Topic: Can the double weapon hardpoints be fixed?  (Read 5327 times)

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SOSCleopatra

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Can the double weapon hardpoints be fixed?
« on: March 27, 2003, 05:22:41 am »
Just getting frustrated a bit at having my shields stripped at range 30 by a barrage of 8 photons.  Also the increased accuracy of ai phasers (at range 30 they dont seem to miss, even with a 2 ecm shift.  Cloak?  lol good luck, saw Elphinstone fully cloaked get fired upon by double plasma S's at close range.  Seen other things nearly as bad or even worse.  I suggest the administrator consider taking the server down until these problems are fixed.

I think the abundance of phasers on Gorn and Fed ships, and the fact that you cant outrun a photon (and the ECM and EM seems to not work at all) make these bugs particularly hard on the Romulan players, but I'm sure it isn't a cake-walk for anyone.    

I appreciate the work the administrators have done, but I hope they can fix things so that the campaign can be enjoyable to tyhe veterans and to new players like me as well.  Until then I will likely still play (I'm a stubborn girl) but  I would rather wait for a bug free DOE.

Kroma_BaSyl

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Re: Can the double weapon hardpoints be fixed?
« Reply #1 on: March 27, 2003, 07:30:42 am »
I noticed last night that this was happening i solo missions and not just the coops BTW. Wonder if it has anything to do with shiplist issues cause I have never seen this one before.

Dizzy

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Re: Can the double weapon hardpoints be fixed?
« Reply #2 on: March 27, 2003, 12:31:07 pm »
Quote:

...and the fact that you cant outrun a photon  




You figure that one out and the drinks are on me!

KOTH-Steel Claw

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Re: Can the double weapon hardpoints be fixed?
« Reply #3 on: March 27, 2003, 12:35:59 pm »
 
Quote:

I noticed last night that this was happening i solo missions and not just the coops BTW. Wonder if it has anything to do with shiplist issues cause I have never seen this one before.  




I noticed in another thread the mention that the difficulty was set to 'Captain.' Captain! Yikes! I wonder if this has something to do with the problems since I don't recall us ever participating in a campaign at that setting.

Please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please  (whew) can it be set to Admiral?

Lepton1

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Re: Can the double weapon hardpoints be fixed?
« Reply #4 on: March 27, 2003, 01:14:45 pm »
Can someone post what the differences are in the difficulty levels and any reason why the captain level would be leading to double hardpoints on AIs?  I thought there was an initial change in the difficulty level on the server after it first went up, but later the diffficulties people were facing (ship mismatching) were attributed to parameters in the mission scripts.  So I am confused if the difficulty level of the server has been changed or the scripts altered or both.

Herr Burt

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Re: Can the double weapon hardpoints be fixed?
« Reply #5 on: March 27, 2003, 02:17:43 pm »

I never set the server to captains level.  It is and always has been set to commodore level.  I did at one time suggest I might change to captain, when people were complaining that the mission-matching was too hard.  However that proved unnecessary after I added the BPV of fighters to their carriers.

The one thing I have done is lower the BPV multipler for mission-matching multiplier from 1.0 (standard for commodore) to 0.85 (standard for captain).  However this does not affect the intelligence <snicker> of the AI.  Just the size of the ship(s) you get matched against.  I did this to fight the upper-limit problem with the original mission scripts, but that problem was solved by Tracey with the recompiled.  I am now getting e-mails that the missions are far, far too easy.  I may thus reset the multiplier back to 1.0 on the next database clean.

Regarding the difference:
Captain level turns off the AI's ability to use ECM or to launch weasels.

-Herr Burt

FPF_TraceyG

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Re: Can the double weapon hardpoints be fixed?
« Reply #6 on: March 27, 2003, 02:21:17 pm »
Quote:



Regarding the difference:
Captain level turns off the AI's ability to use ECM or to launch weasels.

-Herr Burt  




Not in my missions it won't...  

Herr Burt

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Re: Can the double weapon hardpoints be fixed?
« Reply #7 on: March 27, 2003, 02:45:36 pm »
Quote:

 paraphrase Can the double-shot bug be fixed?  Will you take the server down to fix it?




It is unlikely that the double-shot bug can be fixed, at least not during the duration of DOE.  Neither I nor Tracey (nor J'inn nor Agave nor Augustus) can replicate it in co-op, and I've got to figure out how to replicate it before we can begin looking for patterns that might show what is happening.

Please understand I do believe you and I do believe others when you say it happens to you.  However in around 50 co-op missions I still have never seen it, so the solution process is still "pre" first-step.  And it only happens in co-op against the AI.  (As frustrating as I'm sure it gets at times.)  The stupid AI needs all the help it can get when facing co-oping humans.

A few things I've been e-mailed about that people should keep in mind:
1) Getting to (very rarely) fire two shots from your own heavy weapons (photons or plasma) is most likely not related to the problem above.  This instead is a very, very old bug dating back to the very earliest days of the D2 and has been with us on every server.
2) Seeing empty hard-points via a probe and then getting shot when you close is most likely not related to the problem described above.  It is instead most likely related to the problem described in my next bullet
3) Not seeing your hardpoints charge until they are fully charged is most likely not related to the double-shot bug described above.   This is again an old problem that has always been with us.  Sometimes your heavy-weapon hardpoints don't appear to charge, but suddenly fill when finished.  If you select the weapon and watch the charge bar, you'll see the true arming status.  This can confuse enemy probes, since they are never allowed to select your weapons and look at the charge bar.  
4) I have yet to receive enough reports to determine how often the "super-effective" phasers bug is happening.  It may be related to new multiple-shot bug and thus be caused by the missions scripts, but then again it may (like the above three items) be an old bug that people are simply associating with it.  I have had "super-effective" phasers and ECM ineffectiveness happen to me at one time or another (very rare) in every server since Articfires first.

By all means keep the reports coming!  Scriptors will have to spot a pattern if they are to find an answer.

As for taking the server down for an extended time, I am not currently disposed to do that.  A bug-free DOE is impossible since the SFC code itself is simply not bug-free.  The problem so far seems restricted to the (stupid) AI in co-op play, and people have always complained that the AI is too stupid to defend itself.  So I don't yet see this as a game-stopper.  Besides, my real-life schedule will not permit the extension of the server for the time needed to solve this subtle problem.

A decree from God would change my mind about taking the server down for an extended time, but he hasn't been speaking to me often lately.  

-Herr Burt the Sympathetic
 

Kroma_BaSyl

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Re: Can the double weapon hardpoints be fixed?
« Reply #8 on: March 27, 2003, 02:51:40 pm »
Her Burt, I am positive that this was happening last night to me in solo missions as I didn't fly a single coop. The only missions I took were AlliedPatrrolA and NeutralPatrolA.

Bob Graham

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Re: Can the double weapon hardpoints be fixed?
« Reply #9 on: March 27, 2003, 03:54:28 pm »
Yea, I thought all reports of it said that only the AI did it in solo missions, never in co-op.

Herr Burt

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Re: Can the double weapon hardpoints be fixed?
« Reply #10 on: March 27, 2003, 04:23:34 pm »
Quote:

Yea, I thought all reports of it said that only the AI did it in solo missions, never in co-op.  




Other than Kroma's posts above, all reports so far have been in co-op.  Se here for most of the Forum reports:

http://208.57.228.4/ubbthreads/showflat.php?Cat=&Board=UBB2&Number=48511&page=1&view=collapsed&sb=5&o=&fpart=1

-Herr Burt

FPF_TraceyG

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Re: Can the double weapon hardpoints be fixed?
« Reply #11 on: March 27, 2003, 10:38:21 pm »
Strange D2 things. Firstly, I'd like to say that during mission testing, these bugs were never seen. And we've been testing them for quite awhile. Also, despite using exactly the smae missions as on DOE on the test server, we are unable to replicate any of the bugs. Nevertheless, they are appearing on DOE, and I have seen quite a few strange things hapenning. There seems to be a very narrow set of circumstances under which they happen, but even then, these circumstances are not always consistent.
I've seen both Gorn, Romulan and Fed ships all firing twice from a single hvy wpns hardpoint. I've seen ships launch two shuttles at once, when only one should be seen. I've seen phasers hit for mega damage at over range 30 through a ECM shift. AI ships seem to be taking quite a lot more damage to destroy than I think normally happens.
One thing for sure though, all these things seem to only happen in the missions I wrote, Dave's missions are unaffected, which tends to suggests its a scripting problem. Why then, we don't see these hapenning on the test server, is a mystery.
« Last Edit: December 31, 1969, 06:00:00 pm by Tracey Greenough »

Dizzy

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Re: Can the double weapon hardpoints be fixed?
« Reply #12 on: March 27, 2003, 10:55:29 pm »
Quote:

I've seen both Gorn, Romulan and Fed ships all firing twice from a single hvy wpns hardpoint. I've seen ships launch two shuttles at once, when only one should be seen. I've seen phasers hit for mega damage at over range 30 through a ECM shift. AI ships seem to be taking quite a lot more damage to destroy than I think normally happens.

One thing for sure though, all these things seem to only happen in the missions I wrote,  


\

E.T.

Evil Tracey anyone?

Lepton1

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Re: Can the double weapon hardpoints be fixed?
« Reply #13 on: March 27, 2003, 11:35:20 pm »
Here's a simple question, maybe.  Were TraceyG's missions tested with all the DOE modifications in place?  I am thinking and anyone correct me if I am wrong, that a number of the ships on the shiplist have been altered especially for the whole drogues business.  Is it possible that with these ship modifications that somehow hardpoints were shifted or doubled in some way?  I noticed especially that fed hardpoints for torps have been modified to one hardpoint per slot if that is the terminology rather than 2 per slot on some ships, fed CLs and CAs in particuiar.  Again I dont know about any of this but depending on how the ship's weapons are rendered in the game and where that information comes from, there could possbily be some gap between what is shown in-game and the actual hardpoints the AI ship has to utilize.  Just some ideas from one who has never nuts around with any of this stuff before.
« Last Edit: December 31, 1969, 06:00:00 pm by Lepton1 »

Maxillius

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Re: Can the double weapon hardpoints be fixed?
« Reply #14 on: March 28, 2003, 12:04:00 am »
For the split Fed hardpoints, perhaps the AI thinks it has double weapons, since it has double hardpoints.  We can see it has just as many weapons, but 1 per point.  Maybe Tracey could re-consolidate the hardpoints and see if the doubleshot bug occurs.  This may need to be put in a download for the server, since she herself cannot reproduce the bug, yet it flourishes on the server.  I don't recall what the G-CDD ui looks like, but maybe those hardpoints were split as well.  I'd reccommend un-splitting all split hardpoints as a possible fix.

Now that I think of it, they don't do that in ED missions... but if we want to use the ET's too then I suppose there must be a compromise...

Julin Eurthyr

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Re: Can the double weapon hardpoints be fixed?
« Reply #15 on: March 28, 2003, 03:07:36 pm »
I'm thinking that the doubled fire effects may be caused by the "doubled" ships for the carrier/PF-race donation routine.

You know, the AI tracking both a F-DDG & L-DDG in the same spacial location, but with individual (Federation & Lyran) hardpoints / charge meters.

It's the only thing I can think of.  Other issues, such as super phasers, etc, I can't begin to guess about (unless it's just a manifestation of 2xPh-1 volleys at the same moment... (look ma, way to get SFB-style internals done...  )

Kroma_BaSyl

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Re: Can the double weapon hardpoints be fixed?
« Reply #16 on: March 28, 2003, 03:14:09 pm »
Quote:

I'm thinking that the doubled fire effects may be caused by the "doubled" ships for the carrier/PF-race donation routine.

You know, the AI tracking both a F-DDG & L-DDG in the same spacial location, but with individual (Federation & Lyran) hardpoints / charge meters.

It's the only thing I can think of.  Other issues, such as super phasers, etc, I can't begin to guess about (unless it's just a manifestation of 2xPh-1 volleys at the same moment... (look ma, way to get SFB-style internals done...  )  




Only problem with that theory is that the Roms are firing double Plasma at me.

Karnak

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Re: Can the double weapon hardpoints be fixed?
« Reply #17 on: March 28, 2003, 03:40:18 pm »
Quote:


One thing for sure though, all these things seem to only happen in the missions I wrote, Dave's missions are unaffected, which tends to suggests its a scripting problem. Why then, we don't see these hapenning on the test server, is a mystery.  




Turn off the Officers that you enabled in your missions and see if that stops it.   It's the first thing that stands out to me based on these results.

 

Julin Eurthyr

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Re: Can the double weapon hardpoints be fixed?
« Reply #18 on: March 28, 2003, 04:32:09 pm »
Quote:

Only problem with that theory is that the Roms are firing double Plasma at me.  




Rommies inherit their fighter carrying capacity from the ISC.  I've had I-SEA's flying on my wing...

As far as I know, Herr Burt paired

Feds for fighters & Lyrans for PF (drogues).  For "sharing" to work, donor needs to be above recipient, therefore, play Lyran to inherit fighters from Feds.

Rommies for PF (drogues) and ISC for fighters.

Who knows where the Gorn get their fighters from (maybe Hydrans?, I think the Klinks are "playing" Tholian...)  Same effect there...

So, because of this duplication of efforts on all fronts, there could be the causes of all the issues we're seeing with "doubled" hardpoints.  Of course, I'm at work so can't compare the shiplists in depth...

Kroma_BaSyl

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Re: Can the double weapon hardpoints be fixed?
« Reply #19 on: March 28, 2003, 04:38:15 pm »
Yes now I see your point, might just be on to something....then again it might just be Tracey giving Dave a run for the title "Evil".

Lepton1

  • Guest
Re: Can the double weapon hardpoints be fixed?
« Reply #20 on: March 28, 2003, 04:55:46 pm »
Quote:

I'm thinking that the doubled fire effects may be caused by the "doubled" ships for the carrier/PF-race donation routine.

You know, the AI tracking both a F-DDG & L-DDG in the same spacial location, but with individual (Federation & Lyran) hardpoints / charge meters.

It's the only thing I can think of.  Other issues, such as super phasers, etc, I can't begin to guess about (unless it's just a manifestation of 2xPh-1 volleys at the same moment... (look ma, way to get SFB-style internals done...  )  




Could you explain this doubled ship business for us?  When I look at the ship list, all fed ships appear to be lyrans with ESGs and such.  Duh??  Very confusing.  But if the program is indeed "using"  two ships to make the capabilities for one, I can't see how  it can't be this.  If the scripts have to call up the specs for two ships to make one AI, it would be like two separate ships sharing exactly the same space in the game, which was a crazy idea I had had myself.

Lepton1

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Re: Can the double weapon hardpoints be fixed?
« Reply #21 on: March 28, 2003, 05:12:05 pm »
It has also been noted that sometimes AI ships are taking longer to blow up than usual.  Perhaps if the ships are "doubled", this means the number of internals needed to blow them up are doubled.   This might be a test that could be done to explore this.  If we can determine the number of internals that is needed to destroy each ship, in instances where double firing is happening, the destruction of that ship might prove to have doubled hitpoints (internals taken) as it were in the mission summary screen.

NuclearWessels

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Re: Can the double weapon hardpoints be fixed?
« Reply #22 on: March 28, 2003, 08:27:32 pm »
Quote:

Quote:


One thing for sure though, all these things seem to only happen in the missions I wrote, Dave's missions are unaffected, which tends to suggests its a scripting problem. Why then, we don't see these hapenning on the test server, is a mystery.  




Turn off the Officers that you enabled in your missions and see if that stops it.   It's the first thing that stands out to me based on these results.

 




It can't be just the officers, since the AI gets legendary officers (except for helm officer) in many of the ED scripts as well.

It's possible it's some form of interaction between the legendary officers and something else in the ET ( ) scripts, and/or between the scripts and the DOE shiplist.

<scratches head and looks befuddled>

dave
 

Herr Burt

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Re: Can the double weapon hardpoints be fixed?
« Reply #23 on: March 28, 2003, 11:47:50 pm »
If the bug were only happening to fighter carriers (which are the ships that appear in the list twice with the same name), I might view the shiplist as a possible suspect when combined with certain missions.  But that doesn't seem to be the case.  It's hard for me to judge though as I've still never seen the bug.  

A few mission-packs ago, some Evil Dave base assault missions had a problem where the AI would fight you for control of your ship.  I noticed then that you would have two sets of weapons in you ship; one that you could fire and one that the AI could fire.  I'd suspect this problem is similar that one.  The difference being that now the AI controls both sets of weapons, and so reaches the decision to fire both sets at once.  In the Dave missions I rarely agreed with the AI decisions for my vessel and thus I usually fired my weapons seperately from his.  (when I could get my ship pointed in the same direction)

For information sake:
The Gorn get their fighters from Federation entries.  Being second in the shiplist, they had but one choice for a donor.

-Herr Burt

FPF_TraceyG

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Re: Can the double weapon hardpoints be fixed?
« Reply #24 on: March 28, 2003, 11:49:12 pm »
Well, I'm glad its not just the AI Officers, thanks Dave. Its difficult to 'debug' when I can't reproduce the problem on the test server though.

Julin Eurthyr

  • Guest
Re: Can the double weapon hardpoints be fixed?
« Reply #25 on: March 29, 2003, 09:03:03 am »
Quote:

If the bug were only happening to fighter carriers (which are the ships that appear in the list twice with the same name), I might view the shiplist as a possible suspect when combined with certain missions.  But that doesn't seem to be the case.  It's hard for me to judge though as I've still never seen the bug.  

A few mission-packs ago, some Evil Dave base assault missions had a problem where the AI would fight you for control of your ship.  I noticed then that you would have two sets of weapons in you ship; one that you could fire and one that the AI could fire.  I'd suspect this problem is similar that one.  The difference being that now the AI controls both sets of weapons, and so reaches the decision to fire both sets at once.  In the Dave missions I rarely agreed with the AI decisions for my vessel and thus I usually fired my weapons seperately from his.  (when I could get my ship pointed in the same direction)

For information sake:
The Gorn get their fighters from Federation entries.  Being second in the shiplist, they had but one choice for a donor.

-Herr Burt  




If only carrier ships are duplicated, then the Rommies only have their "B" variants placed in the ISC shiplist, correct?  Well, why did I have an I-BHR escorting me when the I-BHR doesn't even touch fighters???

Julin Eurthyr

  • Guest
Re: Can the double weapon hardpoints be fixed?
« Reply #26 on: March 29, 2003, 09:44:15 am »
And a followup with proof...



Notice the I-SEAs.  If anything, they are Drogue ships, which means they should be only on the Romulan portion of the shiplist...  Yet, they're flying from the ISC here... (and cloaking quite intellegently, thank you... Perhaps the ISC should get the Cloaking device, as our AI uses it nicely... )  

For the record, this was AlliedPatrolB...    

Herr Burt

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Re: Can the double weapon hardpoints be fixed?
« Reply #27 on: March 29, 2003, 11:35:03 am »
Quote:


If only carrier ships are duplicated, then the Rommies only have their "B" variants placed in the ISC shiplist, correct?  Well, why did I have an I-BHR escorting me when the I-BHR doesn't even touch fighters???  




Yes, only the B variants are duplicated.  The I-BHR isn't a duplicate; it has its own name and is thus treated by the game engine as its own entity.  This is no different than the G-DD being treated differently from the F-DD or the L-DD.

The way the donation works is keyed on the two different ways the game looks for ships.  (At least a far as I've been able to reproduce the game's logic.)

 When  in the shipyard, what the game wants to do is build Romulan ships.  It isn't too particular about which ships it builds.  So the game chooses the most logical search path for this task by looking at the left-most column in the shiplist and finding the block of ships listed as belonging to the Romulans.  (And woe be upon you if you've got any Romulan ships listed away from their brethren; your server engine will have apopletic fits and produce nothing that appears in the shiplist below this errant Romulan ship.)  All these ships that say Romulan in their left-most column are built and offered for sale in the shipyard.

However, if you place a fighter-carrier in this list, you get big trouble in mission since the block of ships with Romulan in their leftmost entry have no programmed logic on how to launch fighters.  You'll try to launch your fighters and nothing will happen.

The solution to this problem lies within the way that the game looks for your ship in mission.  When you start a mission, the server cares very much not just which race you fly for, but which exact ship you own.  Therfore it scans the third column in the shiplist and looks for a ship with the proper name.  If you have a R-SUB, for example, it will spot the R-SUB in the ISC list and stop looking.  (Since it has found what it is searching for.)  You will thus get an ISC ship in mission your mission and your fighters will work find since the ISC knows how to launch fighters.

If you have a R-SEA, on the other hand, the engine will skip right past the I-SEA since it has the wrong name.  In the same manner -- with a stock shiplist -- if you have a L-DD the game engine will skip right past the F-DD and the G-DD since they ahve the same name.  No confusion is caused and there is no duplication.

Why do I have the ISC with ships in their fleet like the I-SEA and the I-WER?   The missions require each race to have an ally and for this ally to have bases relatively near to your space.  Otherwise they will "create" an ally and you will wind up with Feds or Gorn on both sides of the.  (It's annoying.)  The "cheat" I settled on here was to give the ISC to the Romulans as an ally, but make their ships look Romulan.  If you close one eye and squint, you can make-believe that there are no ISC in this war.  (As, historically, there should not be.)

-Herr Burt