Topic: SGO7 Mission bugs  (Read 8082 times)

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Offline FPF-DieHard

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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

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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

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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

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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

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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

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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

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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

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

Offline NuclearWessels

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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

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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

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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.
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Offline KBFLordKrueg

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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
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Offline Soreyes

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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


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Offline Riskyllama

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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
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Offline NuclearWessels

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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

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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

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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

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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

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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

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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.
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