted?  I DL'd the stuff, ran the install but can't see anything different happening in the basic campaign.  Then again my install is a bit weird anyway, with a shiplist containing a bunch of battle tugs and stuff and my main map is not the one originally coming with OP.  Maybe I just need to re-install from scratch...

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Re: Beta version: a more patrol-like patrol...
« Reply #70 on: November 07, 2006, 05:54:02 pm »
In the Original series Trelane's planet chased the Enterprise around a bit.  I do not remember the name of the episode though.

Hey Dave - any chance we can get a "nuclearwessels new scripts for dummy's" posted?  I DL'd the stuff, ran the install but can't see anything different happening in the basic campaign.  Then again my install is a bit weird anyway, with a shiplist containing a bunch of battle tugs and stuff and my main map is not the one originally coming with OP.  Maybe I just need to re-install from scratch...

Hey KzB!

Once you do the install, you need to select one of the new single player campaigns.  When you go to the campaign selection screen, scroll down a ways and you should see a handful with names like "Lyran - warp mission testing" - those are the ones you want to pick.

If it doesn't show up, double check that your Assets\Scripts\Campaigns folder contains the new campaign files (e.g. WarpTest-Lyran.mct) and that your Assets\Scripts folder contains the new scripts (e.g. Met_EDPlayerPatrol.scr)

holler if you still run into problems!
dave



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Re: Beta version: a more patrol-like patrol...
« Reply #71 on: November 07, 2006, 05:55:41 pm »
...
I digress but am anxiously awaiting the next round of script tweaking NW.

Thanks KF - I'm just debugging the pirate contraband scenarios, then will repost with a bunch of additional bug fixes.  (Lots of scenarios right now require you to warp off the map where that wasn't the original intent.  Ah well - bit by bit!)

dave

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Re: Beta version: a more patrol-like patrol...
« Reply #72 on: November 07, 2006, 06:17:20 pm »
In the Original series Trelane's planet chased the Enterprise around a bit.  I do not remember the name of the episode though.


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Re: Beta version: a more patrol-like patrol...
« Reply #73 on: November 07, 2006, 11:07:13 pm »

Alrighty, the new version is posted.

This has the full pirate contraband scenario implementation, but that hasn't been tested much so watch out for weirdness.

Just a heads-up -- since your cargo bays will initially be empty, don't be surprised if the first couple of black-market missions result in your cargo officer doing a lot more buying than selling (possibly spending more than you earn in some missions).  Dinna worry, you should make it back plus some once he starts selling.

dave

Offline Commander La'ra

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Re: Beta version: a more patrol-like patrol...
« Reply #74 on: November 08, 2006, 10:14:19 am »
Another dumb question:  What version of OP do I need to make these work?  The missions sound awesome...
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Re: Beta version: a more patrol-like patrol...
« Reply #75 on: November 08, 2006, 10:22:39 am »

The scripts should (bugs aside) work with any version of OP and nearly any shiplist.

I should have another round of bug fixes/tweaks out later today (so many bugs, so little time ;D )

hope you enjoy 'em!
dave

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Re: Beta version: a more patrol-like patrol...
« Reply #76 on: November 08, 2006, 11:58:29 am »

Alrighty, the new version is posted.



Sorry to be so OBTUSE, but you mean the latest revision is in your first post on page 1 of this thread right?

Thanks NW!

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Re: Beta version: a more patrol-like patrol...
« Reply #77 on: November 08, 2006, 12:07:06 pm »

Sorry to be so OBTUSE, but you mean the latest revision is in your first post on page 1 of this thread right?

Thanks NW!


Correct.  Actually all the links in this thread and the Smuggler's Cove thread [should] go to the same file.

dave

Offline Lieutenant_Q

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Re: Beta version: a more patrol-like patrol...
« Reply #78 on: November 09, 2006, 01:56:02 am »
Just had an odd thought,

You said there's certain functions that the API can or cannot detect.  Do you know which on the "Flee Now" command falls into?  By default that command is unmapped, but I mapped it on a whim, thinking that if I targeted a wing and selected it the ship targeted would bravely run away.  That didn't happen, instead it set my ship's speed to maximum possible.  I use it quite often now...
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Offline NuclearWessels

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Re: Beta version: a more patrol-like patrol...
« Reply #79 on: November 09, 2006, 07:51:27 am »
No, off the top of my head, about all the player-triggered events we can detect are alert status changes and deep scan on/off, and comm button choices.  Most of the other detectable events are distance or damage based.

EDIT: OK, the pack has been updated to include the various cargo/contraband scenarios, and to include the "wanted" status of the player.  Let the debugging continue ;)  [It also cuts down the search time/starting distances a bit.]

dave
« Last Edit: November 09, 2006, 08:37:23 am by NuclearWessels »