Gosh, I don't remember ever playing on a server where sometimes other missions besides BA didn't pop up on a base hex.
Typically it seems to come up after you and 2 others just got done moving 3-4 deep into enemy territory to reach a base, only to have your drafter get no base assault...
Gee Diz, if you don't know what server settings control it, with all of your experience, I wonder who does...?
It's supposed to be a fun server, i"m sorry if you're not having fun because things don't always go the way you wish they would.
Happens to us mortals all the time...
Relax a little man...
Dont tell me to relax! If I didnt get uptight about how a server is pissing me off we wouldnt have made a lot of the progress we have made in getting it to work and understand it better.
To answer your question, here's the scoop on scripts:
According to ED, the D2 engine examines each hex on the map and generates AI ships based on the settings in the server .gf files.
For each hex, the D2 engine determines if missions are required in the hex.
To do this, it must examine each of the available mission scripts, and determine which ones are appropriate. Within each script, it appears to look at a lot of information and settings:
The mission criteria you establish in mScriptSpecs:
Valid hex terrain for the script (e.g. kColonyHex|kAsteroidHex)
Valid hex ownership for the script (e.g. kEnemyRaceHex)
Valid races for the (drafting) player team (e.g. kSpecLyran|kSpecKlingon)
MinDate and MaxDate (years in the range 0==2263 to 60==2323)
MinBPV and MaxBPV (I'm still not convinced this is used)
The available maps specified in your mAssignMapTerrain method, to determine which are most suitable for the hex and mission. (This part is cruicial to using the new artifex definitions. Would like to know if ED's scripts are setup for this)
The team strength definitions in mDefineTeamShipStrengths, to determine appropriate team slots.
In hexes where all the required criteria are met, the appropriate missions are offered to human players. (With the maximum number offered, draft radius etc controlled by settings in the server .gf files.)
Now this brings us to .gf settings of which I dunno Bonk is using. They should look like this:
//weight to missions matching based on terrain
[TerrainScoring]
PlanetTypeScoreForMatching =6000
BaseTypeScoreForMatching =4500
TerrainTypeScoreForMatching =100
//weight to missions matching based on ships available
[FleetScoring]
GoodBPVScore =1000
TooWeakBPVScore =300
TooStrongBPV =0
GoodShipCountScore =1000
TooFewShipCountScore =300
TooManyShipCountScore =0
PlaceBaseMissionScore =50000
BaseScoreBonus =10000
I'd like to know what base assault scripts bonk is using, if they have changed from sg7 and what his gf settings are like...[/size][/font]