Topic: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!  (Read 9051 times)

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CptCastrin

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SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« on: March 20, 2003, 02:34:56 pm »
Grab it now at:
http://www.sfcx.org/modules.php?name=Downloads&d_op=viewdownload&cid=2

See the Taldren Announcement forum for more details!

OOOORAHHHH!    

CptCastrin

  • Guest
Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #1 on: March 20, 2003, 02:38:31 pm »
NP and I've double checked SFCx's links and they are 100% operational so DL away!    

GE-Raven

  • Guest
Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #2 on: March 20, 2003, 02:55:07 pm »
This Patch SUX!!!  It totally nerfs the Feds!!!

Just Kidding....  just wanted to be the first to post something like that.

GE-Raven

Now it is time to go look for my OP CD.


 

3dot14

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Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #3 on: March 20, 2003, 03:04:31 pm »
add ".exe" to toasty's link.

FireSoul

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Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #4 on: March 20, 2003, 03:12:11 pm »

dderidex

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Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #5 on: March 20, 2003, 03:16:26 pm »
Hmmm....not sure I'm happy with Taldren goobering up the SFB-based weapons capabilities.

See the improved photon hit percentages and reduced plasma hold costs.

Also, they 'fixed' the TR beam, and broke it into TRL and TRH beams.

Uhh....sure....and that helps us how?  With no PA panels, the andros are still just as un-doable.

And, finally, we still can't change the damage UIs!!!  That's, like, the ONLY thing I was really hoping they'd add in this patch!

Please, PLEASE tell us another patch may be forthcoming!!  

3dot14

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Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #6 on: March 20, 2003, 03:21:12 pm »
To be fair, Dderidex, those are not "PATCH" concerns.
But MODDING concerns. (after all this is Still OP, not GAW, yet.)

Not to mention some of the "lack of features" can be used to justify the balance changes.

I am happy that a patch is at last released. and look forward to make some time to play with it.

BTW, I managed to get all the DL mirrors on one page:
http://www.strategyplanet.com/sfc/patches_sfcop.shtml

Klingon Fanatic

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Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #7 on: March 20, 2003, 04:33:20 pm »
Cool! Thank you! My favorite game just got BETTER!

RE: Andros Power Absorption Panels; couldn't you just give them (depending on ship size) heavier arrmor points and up the shield strength? Crude but effective...

Here's an idea for a single player mission at least:  script writers could time the "displacement effects" of the Andros and make a killer Andro mission or two.

Qa Pla!

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »

FireSoul

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Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #8 on: March 20, 2003, 04:35:20 pm »
Quote:

Here's an idea for a single player mission at least:  script writers could time the "displacement effects" of the Andros and make a killer Andro mission or two.
 




displacement of an object is not available through scripting.
-- Luc

**DONOTDELETE**

  • Guest
Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #9 on: March 20, 2003, 04:38:14 pm »
Quote:

Quote:

Here's an idea for a single player mission at least:  script writers could time the "displacement effects" of the Andros and make a killer Andro mission or two.
 




displacement of an object is not available through scripting.
-- Luc  




Ah...but cant you destroy a ship and respawn it ?...heh

CptCastrin

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Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #10 on: March 20, 2003, 04:53:09 pm »
Quote:

Quote:



displacement of an object is not available through scripting.
-- Luc  




Ah...but cant you destroy a ship and respawn it ?...heh  




Dang, now why didn't anyone think of that sooner?  Hmmm, but can you respawn WITH the damage that you inccur durring the battle? And how would you trigger it? I think this is do-able but it's still probably a major bit of coding because it's still a new weapon (using an exisiting effect though).

Interesting.      

Mog

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Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #11 on: March 20, 2003, 05:02:49 pm »
Does anybody know how to get the patch to take when you havent installed to the default C Drive folder?  

Klingon Fanatic

  • Guest
Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #12 on: March 20, 2003, 05:07:51 pm »
"Respawning" that was the tip of the tongue phenomenon word I was looking for! Doh! LOL

If a ship can start off with damage (For example the Repair Rondevous mission in SFC1) Why not when it respawns? Granted this is still a crude solution.

Qa Pla!

KF

**DONOTDELETE**

  • Guest
Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #13 on: March 20, 2003, 05:13:44 pm »
Quote:

Quote:

Quote:



displacement of an object is not available through scripting.
-- Luc  




Ah...but cant you destroy a ship and respawn it ?...heh  




Dang, now why didn't anyone think of that sooner?  Hmmm, but can you respawn WITH the damage that you inccur durring the battle? And how would you trigger it? I think this is do-able but it's still probably a major bit of coding because it's still a new weapon (using an exisiting effect though).

Interesting.      




Hows about a button on the hail panel.......maybe a three or four time fire limit( how you would limit this to one race I wouldnt know.....maybe a modded server using the honor system.....have the admins play Andros

Any one <range 5 gets respawned....and takes some random damage....

I'm pretty sure there was a way add damage to a spawning ship.....NTDN wrote up a script that did this for campaign play....you couldnt pick the exact damage...but you could set a percentage...then start the battle with your preselected ship...

I'm no scripter though...

Ohhhh...drool.....imagine it being only  one time weapon...but when the target respawns.....its in a one class lower ship....heh..the opposite of a battle fest...now that would be evil....and a hell of incentive to stay out of range 5....shew





 

NuclearWessels

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Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #14 on: March 20, 2003, 05:17:07 pm »
Quote:

Quote:

Quote:



displacement of an object is not available through scripting.
-- Luc  




Ah...but cant you destroy a ship and respawn it ?...heh  




Dang, now why didn't anyone think of that sooner?  Hmmm, but can you respawn WITH the damage that you inccur durring the battle? And how would you trigger it? I think this is do-able but it's still probably a major bit of coding because it's still a new weapon (using an exisiting effect though).

Interesting.      




Heh, Moggy and I talked about this wayyyyyyyyyy back, but time always seems to get in the way.

For a "playable" andro ship, the displacement device could be simulated through the communications panel (target a ship and hit displace)

I think you can create a mirror image of a ship in its current condition, but haven't tried it yet.

I'm not too sure how to handle the power drain - possibly simulated through temporarily destroying then restoring a chunk of the warp drive.

Figuring out where to displace the targetted ship to is also an issue ... possibly have the comm panel give the andro a choice between towards and away or some such thing.

The device wouldn't be on the SSD if done this way of course, but possibly it could be set up to be nonfunctional after the ship reached a certain damage level.

Coming up with a way to simulate the PA panels might be (sort of) possible by playing with the shield levels - effectively treat the shield strength as the remaining capacity, and every "turn" restore a percent of the level proportional to the discharge capabilities.  I don't think we could simulate dumping the power into the batteries, but it might not be bad other than that.

Of course it'd be kinda clunky, but it would be a fun experiment.

dave



 

Corbomite

  • Guest
Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #15 on: March 20, 2003, 06:12:02 pm »
The real question is Dave - Are you really that much of a masochist?    

FireSoul

  • Guest
Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #16 on: March 20, 2003, 06:16:58 pm »
I don't care what others want.. I want an updated OP EvilDave package.

-- Luc

Corbomite

  • Guest
Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #17 on: March 20, 2003, 06:22:29 pm »
Quote:

I don't care what others want.. I want an updated OP EvilDave package.

-- Luc  




OOOH Yeah, I forgot all about those mission packs. What version is he up to now? Is it done?

Rondo_GE

  • Guest
Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #18 on: March 20, 2003, 06:25:13 pm »
02 Patch fixes in 2.5.3.8 by the KhoroMag patching team: James King and Dutch Blomenkamp and Taldren
--------------
1)Fast Repair Bug fixed; all repairable hardpoint slots must be at 50% health to operate.
2)Fixed repair time of multiple slot hardpoints to match the number of weapons in them.
3)Fighter control icons will no longer disappear unexpectedly.
4)Direct-fire fighter weapons are now ready to fire first shot after 8 impulses, and can fire one shot per turn after that (except disruptors which are 2 shots per turn).
5)Heavy PF weapons are now ready to fire after 8 impulses, and follow regular charging rules after that.
6)Fighter minimum speed set to 20.
7)Shield reinforcement is no longer applied to downed shields when taking damage.  
8)Dynaverse 2 patrol missions no longer award a win to players who disengage.
9)Spare parts standard and maximum values in Dynaverse 2 space dock fixed.
10)Saved game difficulty is now enforced when reading in a single-player campaign.  
11)Unfinished repairs are now completed automatically at the end of a mission.
12)Some battles (AI) were happening where a empire would attack a cartel and vice versa - fixed.
13)Unused shuttles are now converted back to admin shuttles at the end of a mission, including recovery of resources used to create them.
14)Damage to the damage control system no longer affects repair times, since damage control itself is an unrepairable system.
15)Multiplayer (GameSpy/Dyna) networking tuned; effects of lag may be reduced.
16)Hellbore charging cost reduced to 2.5/turn, holding cost is also 2.5.
17)Volley cycle (mizia) interval changed from 1/20 turn to 1/32 turn [true impulse].
18)Overlapping PPD shots no longer cause too many volley cycles (mizia).
19)Plasma I defensive firing made smarter (like Plasma D in last patch).
20)Proximity photon to-hit table change: 83%/67%/33%.
21)Phaser-G hardpoint charging status indicator fixed.
22)Phaser-G multiple-slot hardpoints can now fire all shots.
23)Phaser-G point defense fixed to count shots correctly.
24)Phaser-G now honors shift-Z "fire all" command.
25)Phaser-G can now be fired if there is just 0.25 energy in the capacitor (previously 1.00 was required but it only used 0.25).
26)Phaser capacitor no longer loses charge when a phaser slot is destroyed.
27)Phaser slots that are destroyed now recycle their ready state.
28)Phaser point defense no longer shoots as Plasma D.
29)Plasma D, Plasma I, phaser point defense, and ADD systems will no longer waste shots on dead things that just haven't disappeared yet.
30)Plasma D and Plasma I will no longer waste multiple shots at the same target.
31)Plasma D reload time increased from 1 turn to 1.33 turns.
32)User-made plasma race ships with ADD hardpoints now fire ADD rounds instead of Plasma D shots from the ADD hardpoint.
33)Plasma D and ADD hardpoints now correctly show offline state in display.
34)Shotgun plasma capacity now based on current setting of weapon, not the hardpoint type.
35)Shotgun plasma no longer wastes unnecessary shots on fighter groups.
36)Shotgun plasma no longer fires more than one plasma at a regular ship.
37)If ADD shot at a shuttle, it would only shoot once then completely disable itself vs. the shuttle.
38)ADD damage versus shuttles and fighters was incorrect; [0..5] fixed to [1..6]
39)ADD12 reload time is now 2 turns instead of 1.
40)HET attempt during EM lowers success rate by 16%.
41)EM and WW launch now void any active ESG field.
42)ESG now delivers correct damage to kill fighters (previously some ESG energy was wasted).
43)Single fighter group no longer drops multiple ESG rings unless energy expenditure warrants it.
44)Mine detonation on ESG ring when user changed radius UI control fixed.
45)Hydran UI for ESG panel (multiplayer only) fixed (buttons were messed up).
46)ESG radius indicator is no longer drawn if the ESG cannot fire (destroyed hardpoint).
47)ESG capacitor and hardpoint now lose charge/ready state when destroyed.
48)ESG field that is 'warming up' will no longer cause drones to miss a Lyran target.
49)Cloak can no longer be engaged while being tractored.
50)Tractor lock on a cloaked ship negates the range doubling effect.
51)Switching from hold to repel now drops tractor hold.
52)Switching from hold to repel, or repel to hold now resets tractor capacitor.
53)When the tractor system is destroyed it will no longer charge holding cost because the capacitor is emptied automatically..
54)Speed 11 changed from 5 seconds/turn to 10 seconds/turn.
55)Assault shuttles now require 4 marines to create, and subtract none on impact.
56)Removed debug code that wrote to "EWdump.txt" on every single phaser fire.
57)Plasma holding costs reduced as follows (first number is normal, second is eneveloping) R(4/5), S(2/4), G (1/2.5).
58)Shield regeneration due to labs, lowered slightly.
59)BPV adjusted upward for Missile G ships.
60)Escort ships received a BPV increase.
61)Docking "weak" fighters will no longer transform them into stronger variety (i.e. Hornet.I magically becoming Wasp.III)
62)Launching fighters now voids WW.
63)Disengaging in Dynaverse assault missions (Planety, starbase, etc.) gives leaving player a defeat.
64)ESG vs Hellbore interaction re-added.
65)Mauler can be destroyed - fixed (note effectiveness can still be degraded by destroying batteries)
66)Unable to removed last engine drain effect from Plasma Snare hit - fixed.
67)Battlefest, and other fest's with the exception of Tourneyfest ignore Era setting - fixed.
68)(Scripting) Location Who flag always returns Federation - fixed.
69)All races may now can have either AMD or Plasma D.
70)TR beam always does 20 points - fixed. (also broke out into TRBL and TRBH).
71)Increased the number of ships per class from 64 to 128.
72)Some races are able to adjust the game speed in Dyna - fixed.
73)Patrol mission not returning proper results - fixed (thanks to NuclearWessels and FireSoul).  

FireSoul

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Re: SFC:OP 2.5.3.8 Patch is out and available at SFCx.org!!!
« Reply #19 on: March 20, 2003, 06:29:52 pm »
Quote:

Quote:

I don't care what others want.. I want an updated OP EvilDave package.

-- Luc  




OOOH Yeah, I forgot all about those mission packs. What version is he up to now? Is it done?  




I have the latest package for OP on my site (newer than his own because I recompiled it).
.. next week, he should be making another release making that obsolete, but I will update my own package at that point.


What I'm hoping is someone to set up a D2 server with the test (yes, newer than 2538) ServerKit .. and put in his missions instead of the stock ones. This would allow to help identify what bugs have been identified by him and actually work well, compared to the normal missions. .. Then some of these bugfixes could be ported to the normal missions in preparation to a future patch.

I may have a hand in that matter, so can others. I'm sure TraceyG is willing to help out too. So would NW himself.

-- Luc
FireSoul