Topic: The Forge - Flat Out  (Read 71948 times)

0 Members and 2 Guests are viewing this topic.

Offline Bonk

  • Commodore
  • *
  • Posts: 13298
  • You don't have to live like a refugee.
Re: The Forge - Flat Out
« Reply #180 on: February 25, 2009, 04:30:15 pm »
I'll be taking the server down to do a db clean and change that setting shortly.

Offline Bonk

  • Commodore
  • *
  • Posts: 13298
  • You don't have to live like a refugee.
Re: The Forge - Flat Out
« Reply #181 on: February 25, 2009, 04:54:20 pm »
db cleaned, tradein set to 100%, server back up.

(my old oci config shows a tradein of 100% so I must have had it set that way in some of the older runs of The Forge)

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: The Forge - Flat Out
« Reply #182 on: February 25, 2009, 04:58:06 pm »
That's what I remember. Thats why I thought it was an oversight. I've never flown a ship so long, lol... I just resigned myself to not ever trading that ship in till that got fixed, hehe. Hey whens the stardate rollover to a new year?

Offline Bonk

  • Commodore
  • *
  • Posts: 13298
  • You don't have to live like a refugee.
Re: The Forge - Flat Out
« Reply #183 on: February 25, 2009, 05:13:03 pm »
Hey whens the stardate rollover to a new year?

The clock starts in 2273, runs four days per game year, with 5 minute turns.

So um without looking at the gfs that's... ((24h/d*4d)*60min/h)/5min = 1152 turns per year. Yeah, that was it, 1152.

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: The Forge - Flat Out
« Reply #184 on: February 25, 2009, 05:17:29 pm »
Smart ass.  :D

Hey I have another stupid question fer ya. If I have 12 mines and the 1st mission I use 4, the next mission I use 3, the next mission I use 7, and in between one of those missions I resupplied by half, how many ships I killed?

Offline Bonk

  • Commodore
  • *
  • Posts: 13298
  • You don't have to live like a refugee.
Re: The Forge - Flat Out
« Reply #185 on: February 25, 2009, 05:27:11 pm »
Smart ass.  :D

Hey I have another stupid question fer ya. If I have 12 mines and the 1st mission I use 4, the next mission I use 3, the next mission I use 7, and in between one of those missions I resupplied by half, how many ships I killed?

Easy, that would be 7838. (check your phone num pad ;):P

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: The Forge - Flat Out
« Reply #186 on: February 27, 2009, 03:30:58 am »
Whats up with Base Assaults? As in I cant get one. I go base hunting and I cant ever draw a base assault. I notice our bases are dissappearing... but I cant kill coalitin bases. Plz fix.

Offline FPF-Paladin

  • 'Thou shalt not CAD.' - DH
  • Lt.
  • *
  • Posts: 588
  • Gender: Male
Re: The Forge - Flat Out
« Reply #187 on: February 27, 2009, 03:33:25 am »
Hey Dizzy, I take it my router isn't going to cut it without tweaks?

DI-604UP, no firewalls, DMZ'd?

Grrr I frickin hate routers.
~Life cannot find reasons to sustain it, cannot be a source of decent mutual regard, unless each of us resolves to breathe such qualities into it. ~

Offline KBFLordKrueg

  • Commander
  • *
  • Posts: 3733
  • KBF CO
Re: The Forge - Flat Out
« Reply #188 on: February 27, 2009, 08:14:35 am »
argh dbl post... ::)
« Last Edit: February 27, 2009, 08:36:37 am by KBFLordKrueg »
Lord Krueg
KBF CO
We are the Dead

Offline KBFLordKrueg

  • Commander
  • *
  • Posts: 3733
  • KBF CO
Re: The Forge - Flat Out
« Reply #189 on: February 27, 2009, 08:31:43 am »

Whats up with Base Assaults? As in I cant get one. I go base hunting and I cant ever draw a base assault. I notice our bases are dissappearing... but I cant kill coalitin bases. Plz fix.


Well, someone already killed one of ours, and someone killed another last night, so it's probably just luck of the draw. 
Even the one we killed took 2 missions before we drew a Base Assault....
It'll be OK, Diz... ;)
I'm sure we can learn to deal with it, we're used to that already... ;D
Lord Krueg
KBF CO
We are the Dead

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: The Forge - Flat Out
« Reply #190 on: February 27, 2009, 08:36:16 am »
Whats up with Base Assaults? As in I cant get one. I go base hunting and I cant ever draw a base assault. I notice our bases are dissappearing... but I cant kill coalitin bases. Plz fix.

Well, someone already killed one of our, so it's probably just luck of the draw. 
Even the one we killed took 2 missions before we drew a Base Assault....
do you ever quit whining...?   :buck2:

A Base Assault should be the very FIRST mission choice if thats what's in the hex and that's what's in the scripts. The very FIRST choice. Because it isnt means there is some gf setting or script thingee that's not right. And no I'm not whining, I'm wondering what is wrong with the server you klingon vermut because I dont want guesswork and random chance the way Slave Girl servers run. I want things to work right the 1st time the way they should work. Now if you want to argue that base assaults SHOULD NOT show up as a mission choice when you move into a hex, or have some random chance of showing like they are now, go right ahead. I'd like to know the server setting that controls such a feature.

EDIT: It could be a feature... Random chance of getting a base assault may not be a bad thing, but when you have slave girl bases... I'd rather not go the random route, ya know?

Offline KBFLordKrueg

  • Commander
  • *
  • Posts: 3733
  • KBF CO
Re: The Forge - Flat Out
« Reply #191 on: February 27, 2009, 08:42:25 am »
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... ;D
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...
Lord Krueg
KBF CO
We are the Dead

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: The Forge - Flat Out
« Reply #192 on: February 27, 2009, 09:21:57 am »
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... ;D
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]

Offline Bonk

  • Commodore
  • *
  • Posts: 13298
  • You don't have to live like a refugee.
Re: The Forge - Flat Out
« Reply #193 on: February 27, 2009, 03:08:49 pm »
Campaign 1.mct:
Code: [Select]
Name="The Forge"
Description="Brought to you by Dynaverse.net - FireSoul's OP Plus 4.0 (klingon.pet.dhs.org) and The Forge Scripts Pack (www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe) required. See the Dynaverse.net forums for more info."
EarlyMapName="TheForge33.mvm"
MidMapName="TheForge33.mvm"
LateMapName="TheForge33.mvm"
DifficultyLevel=1
Era=1
TriggerMission=""
TriggerPrestige=0
[Missions]
0="Met_10Patrol.scr"
1="Met_11ConvoyRaid.scr"
2="Met_12ConvoyEscort.scr"
3="Met_15BaseDefense.scr"
4="Met_16ShipDefense.scr"
5="Met_17Patrol.scr"
6="Met_18HomeworldAssault.scr"
7="Met_26AsteroidAssualt.scr"
8="Met_27AsteroidDefense.scr"
9="Met_5FleetAction.scr"
10="Met_6Patrol.scr"
11="Met_7BaseAssault.scr"
12="Met_8ShipAssault.scr"
13="Met_9PlanetaryAssault.scr"
14="Met_ED10Colonization.scr"
15="Met_ED10FleetAssault.scr"
16="Met_ED10Monster.scr"
17="Met_ED10Patrol.scr"
18="Met_ED17Patrol.scr"
19="Met_ED17PatrolAllied.scr"
20="Met_ED17PatrolEnemy.scr"
21="Met_ED5FleetAction.scr"
22="Met_ED5PlayerFleet.scr"
23="Met_ED6Patrol.scr"
24="Met_EDDisengageEnemy.scr"
25="Met_EDDisengagePlayer.scr"
26="Met_EDEnemyPatrol.scr"
27="Met_EDPlayerPatrol.scr"
28="Met_EDWarpBaseAssault.scr"
29="Met_NW16PlanetDefense.scr"
30="Met_NW18HomeworldAssault.scr"
31="Met_NW7ConvoyRaid.scr"
32="Met_NW7CourierIntercept.scr"
33="Met_NW7OutpostSweep.scr"
34="Met_NW7Scout.scr"
35="Met_NW7TheGauntlet.scr"
36="Met_NWBasePlacement.scr"

[Races]
0=0
1=1
2=2
3=3
4=4
5=5
6=6
7=7
8=8
9=9
10=10
11=11
12=12
13=13
14=14
15=15

Missionmatching.gf
Code: [Select]
Name="MissionMatching"

[General]
TurnFrequency =1

[Turnbreak]
TurnBreakRatio =0.3
Mode =2

[ScreenForMatch]
BonusForNearbyForeignCharacters =500
EnemyHexBonus =200 // bonus for a mission in enemy territory
NeutralHexBonus =100 // bonus chance in neutral hexes for a mission
ChanceMove =100 // (30) base chance for a mission on move (increase for more missions in home territory)
ChanceLogon =0
ChanceTurnBreak =10
ChanceMissionComplete =50
ChanceMissionForfeit =0
ChanceGoalExpired =0
ChanceGoalInvalid =0
ChanceGoalComplete =0

[Environment]
RadiusForMatching =0 // range in hexes for a battle to take place (0=current hex, 1=current hex + 6 surrounding, etc.)

[MissionProfiles]
ShowMission =0 // (0) shows the team's mission title, 1 show's the true mission title
HasMustPlayMissions =1 // (1) Server will dispense must play missions
MustPlayOnlyOnEnemyHex =1 // (0) Server ignores mission script settings and will only set must plays when player is in an enemy hex (HasMustPlayMissions must be set!)
Move =2
Logon =0
TurnBreak =0
MissionComplete =1
MissionForfeit =0
GoalExpired =0
GoalInvalid =0
GoalComplete =0

[MissionScoring]
ByMainCharacter =1.0
ByOtherCharacters =1.0
MonteCarloMissionSelect =0 // (0) Currently unsupported
MaxMonteCarloTries =10
MaxSequenceScore =1000

//weight to missions matching based on terrain
[TerrainScoring]
PlanetTypeScoreForMatching =5000 
BaseTypeScoreForMatching =2500
TerrainTypeScoreForMatching =100

//weight to missions matching based on political tensions
[PoliticsScoring]
BonusForExactPoliticalMatch =1000
LookingForOwnHexInOwn =1000
LookingForOwnHexInAlly =500
LookingForOwnHexInNeutral =0
LookingForOwnHexInEnemy =-10000
LookingForEnemyHexInOwn =-10000
LookingForEnemyHexInAlly =-10000
LookingForEnemyHexInNeutral =0
LookingForEnemyHexInEnemy =1000
LookingForAllyHexInOwn =0
LookingForAllyHexInAlly =1000
LookingForAllyHexInNeutral =0
LookingForAllyHexInEnemy =-10000

//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

// weights of categories
[ScoringWeights]
WeightMissionsLastPlayed =0.2
WeightPoliticsScore =1.0
WeightTerrainScore =1.0
WeightFleetScore =0.5

[RelationshipScoring]
MaxRelationShipScore =1000
PoorEnemyOfScore =100
PoorAllyOfScore =200
DecentWorstEnemyScore =300
DecentAllyOfScore =200
OrionDomesticWeight =0.7
OrionNeutralWeight =.3
OrionEnemyWeight =0.2

[RecentlyPlayedScoring]
MaxLastPlayedScore =1000
NumMissionsTracked =5

[MapScoring]
PlanetScore =20
TerrainScore =10
BaseScore =30

[AssignCharactersToSlots]
AllowHumanToHumanMatching = 1
MonteCarloSelectPlayer = 0
MinimumScoreToAssignToSlot = 300

[Game]
GameSpeed =8 //default meta game speed
SessionName ="DynaverseII" //server name

// Time to wait for missions selection in milliseconds
[SetupProtocol]
ResponseWait =120000
ReadyWait =60000

//modifier based difficulty setting
[Diff]
CaptainDiff =0.85
CommodoreDiff =1.0
AdmiralDiff =1.15

 //space backgrounds used
[Backgrounds]
0 ="space00.mod"
1 ="space01.mod"
2 ="space02.mod"
3 ="space03.mod"
4 ="space04.mod"
5 ="space05.mod"
6 ="space06.mod"
7 ="space07.mod"
8 ="space08.mod"
9 ="space09.mod"
10 ="space10.mod"
11 ="space11.mod"
12 ="space12.mod"
13 ="space13.mod"
14 ="space14.mod"
15 ="space15.mod"

[ForfeitModifiers]
ForfeitModifyVictoryLevel =4    // modifier to loss level
ForfeitModifyRegularPrestige =-1000 //prestige lost if forfeit

I always have used the default missionmatching settings except for the following diff/patch:
Code: [Select]
11,14c11,14
< BonusForNearbyForeignCharacters =100
< EnemyHexBonus =100 // bonus for a mission in enemy territory
< NeutralHexBonus =50 // bonus chance in neutral hexes for a mission
< ChanceMove =30 // (30) base chance for a mission on move (increase for more missions in home territory)
---
> BonusForNearbyForeignCharacters =500
> EnemyHexBonus =200 // bonus for a mission in enemy territory
> NeutralHexBonus =100 // bonus chance in neutral hexes for a mission
> ChanceMove =100 // (30) base chance for a mission on move (increase for more missions in home territory)
24c24
< RadiusForMatching =1 // range in hexes for a battle to take place (0=current hex, 1=current hex + 6 surrounding, etc.)
---
> RadiusForMatching =0 // range in hexes for a battle to take place (0=current hex, 1=current hex + 6 surrounding, etc.)
29c29
< MustPlayOnlyOnEnemyHex =0 // (0) Server ignores mission script settings and will only set must plays when player is in an enemy hex (HasMustPlayMissions must be set!)
---
> MustPlayOnlyOnEnemyHex =1 // (0) Server ignores mission script settings and will only set must plays when player is in an enemy hex (HasMustPlayMissions must be set!)
111c111
< GameSpeed =7 //default meta game speed
---
> GameSpeed =8 //default meta game speed
146c146
< ForfeitModifyRegularPrestige =-100 //prestige lost if forfeit
---
> ForfeitModifyRegularPrestige =-1000 //prestige lost if forfeit

There should be no racial bias in base missions; as far as I know it is not possible to set it so one side gets base missions and the other does not. (It would be interesting if that is possible)

I have observed instability from messing with settings other than these in missionmatching.gf. These same settings were used on previous runs of the forge as far as I know. (yup, just confirmed from previous gfs, only new change is increased forfeit penalty.)

I get the feeling that perhaps there might be issues with the fwait differential between the stock and EDWarp base assault missions that are included? Either that or you just had a bad run of luck.

If the issue persists I can yank the EDWarp base assault, and put in a normal ED/NW base assault to see if that makes any difference.
« Last Edit: February 27, 2009, 03:25:25 pm by Bonk »

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: The Forge - Flat Out
« Reply #194 on: February 28, 2009, 01:12:40 am »
So we r using different missions. They may help explain it. If u want to swap them out... post that u have done so so I can test to see if it changes anything, course I get a feeling Krueg likes the warp base missions that dont always show up.

Offline KBFLordKrueg

  • Commander
  • *
  • Posts: 3733
  • KBF CO
Re: The Forge - Flat Out
« Reply #195 on: February 28, 2009, 02:47:49 am »
So we r using different missions. They may help explain it. If u want to swap them out... post that u have done so so I can test to see if it changes anything, course I get a feeling Krueg likes the warp base missions that dont always show up.

Actually I prefer them, makes killing bases all the easier...kinda like tonight....mmm...crunchy bases... ;D
Lord Krueg
KBF CO
We are the Dead

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: The Forge - Flat Out
« Reply #196 on: February 28, 2009, 02:51:13 am »
So we r using different missions. They may help explain it. If u want to swap them out... post that u have done so so I can test to see if it changes anything, course I get a feeling Krueg likes the warp base missions that dont always show up.

Actually I prefer them, makes killing bases all the easier...kinda like tonight....mmm...crunchy bases... ;D

I wouldnt rub it in, Krueg... Nothing more frustrating than the coalition getting breaks and getting base assaults, killing all our bases while we try in vain to kill yours... It's demoralizing. I'll stop short right there.

Offline KBFLordKrueg

  • Commander
  • *
  • Posts: 3733
  • KBF CO
Re: The Forge - Flat Out
« Reply #197 on: February 28, 2009, 03:01:37 am »
So we r using different missions. They may help explain it. If u want to swap them out... post that u have done so so I can test to see if it changes anything, course I get a feeling Krueg likes the warp base missions that dont always show up.

Actually I prefer them, makes killing bases all the easier...kinda like tonight....mmm...crunchy bases... ;D

I wouldnt rub it in, Krueg... Nothing more frustrating than the coalition getting breaks and getting base assaults, killing all our bases while we try in vain to kill yours... It's demoralizing. I'll stop short right there.

Now you know why we "suck up" to Bonk...so we can get the missions we want when we want them... :P
 :laugh:
yeah...that must be it...
 :laugh:
Don't worry, they're cheap, I'm sure you can buy more... ;D
Lord Krueg
KBF CO
We are the Dead

Offline KBF-Crim

  • 1st Deacon ,Church of Taldren
  • Global Moderator
  • Commodore
  • *
  • Posts: 12271
  • Gender: Male
  • Crim,son of Rus'l
Re: The Forge - Flat Out
« Reply #198 on: February 28, 2009, 03:34:17 am »
So we r using different missions. They may help explain it. If u want to swap them out... post that u have done so so I can test to see if it changes anything, course I get a feeling Krueg likes the warp base missions that dont always show up.

Actually I prefer them, makes killing bases all the easier...kinda like tonight....mmm...crunchy bases... ;D

I wouldnt rub it in, Krueg... Nothing more frustrating than the coalition getting breaks and getting base assaults, killing all our bases while we try in vain to kill yours... It's demoralizing. I'll stop short right there.

We didnt get base missions every time either Dizz.....

Offline Dizzy

  • Captain
  • *
  • Posts: 6179
Re: The Forge - Flat Out
« Reply #199 on: March 03, 2009, 02:01:46 am »
Well I finally got some Base Assaults. 3 of them... 1 was a Bats and 2 were SB's. I was 8-10 hexes behind enemy lines and going into the 3rd BA my F-BB started to get pretty well damaged. Took 54 minutes because of a mistake I made, but I popped the base. Probably take only 5 minutes to replace it, but I had fun. The best part was where I had Mace's NHK on my tail the way back home in a very beat up BB. And this is where it gets fun.

Low on drones, no fighters, one shuttle NO Spares... and an expertly flown NHK by Mace made getting my BB back home troublesome.  I figured with the speed the NHK was going combined with his ECM, he was running regular Storps... So I gambled a 50/50 HET and made it swinging in tight behind the NHK not taking too much damage in the process. I was able to unleash a nasty alpha strike on his rear and slow him to where I could catch up and this made the rest of the trip back home a lot easier knowing I wouldnt be shadowed by a sneaky Rom. Good thing Feds can be sneaky too. ;)