Topic: Hardcore Server NEW SCRIPTS testing  (Read 90986 times)

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Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #40 on: July 22, 2008, 03:52:24 pm »
Would it be too much to ask for some DH missions where there is a 0% chance of your AI going rouge?   ;D
Who'd thunk that Star-castling was the root of all evil . . .


Offline Corbomite

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #41 on: July 22, 2008, 03:58:42 pm »
Would it be too much to ask for some missions where only DH's AI goes rogue and only attacks DH? AFAIK only Kroma's AI uses rouge.  ;)

Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #42 on: July 22, 2008, 04:55:24 pm »
Dave, what's the difference between the XC and ED versions?

Just difficulties and probabilities (tougher odds in XC, more ships per battle on average, greater chance of AI mutiny, greater chance of facing things like the Intruder, etc)

dave

Offline Dizzy

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #43 on: July 22, 2008, 05:04:39 pm »
This is ridiculous... We need a PRIVATE scripting forum with me, pesty, DH, ED and a few select others and come up with standards.

Offline KBFLordKrueg

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #44 on: July 22, 2008, 05:22:19 pm »
This is ridiculous... We need a PRIVATE scripting forum with me, pesty, DH, ED and a few select others and come up with standards.

Ah,so no one else need bother logging onto this server to test scripts then...?
very well....
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Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #45 on: July 22, 2008, 06:10:42 pm »
This is ridiculous... We need a PRIVATE scripting forum with me, pesty, DH, ED and a few select others and come up with standards.

Ah,so no one else need bother logging onto this server to test scripts then...?
very well....

As much as it pains me to agree with a Klingon, Kreug's right.
Who'd thunk that Star-castling was the root of all evil . . .


Offline FPF-Paladin

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #46 on: July 22, 2008, 06:11:04 pm »
 ;D
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Offline Pestalence_XC

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #47 on: July 22, 2008, 06:11:56 pm »
Krueg.. the statement says Forum, not Server.. the server is up for testing purposes.. what Dizzy wants is a Forum for us to develop concepts that can make a base for servers platforms concerning scripts and / or settings..

The servers are there for Campaigns and testing and for fun.
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Offline Centurus

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #48 on: July 22, 2008, 06:41:11 pm »
Would it be too much to ask for some DH missions where there is a 0% chance of your AI going rouge?   ;D

Are you a starship captain, or a mouse?  *sees DH sniff a block of cheese while twitching his nose*   :huh:  Guess that answers my question.

 ;D
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Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #49 on: July 22, 2008, 06:55:26 pm »
Would it be too much to ask for some DH missions where there is a 0% chance of your AI going rouge?   ;D

Are you a starship captain, or a mouse?  *sees DH sniff a block of cheese while twitching his nose*   :huh:  Guess that answers my question.

 ;D

I just think this is a stupid, stupid "feature."
Who'd thunk that Star-castling was the root of all evil . . .


Offline Dizzy

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #50 on: July 22, 2008, 07:29:15 pm »
In the context of a larger solo scenario, DH a rogue ally wouldn't be bad if the enemy was a single vessel... We are talking a solo mission bro. And what I'm talking about for a PRIVATE scripting forum is just what Pesty is talking about... one where we come to consensus on what it is we want in a mission and what would be best for the dynaverse and then pass it along to see if we can get ED to agree on it and code it. What I DONT want to see happening is just what's been suggested... that ED start coding special missions for everyone. That's bad bad. We can get so much more if we come up with a basic template and agree on variations then move forward from there. Right now I see no common ground and this is bad bad.

Offline Centurus

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #51 on: July 22, 2008, 07:39:34 pm »
Would it be too much to ask for some DH missions where there is a 0% chance of your AI going rouge?   ;D

Are you a starship captain, or a mouse?  *sees DH sniff a block of cheese while twitching his nose*   :huh:  Guess that answers my question.

 ;D

I just think this is a stupid, stupid "feature."

Hey Pesty, I'm gonna have to nominate you for the D.net awards this year.  :-D
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Offline Centurus

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #52 on: July 22, 2008, 07:49:38 pm »
One thing I have noticed about the rogue missions is that the longer you're in them, the more likely your ally is to turn on you.

In all the missions, except one, that I've had where my ally goes rogue, it usually happens after 8-10 minutes.  Only once did my ally turn against me, but that was literally within the first 30 seconds.

If I'm able to kill the enemy AI within 7 or 8 minutes, my ally doesn't turn.
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Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #53 on: July 22, 2008, 08:57:12 pm »
In the context of a larger solo scenario, DH a rogue ally wouldn't be bad if the enemy was a single vessel... We are talking a solo mission bro. And what I'm talking about for a PRIVATE scripting forum is just what Pesty is talking about... one where we come to consensus on what it is we want in a mission and what would be best for the dynaverse and then pass it along to see if we can get ED to agree on it and code it. What I DONT want to see happening is just what's been suggested... that ED start coding special missions for everyone. That's bad bad. We can get so much more if we come up with a basic template and agree on variations then move forward from there. Right now I see no common ground and this is bad bad.

The good news is that this feature, along with nearly any of the others in this pack, are REALLY easy to turn on/off or change the probability of ... perhaps 5 minutes tops, including rebuilding the installer.

To be honest, these days I'm just playing with seeing what I can do, and I'm happy for you folks to pick what you do/don't want.  I'll just get my popcorn and read the threads  ;)

dave

Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #54 on: July 22, 2008, 09:03:38 pm »
OK, hopefully I've got all the issues noted so far resolved.

I'm uploading new versions right now (though my connection is dog slow today, might take awhile yet).

EDIT:  FINALLY!! They're posted ...

If you're playing on Hardcore don't use the new ones until you hear from Pesty, but if you're trying them out in SP they're here:
ED ones
XC ones

dave


Quick follow-up, the revisions are posted.  The only thing that's proving to be a real pain in the butt is preventing the maxed out loadouts.

All these scripts currently just use whatever the ships are automatically generated with based on the shiplist and server settings - I haven't done anything to deliberately max out the loadouts, it's just a-happenin.  I'm trying to work out a way to prevent that, but no luck so far.  (I know I had a workaround for this back when we were doing EAW, but I haven't got that working on OP at the moment.)

dave

Offline Centurus

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #55 on: July 22, 2008, 09:09:13 pm »
In the context of a larger solo scenario, DH a rogue ally wouldn't be bad if the enemy was a single vessel... We are talking a solo mission bro. And what I'm talking about for a PRIVATE scripting forum is just what Pesty is talking about... one where we come to consensus on what it is we want in a mission and what would be best for the dynaverse and then pass it along to see if we can get ED to agree on it and code it. What I DONT want to see happening is just what's been suggested... that ED start coding special missions for everyone. That's bad bad. We can get so much more if we come up with a basic template and agree on variations then move forward from there. Right now I see no common ground and this is bad bad.

The good news is that this feature, along with nearly any of the others in this pack, are REALLY easy to turn on/off or change the probability of ... perhaps 5 minutes tops, including rebuilding the installer.

To be honest, these days I'm just playing with seeing what I can do, and I'm happy for you folks to pick what you do/don't want.  I'll just get my popcorn and read the threads  ;)

dave


Got any spare popcorn? 
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Offline Dizzy

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #56 on: July 22, 2008, 09:19:22 pm »
All these scripts currently just use whatever the ships are automatically generated with based on the shiplist and server settings - I haven't done anything to deliberately max out the loadouts, it's just a-happenin.  I'm trying to work out a way to prevent that, but no luck so far.  (I know I had a workaround for this back when we were doing EAW, but I haven't got that working on OP at the moment.)

dave


Well, whats the work around then? Can't the special column of the shiplist be included into the scripts somehow to possibly eliminate certain ships from appearing in a mission? Edit: I mean, we just cant have mirak race AI running round with fast drones every mission. Too hard to fight. Edit2: Didnt Karnak have a way to code OP scripts so that enemy ships had heavy warheads? Perhaps part of that code can limit them to Med spd drones?

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #57 on: July 22, 2008, 09:26:56 pm »
All these scripts currently just use whatever the ships are automatically generated with based on the shiplist and server settings - I haven't done anything to deliberately max out the loadouts, it's just a-happenin.  I'm trying to work out a way to prevent that, but no luck so far.  (I know I had a workaround for this back when we were doing EAW, but I haven't got that working on OP at the moment.)

dave


Well, whats the work around then? Can't the special column of the shiplist be included into the scripts somehow to possibly eliminate certain ships from appearing in a mission? Edit: I mean, we just cant have mirak race AI running round with fast drones every mission. Too hard to fight. Edit2: Didnt Karnak have a way to code OP scripts so that enemy ships had heavy warheads? Perhaps part of that code can limit them to Med spd drones?

If it is the right drone the for era, they should have them.  But they shouldn't have drones that are from an era you are not in yet.  It's a hardcore server, plan on taking a longer fight so they run out of drones then close in.  I think people have been spoiiled by having speed 16 AI drones for too long.
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Offline Centurus

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #58 on: July 22, 2008, 09:35:15 pm »
All these scripts currently just use whatever the ships are automatically generated with based on the shiplist and server settings - I haven't done anything to deliberately max out the loadouts, it's just a-happenin.  I'm trying to work out a way to prevent that, but no luck so far.  (I know I had a workaround for this back when we were doing EAW, but I haven't got that working on OP at the moment.)

dave


Well, whats the work around then? Can't the special column of the shiplist be included into the scripts somehow to possibly eliminate certain ships from appearing in a mission? Edit: I mean, we just cant have mirak race AI running round with fast drones every mission. Too hard to fight. Edit2: Didnt Karnak have a way to code OP scripts so that enemy ships had heavy warheads? Perhaps part of that code can limit them to Med spd drones?

If it is the right drone the for era, they should have them.  But they shouldn't have drones that are from an era you are not in yet.  It's a hardcore server, plan on taking a longer fight so they run out of drones then close in.  I think people have been spoiiled by having speed 16 AI drones for too long.

I've hardly ever had AI chuck drones at me that speed.  Man, OP hates my guts.
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Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #59 on: July 22, 2008, 10:41:12 pm »
The catch is that drafted AI ships get lousy loadouts (the traditional way of generating ships) whereas ships manually generated (as in these scripts) by default come with up-to-date drone loadouts.  The workaround I had for drafted AI isn't working for these AI.  Taldren had LOTS of quirks in the ship generation, with variations from EAW to OP.   I should be able to work something out, but still hacking at it for the moment.

dave