Topic: Beta version: a more patrol-like patrol...(now includes piracy and privateering)  (Read 57031 times)

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Offline FPF-DieHard

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New Scripts are up on the test server.
Who'd thunk that Star-castling was the root of all evil . . .


Offline KBF MalaK

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just installed the jan15 scripts and noticed a few 'glitches', but before I start listing them I wan't to verify I installed it corectly.

What shiplist do I need installed ? Stock, OP+4, or something else ?
Do the scripts need something installed first ?

"Artificial Intelligence is not a suitable substitute for natural stupidity"                                                                                                                                                                                                                                                                       

Offline NuclearWessels

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just installed the jan15 scripts and noticed a few 'glitches', but before I start listing them I wan't to verify I installed it corectly.

What shiplist do I need installed ? Stock, OP+4, or something else ?
Do the scripts need something installed first ?



For DH's server you'll need OP+4, but in general they should work for most "standard" shiplists.  They do expect races have all the usual base types, frd's, etc, and that the core monsters are present, but that's about it.

The only other thing I'm aware of that can cause issues are a campaign's political tensions.  The missions assume your campaign is set up so that every race has at least one empire and pirate ally and at least one enemy and pirate ally.

Outside that, if you see glitches then yes, they probably are glitches ;)

thanks,
dave

Offline KBF MalaK

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OK, seems like my problems are with 1 mission in particular (I noticed it yesterday, but it happened again this morning)

Met_EDPlayerPatrol

When the mission loads I don't see any map on the briefing screen as the mission is loading.

when I close in on another ship, my scanners can't lock on, even when I run up ecm and eccm. I can't scan a target if I can't lock him up, right ? No lock on freighters, nor the pirate frigate I was following at 3 spd 12,

And that 'tactical warp' needs tuning down, it's too easy to activate by accident, and once it's been triggered it's rough trying to get it de-activated,
...and this morning I was tailing the pirate (above) th range 3, spd 12 the 'Tac-Warp' triggered by itself as I was going thru the station screens.

And the map is unbelievably Large, took me over an hour at full impule just to find the corner of the map from where I started from.
"Artificial Intelligence is not a suitable substitute for natural stupidity"                                                                                                                                                                                                                                                                       

Offline Lieutenant_Q

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You have to actually turn on the scanners at the beginning of the mission.  That then triggers the script that then allows you to target.  I'm still not sure why he disabled targeting, in MP scripts it does lead to some issues at the beginning of the mission.  Nothing game breaking, but annoying nonetheless.
"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 KBF MalaK

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You have to actually turn on the scanners at the beginning of the mission.  That then triggers the script that then allows you to target.  I'm still not sure why he disabled targeting, in MP scripts it does lead to some issues at the beginning of the mission.  Nothing game breaking, but annoying nonetheless.

I tried that and it still didn't work unless there's another way to turn them on other than the button beneath the probe panel.
"Artificial Intelligence is not a suitable substitute for natural stupidity"                                                                                                                                                                                                                                                                       

Offline Lieutenant_Q

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I usually just use the "I" hot key.
"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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Any tips on flying a CAR-R when you're doped to the gills?

Offline Lieutenant_Q

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Get a real ship, a CC+ or a NCA..   ;)

Seriously now.

The CAR+ is only different (combat wise) from a CC+ in that the Ventral Phaser only fires to the rear instead of 360.  You can use that to your advantage.  My best Recommendation is to set your Phaser Capacitor to about 80 to 85%.  You don't need to have it fully charged unless you are doing a fly by.  Take the power you save and put it into either EW or Movement.

Because it is an Aft Phaser, you can use it quite effectively at the end of a flyby.  When a CC flys by, it usually fires ALL of its phasers at the first pass, meaning that as its retreating from the flyby it's vulnerable, especially to T-Bombs.  The CAR has the advantage of being able to exploit the shield dropping to place the bomb.

While the CAR is less effective while facing the target than the CC, the hidden strength of having that Aft Phaser is you have saved a phaser for an exploitation attack.  Never underestimate that advantage.
"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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Here's a bug for you Dave.

Was doing a Home Patrol mission.  Civilian ship smuggling Contraband.  When I got into detection range of the contraband, they attempted to flee.  I absent mindedly went to Yellow Alert instead of Red Alert, which of course at the 5 minute mark was going to send me shooting off the map in 30 seconds.  I "Overrode" the warp sequence by going to Red Alert, and just not accelerating to the speed neccessary to send me to warp.  I kept getting the we must be going a Higher speed for disengagement.  But here's the bug, it disabled my targeting, but still kept the old target in memory.  When my phasers got hot, I fired at range 20, and it hit like I shot at him from range 1-2.  When my Torpedoes finished loading, I did the same thing, hit him at range 12 like I was firing at range 1.  (I know because I had the feedback damage to the forward sheilds)  Firing 3 torpedoes, I did 6 damage to myself, and obliterated him.
"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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It appears to be in all of your scripts Dave.  I've duplicated it in two different missions already.  Firing Overloads at range 20... Looks like the Magic Photons are back! ;D

Could this be something to do with how you disabled Drone Firing while at Warp?
"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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Kewl - thanks Q, that's an interesting one  ;D

dave

Offline Lieutenant_Q

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Not a bug this time Dave, but a suggestion for a script.

Works in PvP and single player.  Fleet Engagement.

Your fleet enters a sector where you know an enemy fleet is nearby.  You have to find them, and bring your fleet to bear on them before they find you.  This is going to have to allow for Tac Warping of some sort.  The Ideal way of doing this, would be to send out scout ships (anyway to boost the sensor range on them?)  Have them locate the fleet, and then have the rest of the fleet Tac Warp to a Rendezvous before the other fleet realizes that they've been spotted.  Usually it won't work, unless the other fleet got caught looking the wrong way, or you catch a non-scout ship at the edge of your scout ship's sensor range.  (W/O tac warping could be interesting though)

Currently regardless of what type of ship you fly, Sensor Range is 100, but that can be boosted by "Deep Scanning" to about 125-130ish.  If one ship in your fleet sees the ship, all allied ships can see it.  Is there anyway to bump it to something like 150 / 200 for Scout ships?  That would make flying a scout very useful.  Possibly useful to bump planets and bases to that sensor package as well.

"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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I encountered a pirate ship which tried to run with contraband.  I got a mission successful without firing a shot.

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I encountered a pirate ship which tried to run with contraband.  I got a mission successful without firing a shot.

 You scared him so bad, he gave it to you Girl!!!! ;) :)

Offline Alphageek

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I scared him in a King Eagle?  What a pussy!

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 :lol:

Offline Lieutenant_Q

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Ok...that was a weird one...

I'll give you a portion of the screenie

I drafted a Romulan in Nuetral Territory I had a CB, no idea what he had, but it's marker was a Heavy Battle Cruiser.

"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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Dave, I got a similiar message on screen about not being able to generate an AI enemy.  It advised me to send a battlelog file or something.  Send me a PM with the idiot version and I'll happily do it for you.  Just be warned I'm a computer imbecile.

Edit:  During the encounter with the J'inn Riverboat, the go to green alert message was repeated until I went to green alert.

Offline NuclearWessels

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Re: Beta version: a more patrol-like patrol...(now includes piracy and privateer
« Reply #279 on: February 02, 2007, 09:21:34 am »

Anyone know what year the server was in?

The message comes up when the script can't pick an enemy of appropriate size from the shiplist in the current year.  If we know what year it is I'll take a look at the shiplist and see where the "picking" routine needs to be broadened.

(My responses are likely to be a little slow for the next few weeks - RL is getting a little challenging time-wise.)

thanks!
dave