Topic: Beta version: a more patrol-like patrol...(now includes piracy and privateering)  (Read 57032 times)

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Offline Alphageek

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Curses!!

Offline FPF-DieHard

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Oooh!  I've found a new use for wild weasels.  They can now act as the "brakes" on tactical warping.  On a whim, as I was warping off the map after a no-enemy mission (I flew around quite a bit and couldn't find one, which happens sometimes.) I launched a weasel and came to an immediate halt.  I believe I could have gone back to red alert and sailed back to any enemy I had just outrun.

So now we can get a serious amount of breathing room, repair, get power back, then go back in and pound the bad guy all fresh and relaxed.

I can live with it, it at least "Costs" something to stop.
Who'd thunk that Star-castling was the root of all evil . . .


Offline Alphageek

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Oooh!  I've found a new use for wild weasels.  They can now act as the "brakes" on tactical warping.  On a whim, as I was warping off the map after a no-enemy mission (I flew around quite a bit and couldn't find one, which happens sometimes.) I launched a weasel and came to an immediate halt.  I believe I could have gone back to red alert and sailed back to any enemy I had just outrun.

So now we can get a serious amount of breathing room, repair, get power back, then go back in and pound the bad guy all fresh and relaxed.

I can live with it, it at least "Costs" something to stop.


Q said you can't go back to red alert.  That's a shame as it would have expanded the uses of tactical warp immensely.

Offline Alphageek

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By the way, if you want to know what being an early Romulan without warp drive is like, fly a WB.  It moves at a maximum of 5, no matter what.  There's no way to accelerate to warp disengagement.  Thank goodness I got myself into a SNB+.  3 plasma cannons, two phasers, and 9 points of power.  Sweet! 

Offline Lieutenant_Q

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The Antagonizer mission (the two Freighters arguing over cargo)  I beamed the captain of belligerent ship off, nothing happened, I beamed the captain of the other ship off, still nothing happened.  So I captured both of the freighters and got a mission failed.
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline Lieutenant_Q

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Bases aren't destructable.  Had a Bethke happen in a Hostile Patrol Mission.

I had an NCA and 2 NCDRs.  Three AI Allied Kzinti, no Idea what they were.  vs a C8KR, D5KR, D7ER, and another D5 type.  I think it was a C.  And a Klingon BSF.  When the D5KR was destroyed, my NCA went with it.  The two remaining NCDRs and a Kzinti MAC destroyed the Base, but it was still there after the mission.
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline NuclearWessels

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There is a specific base assault script in which we can make the bases destructible, but in all the other scripts the bases aren't destructible - that's going to be next to impossible to change.

dave

Offline Klingon Fanatic

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There is a specific base assault script in which we can make the bases destructible, but in all the other scripts the bases aren't destructible - that's going to be next to impossible to change.

dave


I'm not sure I'll ask this the right way... here goes:

Can't the non-destructable bases be removed from being included in the scripts [as AI controlled or otherwise] and somehow limit the destructible bases missions to only those missions that would be counted as base assault/defense missions for the Dyna?

NW, I love the base missions for the simple reason that in some of the other non-NW scripts the CUSTOM bases I use can actually rotate. Anything else you do about the base missions is icing on the cake to me.

Qapla!

KF
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Offline Alphageek

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Dave, I was tossing around an idea for a mission.  Maybe, for pirates/Romulans, there could be a sort of "fishing" run, where you enter a shipping lane as a friendly, pick a target and blast it.  Then the other ships in the lane would converge for attack.  Your objective is to run away and survive after killling your target. 

Just a dumb idea.  It probably can't be done, but it would be kind of cool to play it.

Offline Alphageek

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Q, myself, and Knightstorm managed some PvP play last night.  There were no bugs to report.

Offline NuclearWessels

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Q, myself, and Knightstorm managed some PvP play last night.  There were no bugs to report.

 :dance:

Thou hast made a geezer very happy ;D

thanks!
dave

Offline NuclearWessels

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I'm not sure I'll ask this the right way... here goes:

Can't the non-destructable bases be removed from being included in the scripts [as AI controlled or otherwise] and somehow limit the destructible bases missions to only those missions that would be counted as base assault/defense missions for the Dyna?

NW, I love the base missions for the simple reason that in some of the other non-NW scripts the CUSTOM bases I use can actually rotate. Anything else you do about the base missions is icing on the cake to me.

Qapla!

KF

Here's the rub - the other scripts would still appear in base hexes, and would essentially create "easy" missions that could be run in a base hex while avoiding taking the assaults.  It would also mean that admins would be obligated to include destructible bases to get any kind of base assault mission in the pack. 

I figured it would be better if all missions run in an enemy base hex included a base, and you'd have a chance of drawing one that could eliminate the base.   (I can be talked out of that, it was just my train of thought at the time.)

dave

Offline Alphageek

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Multiplayer PvP round 2.  Knightstorm and I traded a beating each.  There were no apparent bugs to report. 

Offline Alphageek

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Dave, is there a "threshhold" speed for going to tactical warp?  I was in a SNB, at yellow alert, and with EA for movement set at 1, and couldn't make over about 18 speed.  I kept getting the message that I needed to be going faster to engage warp engines.  My confusion arises from the blurb that says, "...go at best speed and then reach warp...", or words to that effect. 

Offline NuclearWessels

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Dave, is there a "threshhold" speed for going to tactical warp?  I was in a SNB, at yellow alert, and with EA for movement set at 1, and couldn't make over about 18 speed.  I kept getting the message that I needed to be going faster to engage warp engines.  My confusion arises from the blurb that says, "...go at best speed and then reach warp...", or words to that effect. 

The default min speed to jump is 23, but it should be calculating exceptions for ships that can't hit that.  I'll double-check those calcluations, there might be a glitch in there someplace.

dave

Offline Alphageek

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The WB is the same way.  It won't make over speed 5.  I figured that was your way of limiting early Romulans to having no warp drive.

Offline Lieutenant_Q

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Got a Bug for you.

Home patrol mission.  Simple Engage and Destroy, never even gave a script like "Incoming Hostile Ship!"

I've drawn it a couple of times, and it generates an AI, ironically a Kzin both times.  The Kzin and I head towards the two enemy ships.  But the Kzin never engages, it just keeps flying by.  Making a relatively simple battle into something much MUCH Harder.

"Never Trust a Kzin!"
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline Alphageek

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Too much catnip in the ventilation system.

Offline Alphageek

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Guys, I may not be able to test the missions for awhile.  I'm going into the hospital tomorrow.  I don't know what's wrong.  I only know I can't live like I have been anymore.  I wish I could try out the new pack.  I'm sure it's ultra-cool. 

I'll just relist here the one bug that keeps coming up, especially in neutral territory:  frequently you have to make a full 180 turn to double back and find the enemy.  Otherwise, it takes forever for him to catch up with you if you're moving at any kind of real speed.  (Thankfully, I usually fly tiny little frigates like an E4BR or an SNB, so going fast is not an issue.)

Offline KBFLordKrueg

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Guys, I may not be able to test the missions for awhile.  I'm going into the hospital tomorrow.  I don't know what's wrong.  I only know I can't live like I have been anymore.  I wish I could try out the new pack.  I'm sure it's ultra-cool. 



I hope all turns out well for you, M'Lady.
Lord Krueg
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We are the Dead