Topic: SGO7 Mission bugs  (Read 8085 times)

0 Members and 2 Guests are viewing this topic.

Offline FPF-DieHard

  • DDO Junkie
  • Captain
  • *
  • Posts: 9461
SGO7 Mission bugs
« on: April 04, 2007, 06:57:19 pm »
besides the Convoy raid, have any other bugged missions been spotted in this pack?
Who'd thunk that Star-castling was the root of all evil . . .


Offline Riskyllama

  • D.Net Beta Tester
  • Lt.
  • *
  • Posts: 748
  • Gender: Male
  • Risky
Re: SGO7 Mission bugs
« Reply #1 on: April 05, 2007, 03:42:08 am »
there was a border runner in one of the missions
Everything is sweetened by risk. ~Alexander Smith

Offline FPF-DieHard

  • DDO Junkie
  • Captain
  • *
  • Posts: 9461
Re: SGO7 Mission bugs
« Reply #2 on: April 05, 2007, 10:29:27 am »
there was a border runner in one of the missions

Do you know which one?   Does anybody?  Dave?
Who'd thunk that Star-castling was the root of all evil . . .


Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #3 on: April 05, 2007, 03:16:54 pm »

No, sorry DH - haven't seen it in my own testing in awhile, and can't remember which of the old beasts had it.

dave

Offline SkyFlyer

  • D.Net Beta Tester
  • Commander
  • *
  • Posts: 4240
  • Gender: Male
Re: SGO7 Mission bugs
« Reply #4 on: April 07, 2007, 11:17:46 pm »
ed17 patrol

I drafted Mrogue (Kizin) in Klink space. Both side got a mission complete and an astounding victory in the end mission screen.
Life is short... running makes it seem longer.

"A god who let us prove his existence would be an idol" - Dietrich Bonhoeffer

Offline Soreyes

  • Commander
  • *
  • Posts: 3903
  • Gender: Male
  • It's Not News. It's CNN
Re: SGO7 Mission bugs
« Reply #5 on: April 08, 2007, 03:02:23 am »
I don't think it's a bug, just a hicup ;D

Pulled a ED10Enemy patrol while in my DF. It was me Vs a F-FFL (so what else is new ::)) and a F-ECL :o Holy Time warp Batman

Another mission I drafted Lear and drew 2 F-CC+ :o  Not sure what the mission was.


[img width=600 height=150]

Offline KBFKaz

  • Lt. Junior Grade
  • *
  • Posts: 85
Re: SGO7 Mission bugs
« Reply #6 on: April 08, 2007, 09:41:21 am »
1.)  Patrol missions with the planet eater monsters will not end after AI are killed. Running off the map gives you a defeat.

2.) An ed17 patrol with Soth, myself and LK against 3 AI. LK crashed at the start, Soth crashed at the end after the last ship was killed.
     The mission ended with a defeat for me but gave me 17+million pp and 17+million bonus pp! Unfortunately, once I got back to the
     map, I couldn't move, crashed to desktop and didn't get a cent :'(
     I was the drafter for that mission and we were all in destroyers.

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: SGO7 Mission bugs
« Reply #7 on: April 08, 2007, 10:44:34 am »
but gave me 17+million pp and 17+million bonus pp! Unfortunately, once I got back to the
     map, I couldn't move, crashed to desktop and didn't get a cent :'(

ahahahaha!

Hey, I think you have to kil the planet eater with a SS shuttle?

Offline KBFKaz

  • Lt. Junior Grade
  • *
  • Posts: 85
Re: SGO7 Mission bugs
« Reply #8 on: April 08, 2007, 02:13:28 pm »
Ship explosion damage.

Had a lyran CW with only 5% damage get taken out by the explosion of a pirate HRO. The same is for the smaller pirates too.
This is a little high and apparently it has happened to others too. Can we tone it down some?

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: SGO7 Mission bugs
« Reply #9 on: April 08, 2007, 02:56:30 pm »
Explosion str is 24. Not much. I think what happened is your Lyran ships are a bit spindly and fell apart due to poor workmanship.

Offline KBFKaz

  • Lt. Junior Grade
  • *
  • Posts: 85
Re: SGO7 Mission bugs
« Reply #10 on: April 08, 2007, 03:25:50 pm »
Well I personally would rather have my ship killed in  pvp instead of ai explosions, but since there isnt any alliance on, you guys will have to take what you can get lol :P

Offline FPF-DieHard

  • DDO Junkie
  • Captain
  • *
  • Posts: 9461
Re: SGO7 Mission bugs
« Reply #11 on: April 08, 2007, 06:48:09 pm »
Ship explosion damage.

Had a lyran CW with only 5% damage get taken out by the explosion of a pirate HRO. The same is for the smaller pirates too.
This is a little high and apparently it has happened to others too. Can we tone it down some?

Holly 2002!

This is an OLD bug in OP/EAW in the code, explosions on unsheilded ships do way too much damage at times.   It's in the code and their ain't a thing we can do about it.

This is actually new to people?
Who'd thunk that Star-castling was the root of all evil . . .


Offline KBFLordKrueg

  • Commander
  • *
  • Posts: 3733
  • KBF CO
Re: SGO7 Mission bugs
« Reply #12 on: April 08, 2007, 09:59:11 pm »
Holy Time warp
An MetEDDisengagePlayer mission drew a BCG, NCM and 2 NCP(?) with 4 Fed INTs each... :o
It's still 2266.
Lord Krueg
KBF CO
We are the Dead

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #13 on: April 08, 2007, 10:34:17 pm »
Holy Time warp
An MetEDDisengagePlayer mission drew a BCG, NCM and 2 NCP(?) with 4 Fed INTs each... :o
It's still 2266.

Wow - that mission shouldn't even be in the mix - it's one of the experimentals based off the Warp Patrol work.

Even there I'm assuming the mission name in the debriefing is a leftover from the script it got copied off ...
if any of these are actually on the server we're probably playing with fire ...

dave

....

Just as a point of interest, I've added four more scripts to the full pack:

The first two are straight combat patrols with AI stripping, but using the shiplist-reading techniques I developed for the warp pack to generate AI, and using the customized terrain generation.  Theoretically this gives better balance without the out-of-era AI drafting issues.
  - Met_EDFxPCombat.scr
  - Met_EDFxECombat.scr

Then there are two that are essentially the warp-scenario patrols with the warping aspects removed and the maps shrunk down to a more normal size.  (I also took out some of the weirder scenarios and cut the initial scanning time in half.)
  - Met_EDFxPPatrol.scr
  - MetEDFxEPatrol.scr

If you see an ED Expt server popping up from time to time it's those beasties I'm trying to test out.
(I'll make the ED Expt server compatible with the SGO test server other than needing the 4 extra missions.)

dave


Offline FPF-DieHard

  • DDO Junkie
  • Captain
  • *
  • Posts: 9461
Re: SGO7 Mission bugs
« Reply #14 on: April 08, 2007, 11:24:11 pm »
Holy Time warp
An MetEDDisengagePlayer mission drew a BCG, NCM and 2 NCP(?) with 4 Fed INTs each... :o
It's still 2266.

Frack, I'll have to pull this, we may have a small "patch" tuesday if I have more than one mission that needs to be pulled
Who'd thunk that Star-castling was the root of all evil . . .


Offline Julin Eurthyr

  • Veltrassi Ambassador at Large
  • Lt. Commander
  • *
  • Posts: 1057
  • Gender: Male
  • Back in Exile due to Win 7 - ISC RM/Strat Com.
Re: SGO7 Mission bugs
« Reply #15 on: April 09, 2007, 08:10:27 am »
Not sure if this is a bug or oddity:

Ran the "Andromedan Visitor" mission, where the Andro is supposed to be talking to a "pirate"...

The Pirate was a full-blown Andro with Cobra-PFs, tagged as an O-Something or another CA, on top of the M-INT Intruder the mission calls for...

AKA: Koloth Kinshaya - Lord of the House Kinshaya in the Klingon Empire
S'Leth - Romulan Admiral
Some anonymous strongman in Prime Industries

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: SGO7 Mission bugs
« Reply #16 on: April 09, 2007, 08:21:18 am »
Hrmmm. Sounds like a full blown Andro invasion to me...

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #17 on: April 09, 2007, 10:21:46 am »
Holy Time warp
An MetEDDisengagePlayer mission drew a BCG, NCM and 2 NCP(?) with 4 Fed INTs each... :o
It's still 2266.

Frack, I'll have to pull this, we may have a small "patch" tuesday if I have more than one mission that needs to be pulled

If any of the missions listed below have crept in (I don't think most have) they should probably get pulled

 - Met_ED5OddMaps.scr

 - Met_ED17Piracy.scr
 - Met_ED17CounterPiracy.scr

 - Met_EDCombatEnemy.scr
 - Met_EDCombatPlayer.scr

 - Met_EDDisengageEnemy.scr
 - Met_EDDisengagePlayer.scr

 - Met_EDEnemyPatrol.scr
 - Met_EDPlayerPatrol.scr

 - Met_EDHistoricalEnemy.scr
 - Met_EDWarpBaseAssault.scr

 - Met_EDFxECombat.scr
 - Met_EDFxPCombat.scr
 - Met_EDFxEPatrol.scr
 - Met_EDFxPPatrol.scr

Offline FPF-DieHard

  • DDO Junkie
  • Captain
  • *
  • Posts: 9461
Re: SGO7 Mission bugs
« Reply #18 on: April 09, 2007, 11:37:22 am »
Hrmmm. Sounds like a full blown Andro invasion to me...

It's not a bug, it's a Feature  ;D
Who'd thunk that Star-castling was the root of all evil . . .


Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: SGO7 Mission bugs
« Reply #19 on: April 09, 2007, 12:21:01 pm »
Here's what we have Dave...


[Missions]
0="Met_EDDisengagePlayer.scr"
2="Met_ED10FleetAssault.scr"
4="Met_ED10Patrol.scr"
5="Met_ED10PatrolEnemy.scr"
6="Met_ED10PiratesInTheMiddle.scr"
7="Met_ED17Patrol.scr"
8="Met_ED17PatrolAllied.scr"
9="Met_ED17PatrolEnemy.scr"
10="Met_ED5FleetAction.scr"
11="Met_ED5PlayerFleet.scr"
12="Met_ED6Patrol.scr"
13="Met_NW18HomeworldAssault.scr"
15="Met_NW7BattleStationAssault.scr"
18="Met_NW7StarbaseAssault.scr"
19="Met_NW9PlanetaryAssault.scr"
20="Met_NW9TimedAssault.scr"
22="Met_NWBasePlacement.scr"
23="Met_DizzyAssault.scr"
24="Met_DizzyHvyAssault.scr"
25="Met_SG5AlienEncounterA.scr"
26="Met_SG5AsteroidAssault.scr"
27="Met_SG5AsteroidDefense.scr"

Offline FPF-DieHard

  • DDO Junkie
  • Captain
  • *
  • Posts: 9461
Re: SGO7 Mission bugs
« Reply #20 on: April 09, 2007, 12:46:36 pm »
Here's what we have Dave...


[Missions]
0="Met_EDDisengagePlayer.scr"
2="Met_ED10FleetAssault.scr"
4="Met_ED10Patrol.scr"
5="Met_ED10PatrolEnemy.scr"
6="Met_ED10PiratesInTheMiddle.scr"
7="Met_ED17Patrol.scr"
8="Met_ED17PatrolAllied.scr"
9="Met_ED17PatrolEnemy.scr"
10="Met_ED5FleetAction.scr"
11="Met_ED5PlayerFleet.scr"
12="Met_ED6Patrol.scr"
13="Met_NW18HomeworldAssault.scr"
15="Met_NW7BattleStationAssault.scr"
18="Met_NW7StarbaseAssault.scr"
19="Met_NW9PlanetaryAssault.scr"
20="Met_NW9TimedAssault.scr"
22="Met_NWBasePlacement.scr"
23="Met_DizzyAssault.scr"
24="Met_DizzyHvyAssault.scr"
25="Met_SG5AlienEncounterA.scr"
26="Met_SG5AsteroidAssault.scr"
27="Met_SG5AsteroidDefense.scr"

10="Met_ED5FleetAction.scr"
11="Met_ED5PlayerFleet.scr"

Those 2 don't strip AI, I though I had pulled those.   To prevent drafting "holes" we can make an update patch that has copies of other misions that use the same names, this was we can pull what needs to be removed without making finding a mission tough.
Who'd thunk that Star-castling was the root of all evil . . .


Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: SGO7 Mission bugs
« Reply #21 on: April 09, 2007, 12:54:29 pm »
Let's make copies of the good patrols for all the missions you pulled and rename them... You pulled a mission b4 this didnt you? So with total there's be 3 holes? Instead of copying existing patrols, ED, do you have any good ones we dont have listed that strip and we could rename them.

Although I do disagree with having no missions that dont strip. That one odd out mission that adds AI in there... I think we need to talk about that sometime. I like a 2v2 patrol where those 2nd ships could be AI. Makes it fun... As long as it's infrequent.

Offline FPF-DieHard

  • DDO Junkie
  • Captain
  • *
  • Posts: 9461
Re: SGO7 Mission bugs
« Reply #22 on: April 09, 2007, 01:22:47 pm »
Let's make copies of the good patrols for all the missions you pulled and rename them... You pulled a mission b4 this didnt you? So with total there's be 3 holes? Instead of copying existing patrols, ED, do you have any good ones we dont have listed that strip and we could rename them.

Although I do disagree with having no missions that dont strip. That one odd out mission that adds AI in there... I think we need to talk about that sometime. I like a 2v2 patrol where those 2nd ships could be AI. Makes it fun... As long as it's infrequent.

Nothing's been pulled yet, but if I have to pull more than one I'd like to path this.
Who'd thunk that Star-castling was the root of all evil . . .


Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #23 on: April 09, 2007, 03:56:56 pm »

10="Met_ED5FleetAction.scr"
11="Met_ED5PlayerFleet.scr"

Those 2 don't strip AI, ...

OOPS!  <looks sheepish>   Sorry 'bout that.   
The routine that looked at the number of drafted humans before stripping AI always decided there weren't any.  ::)

dave
« Last Edit: April 09, 2007, 04:18:45 pm by NuclearWessels »

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #24 on: April 09, 2007, 03:59:10 pm »
Here's what we have Dave...


[Missions]
0="Met_EDDisengagePlayer.scr"
2="Met_ED10FleetAssault.scr"
4="Met_ED10Patrol.scr"
5="Met_ED10PatrolEnemy.scr"
6="Met_ED10PiratesInTheMiddle.scr"
7="Met_ED17Patrol.scr"
8="Met_ED17PatrolAllied.scr"
9="Met_ED17PatrolEnemy.scr"
10="Met_ED5FleetAction.scr"
11="Met_ED5PlayerFleet.scr"
12="Met_ED6Patrol.scr"
13="Met_NW18HomeworldAssault.scr"
15="Met_NW7BattleStationAssault.scr"
18="Met_NW7StarbaseAssault.scr"
19="Met_NW9PlanetaryAssault.scr"
20="Met_NW9TimedAssault.scr"
22="Met_NWBasePlacement.scr"
23="Met_DizzyAssault.scr"
24="Met_DizzyHvyAssault.scr"
25="Met_SG5AlienEncounterA.scr"
26="Met_SG5AsteroidAssault.scr"
27="Met_SG5AsteroidDefense.scr"

Interesting - I'd always assumed having non-sequential numbering could screw the mission offerings up (i.e. not having a #1, #3, etc)

Live and learn ;)

dave

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #25 on: April 09, 2007, 04:01:47 pm »
...
 Instead of copying existing patrols, ED, do you have any good ones we dont have listed that strip and we could rename them.
...

As if DH would miss any strippers  ;D

dave

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #26 on: April 09, 2007, 05:36:27 pm »

10="Met_ED5FleetAction.scr"
11="Met_ED5PlayerFleet.scr"

Those 2 don't strip AI, ...


OOPS!  <looks sheepish>   Sorry 'bout that.   
The routine that looked at the number of drafted humans before stripping AI always decided there weren't any.  ::)

dave



Diz/DH: if you want them for a patch, corrected versions of those two scripts are available in http://www3.telus.net/NuclearWessels/sfc/downloads/EDPatrols.exe


(STANDARD NOTE TO PLAYERS ON SGO7: DON'T INSTALL THESE! 
 WAIT FOR WORD OR A PATCH FROM DH OR YOU WON'T BE ABLE TO LOG ON TO THE SERVER)


dave


Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: SGO7 Mission bugs
« Reply #27 on: April 09, 2007, 05:45:06 pm »
Whoo haw thanks dave.

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #28 on: April 20, 2007, 06:54:22 pm »
bump so I can find this before DH's server.

EDIT: OH YEAH!  STARTING POSITIONS: 
If folks happen to jot down which missions/terrain kick off with really whacky start positions I'll try to remember to fix those before AOTK III.

thanks!
dave

Offline KAT Chuut-Ritt

  • Vice Admiral
  • *
  • Posts: 26163
  • Gender: Male
Re: SGO7 Mission bugs
« Reply #29 on: April 20, 2007, 09:25:47 pm »
Not really a bug, but the Doomsday Machine Monster should be pulled IMHO.

Offline Lieutenant_Q

  • Lt. Commander
  • *
  • Posts: 1669
  • Gender: Male
Re: SGO7 Mission bugs
« Reply #30 on: April 20, 2007, 11:25:05 pm »
Might want to grab the fleet patrol mission in an asteroid hex.  If you aren't paying attention at the start of the mission you'll fly into a rock within 15 seconds of the mission starting.
"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 KBFLordKrueg

  • Commander
  • *
  • Posts: 3733
  • KBF CO
Re: SGO7 Mission bugs
« Reply #31 on: April 20, 2007, 11:56:28 pm »
Not really a bug, but the Doomsday Machine Monster should be pulled IMHO.

I am forced to agree with my esteemed colleague.  ;D
Lord Krueg
KBF CO
We are the Dead

Offline Soreyes

  • Commander
  • *
  • Posts: 3903
  • Gender: Male
  • It's Not News. It's CNN
Re: SGO7 Mission bugs
« Reply #32 on: April 21, 2007, 08:21:36 am »
Not really a bug, but the Doomsday Machine Monster should be pulled IMHO.

I am forced to agree with my esteemed colleague.  ;D

Even I agree with this one. Rammed 4 SS down its throat. It didn't even slow down


[img width=600 height=150]

Offline Riskyllama

  • D.Net Beta Tester
  • Lt.
  • *
  • Posts: 748
  • Gender: Male
  • Risky
Re: SGO7 Mission bugs
« Reply #33 on: April 22, 2007, 05:49:28 am »

EDIT: OH YEAH!  STARTING POSITIONS: 
If folks happen to jot down which missions/terrain kick off with really whacky start positions I'll try to remember to fix those before AOTK III.
is it enough to tell you the mission with a pirate base in the center in black hole hexes?
if so that one was weird cause you started near(less than 60) an enemy with your wing across the map on the other side also near an enemy
Everything is sweetened by risk. ~Alexander Smith

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #34 on: April 22, 2007, 12:09:11 pm »
Not really a bug, but the Doomsday Machine Monster should be pulled IMHO.

Unfortunately that's in SG5AlienEncounter, one of Tracey's scripts, so I can't fix that one. 

(I know it still says NW in the breifing - she changed the script but left my name on it.)


Doh!  The Doomsday hunt proceeds...

dave
« Last Edit: April 22, 2007, 03:45:54 pm by NuclearWessels »

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: SGO7 Mission bugs
« Reply #35 on: April 22, 2007, 02:02:13 pm »
No its not... Alien encounter features andromedans. I think some other script is pulling monsters...

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #36 on: April 22, 2007, 03:39:47 pm »
Really?  My apologies - if anyone catches the mission name in the debriefing lemme know and I'll go nuke the little buggers.

EDIT:
  - Found and nuked the planet killer in Met_ED6Patrol, just going through and searching for others ...
  - Met_ED10Patrol is the funky one you were describing Risky, I think I've got the start positions cleaned up in that one now

thanks!
dave
« Last Edit: April 22, 2007, 04:24:09 pm by NuclearWessels »

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: SGO7 Mission bugs
« Reply #37 on: April 22, 2007, 04:12:47 pm »
Dave, that monster mission can stay if the shiplist is altered to safely get rid of the planet killer... Can that ship be taken out of the list? If so, then we can keep that mission... I enjoy fighjting a monster from time to time and as long as we dont have to face the unkillable PE, then all is well I think. Besides, I was planning on revamping the monsters a bit anwyay... So, is there a reason to keep the PE in the shiplist?

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #38 on: April 22, 2007, 04:22:37 pm »

Dinna worry, I left the other monsters in that script Diz, I just dropped the planet killer from it.

dave

Offline KBF Soth

  • Lt. Junior Grade
  • *
  • Posts: 124
Re: SGO7 Mission bugs
« Reply #39 on: April 24, 2007, 08:40:13 pm »
Running defensive missions with 2 wings
1 player drops 2 get in
If you kill the ships both players also ctd twice ive logged back in to be ghosted
If both pilots leave game must be forfeited so it will end
Host gets Victory Met_ED10_Patrol other pilot gets dev defeat Met_ED10_Patrol but also MET_ED17_patrol..Hope thats all you need.
I grant you your soul,but not your life.
Be happy that I have found a measure of mercy.

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #40 on: April 24, 2007, 08:53:35 pm »

Thanks Soth ... I've  gotta find some way to clean things up when someone drops ...
<wanders off scratching head and muttering>

dave

Offline KBF Soth

  • Lt. Junior Grade
  • *
  • Posts: 124
Re: SGO7 Mission bugs
« Reply #41 on: April 25, 2007, 12:46:55 am »
It happens also with ED10 pirate in the middle.What makes it a little strange is that in an enemy hex they just don't grab the third.
I grant you your soul,but not your life.
Be happy that I have found a measure of mercy.

Offline KAT Chuut-Ritt

  • Vice Admiral
  • *
  • Posts: 26163
  • Gender: Male
Re: SGO7 Mission bugs
« Reply #42 on: April 25, 2007, 03:50:59 pm »
Besides, I was planning on revamping the monsters a bit anwyay... So, is there a reason to keep the PE in the shiplist?

I know  your defense platforms have hidden weapons, is there a way to make monsters have hidden weapons as well?  I think it would be kinda neat to have to fight something thats properties were a bit unknown.

Offline Riskyllama

  • D.Net Beta Tester
  • Lt.
  • *
  • Posts: 748
  • Gender: Male
  • Risky
Re: SGO7 Mission bugs
« Reply #43 on: April 25, 2007, 05:34:40 pm »
i don't like started 3 clicks from flying off the map pointed that direction. If I'm going to run I'll decide to do it myself, as noted in the kill thread. (Its human player slot 2) slot 3 is pointed the right way. Usually only in neb maps, but i think i saw it elsewhere once.
Everything is sweetened by risk. ~Alexander Smith

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: SGO7 Mission bugs
« Reply #44 on: April 25, 2007, 05:39:02 pm »
Yes, dampening fields where weapons cannot be detected can be put on any ship. Come up with some monster ideas and I'll consider them. Here's a link: http://www.dynaverse.net/forum/index.php/topic,163374355.0.html

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: SGO7 Mission bugs
« Reply #45 on: April 25, 2007, 05:40:00 pm »
i don't like started 3 clicks from flying off the map pointed that direction. If I'm going to run I'll decide to do it myself, as noted in the kill thread. (Its human player slot 2) slot 3 is pointed the right way. Usually only in neb maps, but i think i saw it elsewhere once.

I saw it in open space too. Kinda tough to figure out which way to go, hehe. At least you start off at speed 0.

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SGO7 Mission bugs
« Reply #46 on: April 25, 2007, 07:11:30 pm »
i don't like started 3 clicks from flying off the map pointed that direction. If I'm going to run I'll decide to do it myself, as noted in the kill thread. (Its human player slot 2) slot 3 is pointed the right way. Usually only in neb maps, but i think i saw it elsewhere once.

Yeah, that was a big time Doh, 'twil be fixed!

dave