Topic: Badlands Fun and OP Test Results  (Read 5733 times)

0 Members and 2 Guests are viewing this topic.

jdmckinney

  • Guest
Badlands Fun and OP Test Results
« on: April 01, 2003, 06:44:12 am »
For those with Orion Pirates patch 2.5.3.8 installed, feel free to visit Badlands on the D2. Right now we are using a test map geared toward mission results and map interaction testing, but all are welcome to log on and just have fun.

The server uses the latest releases of NuclearWessels' "Evil Dave" OP Mission Pack and FireSoul's OP Plus Shiplist. You MUST have these files installed to get on the server.

If you have test results, or even some fun mission stories to tell, please post them here.

For info on our first round of testing, see this Badlands thread.

Happy hunting!

FireSoul

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #1 on: April 01, 2003, 06:54:32 am »
The BattleStation Assault script works now, but..
.. if I recall correctly, the DV of the sector was not affected. (it had stayed at 30)

.. I went back onto the server as the opposing race to install another base at the border. "Starbase Construction" for a base station went well, but.. when then mission was over, the DV was down to 26. (huh?)

.. today I will try to destroy that base and see what happens.
-- Luc

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #2 on: April 01, 2003, 06:59:31 am »
I don't think base removal was turned on in the first round, but I'm not certain. It might pay to check with Castrin on the common settings used.

One more thing: a big SFCX thanks goes out to IndyShark as the player who was logged into Badlands the most during round one. Even bigger thanks go to FireSoul and Dave Wessels for their continued hard work on the OP Plus Shiplist and Evil Dave OP Mission Pack. Thanks for keeping the game fun!

CptCastrin

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #3 on: April 01, 2003, 12:25:47 pm »
Badlands will now be up (barring crashes) 24/7 for testing and just to have some fun on.  

FPF_TraceyG

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #4 on: April 01, 2003, 12:59:45 pm »
Glad to hear Badlands will be up 24 hours a day, Castrin, I know that time zones can make it difficult for people to log on at times (I know I'm one of them)...  

FireSoul

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #5 on: April 01, 2003, 02:22:14 pm »
I have been toying with the idea of updating the OP+ shiplist to be more D2-friendly for some time. The fact that Nomad was wondering if I was going to do the very same made me think that maybe I should do this next, and not later.

.. so.. I started thinking about 2 issues:
1- How long after a refit should the unrefitted ship be available?
2- Should I change the dates lyran ships with PFs appear?

I added a couple of polls to the OP+ 1.21 thread in the general forum:
 http://208.57.228.4/ubbthreads/showflat.php?Cat=&Board=UBB1&Number=54232


Please go and answer the polls so that I have a more accurate view of what people what for this issue.. SFB itself is not very useful in this matter since the D2 is not historically correct in many ways. (We can't have mothball fleets on the D2.. it would be nice, but kinda awkward. )


-- Luc

FireSoul

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #6 on: April 01, 2003, 03:46:41 pm »
Quote:

The BattleStation Assault script works now, but..
.. if I recall correctly, the DV of the sector was not affected. (it had stayed at 30)

.. I went back onto the server as the opposing race to install another base at the border. "Starbase Construction" for a base station went well, but.. when then mission was over, the DV was down to 26. (huh?)

.. today I will try to destroy that base and see what happens.
-- Luc  




Ok.. so ..
.. I destroyed the BaseStation. The DV of the now baseless hex was still 26.
I returned to my home territory, restocked, and reattacked the offending sector.

The DV went down to 15. huh?
-- Luc
 
EDIT: The 2nd mission was a convoy raid. A successful attack. Doing a convoy raid with a mauler is like ..well.. shooting at fish in a barrel.
« Last Edit: April 01, 2003, 03:52:28 pm by FireSoul »

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #7 on: April 01, 2003, 04:55:27 pm »
Hmmm, that IS odd. It sounds like the base's DV boost was subtracted after the second mission instead of the first.

Oh, and I believe it was Dizzy who first asked about phasing out ships in the list, though I do think it's a good idea.
« Last Edit: December 31, 1969, 06:00:00 pm by jdmckinney »

Maxillius

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #8 on: April 01, 2003, 04:57:28 pm »
Quote:

***SNIP***
EDIT: The 2nd mission was a convoy raid. A successful attack. Doing a convoy raid with a mauler is like ..well.. shooting at fish in a barrel.
 




LOL

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #9 on: April 01, 2003, 09:33:04 pm »
Some results:

As Gorn attacking a Klingon/Korgath hex (enemy to Klingon, friendly to Korgath, which Klingons are also friendly with), I was able to hurt the Klingon DV -- in other words, no cartel interference, at least as long as there weren't any Korgath in the mission (I'm guessing that would mess things up).

As Klingons, Tempest and I were able to boost that Klingon hex after first weakening it by 2 DV as Gorn/Fed (one mission me solo, one both of us). With 2 missions, we boosted the hex from 3 to full-health at 5.

Next up, we tried PvP in a Klingon/neutral hex as Klingon vs. Fed. I attacked Tempest's Fed fleet with, I think, a Met_NW10Patrol. The mission spawned Romulan allies for me (2) and 2 Fed DDGs to back up Tempest's CVB and CC+. Oddly, just as I was about to die a nice, painful, Klingon-like death (the Roms were already gone), the mission said "Closing Session" and quit. As I tried to get out of debriefing, I lost connection to the server, so I don't know where the problem was. Either the mission ended prematurely (once the Roms were done?) or the server crash affected it. I doubt it was lag causing me to seem OK when Tempest saw me as dead, because I did not see any lag up to that point. I haven't yet heard Tempest's side of the story.

So far, I'm encouraged by the DV changes. I'm seeing boosts when they should happen with most missions, and DVs going down when they should. The only major problem seems to be neutral coop with same-race players, but we can do without it considering allied coop seems to work.

FireSoul

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #10 on: April 01, 2003, 09:39:12 pm »
Still would be good to report this asap to DavidF.. so that he could possibly prepare another test .EXE for the serverkit.

Maxillius

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #11 on: April 01, 2003, 10:18:10 pm »
So the server's down for the night?

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #12 on: April 02, 2003, 06:30:37 am »
I don't know if Castrin was able to put Badlands back up last night; hopefully he has more information on the crash.

IndyShark

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #13 on: April 02, 2003, 07:06:24 am »
Thanks Nomad! I have been having a lot of fun on Badlands and I have been trying to recruit more players.

 

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #14 on: April 02, 2003, 08:26:17 am »
Tempest and I did see a player we didn't recognize last night by the name of Animator. I've been out of the D2 loop for a while, so I'm rusty on who's who. All are welcomed to join in the fun and, if so inclined, help us test. Spread the word.

Maxillius

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #15 on: April 02, 2003, 11:52:43 am »
Is Badlands run by Rommies?  It doesn't show on the server selection screen, so for OP there are *ZERO* servers.  

CptCastrin

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #16 on: April 02, 2003, 12:11:43 pm »
Quote:

Oddly, just as I was about to die a nice, painful, Klingon-like death (the Roms were already gone), the mission said "Closing Session" and quit. As I tried to get out of debriefing, I lost connection to the server, so I don't know where the problem was. Either the mission ended prematurely (once the Roms were done?) or the server crash affected it.  




Not sure what caused it but something crashed the server. There was another similar crash with another script but I can't remember what it was and I"m not even sure they're related.

Well the server should be back up now (actually it was bak up late last night) and I'll be watching it.  

EDIT: Oops looks like it went down again just a few min ago, it's back up now.
« Last Edit: December 31, 1969, 06:00:00 pm by CptCastrin »

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #17 on: April 02, 2003, 12:25:12 pm »
I'm almost certain we were playing a Met_NW10Patrol at the time of the crash. Animator was the only other player on at the time, and was not involved in PvP. I've played the Met_NW10Patrol solo and coop before and not had a crash, so I wonder if it was something about the PvP? I'm grasping at straws here -- Dave?

The only other thing I can think of that might cause a problem is mission dragging. Tempest and I were dragging missions now and then to get in position (a hex or two max), then logging out to clear the mandatories before drafting each other. Could a buildup of errors from dragging have caused a crash?

(PS: I'd love to have mandatories turned off for testing, so it's easier to get specific missions.)

NuclearWessels

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #18 on: April 02, 2003, 01:05:18 pm »
No idea what's up yet Doug - will need more information.  If it's a script problem it's a weird one, as the 10Patrol is one of the most-tested, least-significantly altered scripts over the past many versions.  <shrugs> I just dunno!

I tried to get on a couple of times this morning, but no server

dave

 

jdmckinney

  • Guest
Re: Badlands Fun and OP Test Results
« Reply #19 on: April 02, 2003, 01:28:51 pm »
Frankly, I doubt there's a major bug in the 10 patrol script. The early mission close did remind me of a couple prior bugs from Taldren scripts, though: the Shipyard Assault/Defense and the Patrol (all or some of them, I can't be sure, not even sure if it was EAW, OP, or both). First, the shipyard mission used to always close in multiplayer (i.e., not solo vs. AI) if two of the three docks are captured/killed. The third was essentially forgotten (even if you were within a hair of killing/capturing it). Second, I recall past D2 missions in PvP where if one side captured one of the AI ships, and possibly killed another (not certain if both had to be true), then the mission would end even though their player enemy was still alive and kicking. Is it possible this is a variation on the latter instance? I would tend to doubt it just because no ships were captured in the mission that ended early on us.

I'll try to recreate the circumstances tonight, but I'm hoping it was an isolated incident.
« Last Edit: December 31, 1969, 06:00:00 pm by jdmckinney »