Dynaverse.net

Taldrenites => General Starfleet Command Forum => Topic started by: NuclearWessels on January 31, 2003, 12:30:04 pm

Title: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on January 31, 2003, 12:30:04 pm
Well, there's nothing like a couple of months away from the code
to freshen your perspective and renew the enthusiasm

I've done a fairly major spring cleaning of the old ED mission pack
for EAW, scrapping an awful lot of extras that were increasing the
complexity and (mostly) adding bugs.

The new mission pack is here: http://www3.telus.net/NuclearWessels/sfc/downloads/EAWMissions.zip
EDIT: all 44 missions are now in the pack, so it runs around 8meg now.

They've also been compiled for OP, though only spot-tested: http://www3.telus.net/NuclearWessels/sfc/downloads/OPMissions.zip
EDIT: confirmed, there are a couple of hassles if you fly as a pirate (regular empire players should be ok).  The most notable is that you don't get any mission briefings ... I'll remedy that on Monday.   The other biggie is that you can draw planet defense missions but you don't get any defensive installations in the BS->SB range.   Hopefully I'll also do something about that on Monday.

Finally, I've started experimenting with SFC3 missions, just three put together so far,
THESE ARE VERY VERY VERY EXPERIMENTAL AT THIS STAGE.
For one thing, the api is designed for the 1.1 patch, so I'm not sure if the
missions even run on the unpatched version.
The three missions include one variant on the standard hail/combat mission,
and enemy-space versions of the scan/distress missions (with a few bells and whistles)
Again, let me know if you find bugs, I'd rank these as pre-beta.
The SFC3 pack is at http://www3.telus.net/NuclearWessels/sfc/downloads/SFC3Missions.zip

As always, you're welcome to use the missions or any subset of them for
single-player or online servers, and feel free to repackage them with other
missions if you want (as long as it's not for profit of course )

Hope you enjoy 'em!
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FatherTed on January 31, 2003, 12:45:47 pm
Dave's not here!

Good to see you back with your batteries recharged.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on January 31, 2003, 12:54:40 pm
All hail the king of mission coding!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Rod O'neal on January 31, 2003, 02:19:46 pm
Thank You! I want to be just like you, when I grow-up.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on January 31, 2003, 04:09:54 pm
Quote:

I've finally got them all compiled and (apparently) working for OP as well,
the OP version is here: http://www3.telus.net/NuclearWessels/sfc/downloads/OPMissions.zip
I haven't tested those as a pirate yet, and have just spot-checked many of the others,
so let me know if you run into problems.




Ohh. Cool.

.. question: are these replacements to standard missions or additions?
.. What if.. we were to take:
  .. the EAW campaigns recompiled for OP..
  .. the additional standard OP missions..
  .. this missionpack..
  .. custom .MCT files..

.. would it make a good nasty fun campaign for OP?
Where would we store it?
I claim the initiative! .. but I want permission from Dave first.

-- Luc
FireSoul
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on January 31, 2003, 04:29:38 pm
Firesoul,

the missions in the OP pack are a mix of "from scratch" missions
and modified versions of the EAW stock set

The modifications are things like
 changing the strength of opposition,
 changing the terrain maps and ship starting positions,
 correcting the mission results for ambush missions,
 adjusting some prestige awards,
 preventing certain missions from ending until all hostiles have left the map,
 adding some variability to convoy speeds and direction,
 etc etc

The modified missions have been given unique filenames and mission titles,
so they don't conflict with the Taldren versions if you want to use both.

And feel free to mix and match as much as you like

dave




   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on January 31, 2003, 05:10:27 pm
Quote:

The modified missions have been given unique filenames and mission titles,
so they don't conflict with the Taldren versions if you want to use both.

And feel free to mix and match as much as you like
 




Glad to hear it.
What I *might* do is spend some time to create .mct files and make those available to the community. That way, people can get the missionpacks from either of us, install on OP, install these .MCT campaign files and it's all done. Sure, it's a bit troublesome for the user to find all these files BUT..

.... it will be GLORIOUS!
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: SSCF Hooch on January 31, 2003, 09:07:52 pm
All hail the return of the king! (well perhaps Dark Lord fits better)  

Good to see you again Dave!!!!

Hooch
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Kestrel on February 02, 2003, 02:28:59 am
First of all, Bump!

Wow, three precious gifts all in one post.  Thanks, I have to try these out.  I am still working on a campaign based on the previous release.  I love these missions.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 02, 2003, 02:20:33 pm
It looks like it was a shared ailment between the remaining scripts under repair,
so I should have the whole batch out and available for EAW/OP sometime tomorrow
(crosses fingers)

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: RedHotChiliDog on February 02, 2003, 05:13:34 pm
This is great stuff!  Good to see some of the first custom SFC3 scripts being released too, even if they are experimental.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: 3dot14 on February 04, 2003, 10:46:06 pm
great work.

Bump.

Also how goes the update?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 05, 2003, 05:59:17 pm
All 44 missions for EAW are now in place and seem to be in pretty good shape.

I'm in the process of compiling the OP ones.  Tthat'll take a few hours, but they should be up sometime tonight.

No further progress on the SFC3 ones - not sure when I'll get a chance to hack away at those.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: David Ferrell on February 05, 2003, 08:27:34 pm
Bravo Zulu Dave!

Really great work.

Thanks,

Dave  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 05, 2003, 10:14:59 pm
Thanks Dave,

OK, finally finished compiling them for OP, that mission pack is uploading as I type, so should be good to go any minute now.
Again, the OP pack has only been spot-tested, and I'm not going to get a chance to test it much over the next couple of weeks, so if anyone tries it out please let me know if you spot problems.

thanks!
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 06, 2003, 11:47:03 am
Hey Dave thanks for the redone complete set. Will your old .mct files still call up these missions and if so can we just copy and paste them to OP?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 06, 2003, 04:37:43 pm
Hmmm ... I think the old .mct files will be ok,
<enter CYA mode> but I'm not 100% sure.

I've included a single .mct file in the pack,
it might be advisable to copy/paste the mission list from that one
into whichever campaign files you actually want to use.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 06, 2003, 05:07:47 pm
Well I'm certainly no expert, but if you haven't changed the names for them I can't see why they still shouldn't work. They just call up the scripts right?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 06, 2003, 07:52:31 pm
Yeah, I'm pretty sure the old .mct's had a complete list,
but I haven't checked them in ages.

The only catch I can think of is that they may have entries for two scripts
that I haven't included in the new pack:
 - NW15BaseDefense, which never got offered anyway so shouldn't matter, and
 - NWEvilPatrol (or something like that), which was a buggy mission variant

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 06, 2003, 08:09:44 pm
That reminds me, I was meaning to ask you (or someone) what is the stock 15 base defense mission? I actually made a .mct file with that in it only and no missions ever showed up. I don't remember a mission that allowed base defense before you made one.

Oh one other thing. Do you know if you can turn off the AI interaction in the single player D2 like BB Jones does in the multi D2 and if so how do you do it?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 07, 2003, 10:18:20 am
The 15Base mission is the defender version of base assault.

Unfortunately there seems to be a bug in the script, as I've never seen the mission actually get offered in a campaign.

Usually that comes about because of one of
 - a flaw in the message text
 - a flaw in the mission maps
 - a flaw in the team selection/drafting setup

I keep meaning to go over the script in detail to see if I can spot the problem,
but haven't done so to date.   One fine day

As for eliminating the AI interaction, usually I just set the AI population controls to something ridiculously low in the MetaMap.gf file.  E.g. variables TargetPopulationToEconomicRatio, InitalAILevel, and MaxAIsPerEmpire.  Dunno if BB does something similar or not.

dave
PS - I did confirm a couple of glitches from the pirate-player perspective for the OP versions, see the edited post up top
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 07, 2003, 10:30:22 am
Thanks Dave. I'll try those.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Captain KoraH on February 07, 2003, 10:41:14 am
Dave, I am working on a huge mod for my online D3 server, and I wonder if I could get you to re-do some of the stock Taldren SFC3 missions for me?

I want to change some minor things like the difficulty of the base assault and planet assault missions, maybe by just adding more defender ships. Could you do something like that for me? I would be extremely grateful, and I would be willing to test any missions you make on my server for you. What do you say?!

Captain KoraH
Admin of "The Neutral Zone" D3 server
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 07, 2003, 01:12:12 pm
I can't make any promises for awhile KoraH.

Right now I'm following up on some leads on the "neutral co-op" bug in some EAW scripts.

Next on the agenda will be the fixes to the OP scripts mentioned above.
 
After that I'm hoping to port some of the other OP dynaverse missions to EAW.

*Then* I'll probably spend some more time on SFC3 scripts - I'm guessing that's at least a month away, maybe two.

dave

 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Karnak on February 07, 2003, 04:46:44 pm
b
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: 3dot14 on February 07, 2003, 04:52:46 pm
Quote:

...
Right now I'm following up on some leads on the "neutral co-op" bug in some EAW scripts.
...
dave



Oh thank you!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 08, 2003, 08:53:10 am
Bump, because without Dave's work, these games would be a shadow of what they are now.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: GT-Keravnos on February 09, 2003, 10:50:08 am
What can you say when THANK YOU A THOUSAND TIMES OVER feels too small?

I really am at a loss here!  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Captain KoraH on February 09, 2003, 05:14:03 pm
Dave:

How hard would it be for someone with no knowledge of C++ to make those changes in the existing scripts I mentioned? Could you give me a quick and simple answer to the level of difficulty involved in making seemingly (only you know how hard it really is...) simple changes to the stock scripts? I'm talking something like adding a couple ships to planet assault missions, or something like that.

Thanks for your attention to my questions Dave, you really are a wonder around here.

Captain KoraH
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 09, 2003, 06:49:06 pm
If you've got any software background, or if you've worked with scripts for other games in the past, then I suspect that making simple changes to existing scripts wouldn't be too ugly at all Korah.  If you haven't got any experience at all then it might be a tough row to hoe initially.  Actually, getting VC++ and the API installed and working together might be the worst of it

For adding ships or changing the ships added you'll basically want to hunt around for places in the script where the  mCreateShip method appears, and once you spot it you can start making sense of the values it needs to be given. Rearranging map positions and mission text is also pretty basic, so I don't imagine you'd find those too difficult.

The scripting guide I've got linked in my sig gives an overview, but does assume you've got some programming background.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 09, 2003, 11:55:30 pm
As promised. (kinda)

Sets of .MCT files for SFC:OP. These files are campaign files if you want to mix the EvilDave OP mission pack with the "EAW single-player campaigns compiled for OP" package. I also included the standard campaign OP .MCT files modified for use with NW's EvilDave packs in the way that made sense to me.

 http://klingon.stasis.ca/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip
It's a 25kb .ZIP file.

heh.. "ISC-Fed.mct" file:
Description="Play as the Federation against the ISC and their war of pacification."
.. there are 72 missions listed in it. This should be good.



.. I'm.. uhh.. a bit tipsy right now so let me know tomorrow if I goofed in making these.
.. man.. this rev^2 + redbull concoction is like nectar to me....

-- Luc
FireSoul
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: **DONOTDELETE** on February 09, 2003, 11:59:58 pm
Thanks firesoul!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 10, 2003, 12:02:36 am
..heh.. you want " "?  

Here!
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 10, 2003, 09:00:03 am
Beauty, thx Firesoul!

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 10, 2003, 02:03:48 pm
Forgive me if I missed it, but are you planning to (or have already) go into the OP mission sources and get them working for OP D2 (DV updates, miscellaneous bugs)?

Again Dave, thanks for all your hard work.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 10, 2003, 03:38:34 pm
Well, I'm going to play with/customize the OP scripts, and am happy to try and fix any mission bugs folks know about.  I haven't played the stock OP missions in absolute ages, so don't remember any of the trouble makers at the moment.   (Heh, except the anomaly mission, I do have distinct recollections of frustration playing that one as a plasma pilot.)

I don't think I'll be able to solve the problems of interaction with the cartel map since that's taking place at a deeper level than the mission scripts  ( )  but if anyone's got a list of mission bugs then whack 'em in here and I'll see what I can do.

dave


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jlcarneiro on February 10, 2003, 09:41:56 pm
Great, GREAT work NuclearWessels and FireSoul!

You're simply fantastic! But does anyone have news on those SFC1 storyline missions being converted to SFC2:OP?
I received this message from Erik. I think he meant it. But I can be mistaken, can't I?  

 BTW, I don't know if I can post this kind of thing here. If I can't forgive me.

 
Respondendo a:

> ---------- Início da mensagem original -----------
>      De: "Erik Bethke" <erik@taldren.com>
>      Cc: <davidf@taldren.com>
>    Data: Tue, 14 Jan 2003 22:09:43 -0800
> Assunto: RE: SFC1 and SFC2 campaigns conversion
> David,
>
>  Go ahead and release the source code to all SFC1-OP scripts...
>
> -Erik
>
> -----Original Message-----
> Sent: Tuesday, January 14, 2003 6:43 PM
> To: erik@taldren.com
> Subject: RE: SFC1 and SFC2 campaigns conversion
>
> Erik,
>
> Hi! Sorry to bother again, but has SFC1 source-code been
> released to public?
>
> Thanks and Happy 2003!
> JL
> > ---------- Início da mensagem original -----------
> >      De: "Erik Bethke" <erik@taldren.com>
> >      Cc: <jking@prospeed.net>
> >    Data: Tue, 4 Jun 2002 19:38:00 -0700
> > Assunto: RE: SFC1 and SFC2 campaigns conversion
> > We will be releasing the source code to the public shor
> tly - 90% sure.
> >
> > -Erik
> >
> > -----Original Message-----
> > Sent: Wednesday, May 15, 2002 7:33 AM
> > To: ebethke@taldren.com
> > Cc: jking@prospeed.net
> > Subject: SFC1 and SFC2 campaigns conversion
> >
> > Erik,
> >
> > I've been asking if someone had converted SFC1 campaign
> > scripts to SFC2 but I've not been successful.
> >
> >      I have 2 problems:
> >      1. I'm not C++ proficient
> >      2. I don't have either time, nor a compiler...
> >
> > I was wondering if you could give the source-code of
> > SFC1 campaign to someone (I thought of MagnumMan,if he
> > agreed) to convert and re-compile it. I think only
> > the "storyline" ones are necessary since the convoy
> > escort, convoy attack, base attack and others are common
> > to both programs...
> > This way we could create an alternative campaign to SFC2
> > like we did with the General War campaign...
> > Is that possible?
> >
> > Regards,
> > José Luís
 


     
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 11, 2003, 08:08:26 am
Well, the SFC1 code has been available for a long time now, but the mission scripts for SFC1 are very different from the EAW/OP  ones.  It's dead easy to port EAW missions to OP, a little uglier to port OP missions to EAW, and much more work to go from SFC1 to either EAW or OP.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 11, 2003, 02:11:10 pm
Dave, here's an OP script bug right off the top of my head (also haven't played for more than a few minutes in a while):

Convoy Escort will draft an allied player or AI as your enemy, as long as they aren't the same race as you. It SEEMS to draft based on the nearest planet or base ownership when spawning AIs.

Another good one: the cargo box patrol generally doesn't give you an enemy, so all you have to do is disengage to get a free (and quick) win.

Negotiations is nearly unwinnable, since most ships in the game can't go fast enough to overtake the enemy ship that starts out ahead of them in its race to a certain distance from the planet. It doesn't help that the ship is generally bigger, too, making long-range shots useless.

There are many more, of course...
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 11, 2003, 02:46:53 pm
Beauty - I can almost guarantee all three of those have easy fixes.

I'll check them out tomorrow, so holler if you think of any others.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 11, 2003, 03:31:22 pm
Quote:

Beauty - I can almost guarantee all three of those have easy fixes.

I'll check them out tomorrow, so holler if you think of any others.

dave
   




I noticed that AMD doesn't seem to work in the Investigation mission, at least against fighters, but that may be a deeper problem. Haven't tried Plasma D yet. The other thing is no one seems to be able to figure out how to win the Recharge Spacedock mission. Either it's bugged or we are all morons . People have posted things about it, but AFAIK none of them work.

P.S. Did you complete the fixes to the OP missions with the pirates?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 11, 2003, 04:26:00 pm
The AMD not working is usually a sign that the hostility level hasn't been set high enough.
It shouldn't be a problem to fix, I'll just need to check that the higher hostility doesn't cause other behaviour problems for the AI.
(I don't remember the specifics of the mission.)

I should be able to figure out the intended results for the Recharge mission from the script,
so I'll fix it if I can (and confirm or deny folks' interpretation of what they're supposed to be doing.)

I haven't done the pirate fixes yet, I'll likely go through and do those at the same time.
(It's a simple fix, but doing it to a bajillion scripts is tedious stuff )

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 11, 2003, 10:51:27 pm
Do anyone here have a saved-game with "Battle at the grave of thought" ready to go?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 11, 2003, 11:09:41 pm
Quote:

Do anyone here have a saved-game with "Battle at the grave of thought" ready to go?
-- Luc  




Unfortunately not me, but couldn't you just make an .mct file with only that mission in it? AFAIK it isn't linked to any other mission besides that fact that it is a campaign mission.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 11, 2003, 11:40:16 pm
Let me try it.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 11, 2003, 11:57:02 pm
It didn't work:
-- Luc

Code:
 
Name="Federation vs ISC - BATGOT"
Description="BATGOT - Play as the Federation against the ISC and their war of pacification."

EarlyMapName="EarlyMap.mvm"
MidMapName="MiddleMap.mvm"
LateMapName="LateMap.mvm"
DifficultyLevel=1
Era=0
TriggerMission="Uni_1Peace"
TriggerPrestige=1
[Missions]
0="Met_NW6Patrol.scr"
1="Uni_7BattleGrave.scr"


[Races]
0=0



 
Edit: yes. I just spotted the error above:  "TriggerMission". I will try again.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 12, 2003, 12:48:19 am
still no good.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 12, 2003, 02:03:16 am

--------------------------
EDIT: NeverMind. I'm the one who made the mistake. The mission "Uni_NWX1M1ASmuggler" shouldn't have been used in the .MCT files I have put together. It's the standard one that goes there.
I have repackaged the Campaigns:  http://klingon.stasis.ca/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip
--------------------------


Dave, I have a question:

when you made "Uni_NWX1M1ASmuggler.scr", did you leave the internal structures as "Uni_X1M1ASmuggler" or did you change it, probably to: "Uni_NWX1M1ASmuggler"?

I finished the single-player campaign mission "Uni_4Resolve", but am unable to get any more campaign missions. From "Uni_4Resolve.scr" sources, the next mission for Federation is "Uni_X1M1ASmuggler". See where I'm heading at?

.. anyways, I've browsed through lots of sources and compiled the following tree. I will probably have to adjust my .MCT files. I'll do that tomorrow. it's 3AM.

-- Luc


Code:

Uni_1Peace
 - 2Promises


Uni_2Promises
 Federation:
 Gorn:
 Hydran:
 Klingon:
   - Uni_X3M1ATemple
     - Uni_3IronCage
   - OR: Uni_3IronCage
 Else:
 - Uni_3IronCage


Uni_3IronCage
  - Uni_X4M1AThief
    - Uni_X4M2ACuckoo
      - Uni_X4M3ADoors
        - Uni_4Resolve
  - OR: Uni_4Resolve


Uni_4Resolve
 Federation:
 Gorn:
 Hydran:
 Romulan:
   - Uni_X1M1ASmuggler
     - WIN: Uni_X1M2Trial
       - Uni_X1M3Poison
         - Uni_5Accuse
     - LOSE/DRAW: Uni_X1M1FInsurrection
       - WIN: Uni_X1M2Trial
         - Uni_X1M3Poison
           - Uni_5Accuse
       - LOSE: Uni_5Accuse
   - OR: Uni_5Accuse
 Mirak:
   - Uni_X2M1Interceptor
     - Uni_X2M2Reclamation
       - Uni_X2M3Apes
        Mirak:
          - Uni_5Accuse
 Else:
   - Uni_5Accuse


Uni_5Accuse
 Lyran:
   - Uni_X2M1Interceptor
     - Uni_X2M2Reclamation
       - Uni_X2M3Apes
        Lyran:
          - Uni_6Immunity
 Else:
   - Uni_6Immunity


Uni_6Immunity
 Romulan:
 Federation:
 Lyran:
 Mirak:
   - Uni_X5M1AMoon
     - Uni_X5M1FPyre
       - Uni_X5M2Sake
         - Uni_7BattleGrave
 Gorn:
 Klingon:
   - Uni_X2M1Interceptor
     - Uni_X2M2Reclamation
       - Uni_X2M3Apes
         - Uni_7BattleGrave
 Else:
   - Uni_7BattleGrave


Uni_7BattleGrave
  - Uni_8Hammer


Uni_8Hammer
  - WIN/DRAW: Uni_9A1Tyr
    - Uni_10Criminals
  - LOSE: Uni_9C1Welcome
    - Uni_10Criminals


Uni_10Criminals
  - WIN/DRAW: player retires
  - LOSS: player has lost

Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 12, 2003, 08:58:02 am
NP - actually of late I've been putting the version number into the mission title as well,
e.g. "Uni_NWX1M1ASmuggler v3.1.1".

It finally dawned on me that people have renamed copies of some of the old versions around,
so this should guarantee we avoid any conflicts.  (And in fact, it means that if anyone really likes
a particular version of a mission they can keep both it and the latest version around and use both
in the same campaign.  I'd like to say I thought it out that way, but it was just a happy accident )

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Captain KoraH on February 12, 2003, 11:24:58 am
Hey I have another question for you Dave:

What I want to do is not allow a base attack mission until the DV of the hex it's in is lowered to... a low number. Does anything in the mission script control this?

Captain KoraH
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 12, 2003, 12:40:05 pm
Well, CRAP, now I guess I have to go and look through all the scripts and try to play them again to check for bugs.

Dave, thanks A LOT for being so d***ed efficient.

Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Captain KoraH on February 12, 2003, 03:53:02 pm
Does anyone know if FSME will work for SFC3 missions? Does anyone HAVE FSME???? hehe!


Captain KoraH
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 12, 2003, 04:52:07 pm
 
Hey Doug ...

 

Well I beat a final round of sense into the EAW missions this morning, added a couple of new missions to fill some holes, and I'm just now starting the grand port/hack/fix for the OP side.  I won't get it finished today, but should have it ready on Monday, so that gives you a few days to bug hunt the stock missions

KoraH - there's nothing in the mission scripts or API that allows us to identify the current hex DV value, so there aren't many options along those lines unfortunately.  And I'm pretty sure nothing like FSME exists for SFC3 yet - dunno if anyone is working on a similar tool or not.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 12, 2003, 05:52:41 pm
I think you just got promoted to Captain, Dave..

.. well.. uhm. My SO's been having contractions these last few days. I don't know how much longer I can be available to help.. who knows, maybe I'll have plenty of time after all.

.. anyways..
.. I'm aware that this is in OP only.. but are you willing to consider my "select era-based fighters" code? MagnumMan has already told me the secret to how to detect OP or EAW with the same sources. It's all a question of using a "#ifdef OP" at this point.
  The code works well. If you're not interested, would you share the sources to the missions you have?

-- Luc

PS. I still have to get to BatGoT ("uni_7battlegrave" I believe) with my single-player campaign, so that I can prepare myself to fix it.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 12, 2003, 07:12:28 pm
I hope you're not playing the ISC campaign because that side of the mission is fine.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 12, 2003, 07:25:02 pm
I'm currently playing Hydran Vs ISC, not "ISC vs everybody else" aka "ISC Pacification Campaign".

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 12, 2003, 11:46:50 pm
Hey FS or NW, in OP are there supposed to be two meta map files in the Single Player folder in Meta Assets? I have Meta Map and Meta map.war and they have slightly different entries in some of the fields. I was wondering if this was causing some of the problems I am having with the game in that area.  BTW I only have one of those files - Meta Map - in the EAW folder so I is cornfused!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 13, 2003, 02:01:19 am
I don't know enough about the maps to answer you.. Sorry.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 13, 2003, 07:57:51 am
To tell the truth, I've always simply ignored the MetaMap.war file. Changing the MetaMap.gf seems sufficient to alter the settings for a campaign.

I always assumed it was a semi-useless file that should have been removed, but that was based on my perception (true or false) that it does nothing.

Dave (and all), I'll start a OP script bug thread. I'll be away all weekend starting Friday in the wee hours, so everyone please feel free to add your bugs to the list.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 16, 2003, 03:48:38 pm
Just a bit of an update,

I've added another handful of missions to the EAW pack to improve both combat and drafting abilities around bases, and reorganized the mission offerings to (hopefully) nullify the neutral co-op bug and to reduce the frequency of some of the more unusual "specialty" missions.  You should now get some form of pure combat mission in most locations, with the other missions showing up once in awhile for variety.  I think it's running around 47 missions and around 8.5 meg now.

All of these have been recompiled for OP as well, and I'm still gradually working through the bug list for the remaining OP campaign missions.  Hopefully those will be in pretty good shape tomorrow - I'll try and get an OP pack posted late tomorrow.

The additional OP missions will probably bring that pack in at over 10 meg --- Castrin, you were offering sfcx as a possible mirror site? If that offer still stands,  I might have to take you up on that as the primary location for storing the pack -- this is going to put my site well over it's storage limit.  Thx!

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 16, 2003, 03:59:48 pm
Let me know where this pack is too, please.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on February 18, 2003, 01:01:05 pm
Quote:

The additional OP missions will probably bring that pack in at over 10 meg --- Castrin, you were offering sfcx as a possible mirror site? If that offer still stands,  I might have to take you up on that as the primary location for storing the pack -- this is going to put my site well over it's storage limit.  Thx!

dave




I can mirror / host any and all ass you need. I have them all right now so if you want I can switch the links on SFCx (yes they are in the DL section) and then you can save some space.

Just let me know.

btw: sorry for the late responce, the thread got buried and I usually hang out in the D2 and D3 forums.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 18, 2003, 01:24:05 pm
Quote:

btw: sorry for the late responce, the thread got buried and I usually hang out in the D2 and D3 forums.    




you should come out and play more often.
.. btw, castrin, .. .. are there any OP D2-related bugs that could be avoided via server-side settings (that you know of)?

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on February 18, 2003, 04:02:23 pm
Well beyond the already stated (terrian bug, netural co-op bug, pirate / empire DV bug) the only other one I can think of is the (J'inn) asteroid-base-mission-from-nowhere bug. I.e. getting asteroid base missions when there isn't a asteroid field with in 10 parsecs.

The best one to chat with on hex issues / bugs is SFCx lead D2 nutter Nomad.    
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 18, 2003, 04:41:57 pm
..hmm.. I want to see where NW's contributions will lead up to..
.. then there's the matter of an OP patch that we're awaiting.


.. I ponder simply: with the current OP Patch in the works.. would there be a possibility of a useable D2 server with the first patch? What if there's a way to turn off the pirates?

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 18, 2003, 06:16:34 pm
Quote:

Well beyond the already stated (terrian bug, netural co-op bug, pirate / empire DV bug) the only other one I can think of is the (J'inn) asteroid-base-mission-from-nowhere bug. I.e. getting asteroid base missions when there isn't a asteroid field with in 10 parsecs.

The best one to chat with on hex issues / bugs is SFCx lead D2 nutter Nomad.    




Heh, yeah the asteroid-bases-from-nowhere bugged me, so I modified them to only get offered in appropriate areas.  It was perhaps a tad overzealous though....  Now it seems they don't get offered at all
That's why I didn't include the asteroid base missions in the pack.  Ah well, I'll see if I can figure out what went wrong there.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 18, 2003, 07:18:22 pm
Some feedback: on the missions:

The revised Met10_Patrol (and maybe the other "standard" patrols) constantly puts me in a 3v3v1 (1 being a pirate), and so far I've always been outgunned by the enemy empire. My allies tend to be specialty ships like maulers or weak carriers (Klingon allies for my Lyran). The Mirak I'm seeing get stuff like MEC/CC/DN. I'm rusty, but this is a bit tough for a standard patrol replacement. After all, isn't fleet action a 3v3? I'd like to see the occasional 1v1.

The Salvage mission had no enemy AIs, and the contents of the cargo boxes didn't transport right. If I got, say, a spare part from one box, I couldn't get any from the others, and in fact trying to transport them off the other boxes repeatedly would remove my items and put them on the box for all items except the spare part. Once I had the full four items and left by the border, I got a win.

The Holding Action script got called up in an empty enemy hex, but at mission start, it said it was waiting for other players and stalled out. I don't know if the Holding Action was getting called inappropriately and needed a "live" aggressor to work, or if it was just a general bug with the Holding Action/Data Recovery.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 18, 2003, 08:24:19 pm
Data Recovery does have a problem at load up it's not just you. It froze up on me three times and hasn't worked yet.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 18, 2003, 08:36:41 pm
The salvage no-enemy bug is taken care of in the next pack.

The three patrol variants are all offered in player space now, since they all suffer from the neutral space coop bug, so one of them now gives 1-on-1 when played vs the AI, one gives 2-on-2, one gives 3-on-3.  They all support 3-on-3 drafting and all go under the generic "Patrol" name when you don't have "true names" turned on for the mission titles (i.e. the strengths appear random when all three scripts go under the same mission title, but behind the scenes it's handled by three seperate scripts).  That will also allow me to do a little more customization of the patrols to increase the appearance of variety  I'll tweak the balance on it tomorrow.  It might not be possible to decrease the odds of getting oddball variants for allies - essentially you specify a strength range relative to the player strength, and if (for a particular player ship) lots of oddballs fall in that range then the chances of drafting one are pretty high.  I'll see what I can do though.

I'm not sure what the poop might be with the Data Recovery/Holding action -  I'll check that out tomorrow.

What else is up ... um, the Courier should do something a little smarter in the next version (rather than dive straight into combat).

Keep it coming guys, and thanks!
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: EmeraldEdge on February 18, 2003, 08:41:52 pm
I just tried a NW2holdingaction and it worked fine (with the exception of the listening post being a base station instead).  Destroyed the ships and the mission ended, didn't have to defeat the base station, fortunately.  Nomad(jdmckinney) has frozen tryin' to get this mission before though.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 18, 2003, 09:47:29 pm
Hmmm ... might be a race specific issue, worked fine for me last time around too.

I'll check and see if it's trying (and failing) to generate cartel bases maybe.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 18, 2003, 11:43:30 pm
Quote:

Hmmm ... might be a race specific issue, worked fine for me last time around too.

I'll check and see if it's trying (and failing) to generate cartel bases maybe.

dave
   




I'm just using the Lyran.mct you provided. I have never had trouble with the Data Recovery mission before. I have to use Ctrl+Alt+Delete to get out of the mission screen. The ship never appears, only the empty star field and blank systems UI. When I hit Ctrl+Alt+Delete it says that SFC is not responding.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 19, 2003, 02:50:45 am
aiiee.

.. the year was 2284.3 ..
.. I'm currently playing the Klingon Vs Mirak single-player campaigns compiled for OP. I am using your missions also, with my custom .MCT files that mix both.

Mission: The Surprise Reversed.
Enemies: Gorn.
My ship: C7V.

.. there was an X-Ship in the enemy fleet. (aiiie!)
It also happened to have activated. I died.

Is there a way for the scripts to detect what the current year is? Me, I have working code that allows randomly choosing a ship in service on such a year..
Fixing this is possible if we can detect the current year in the script. (Not mGetEra.)

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 19, 2003, 03:21:45 am
..
I think I just encountered another bug in the damned API.

I did this, trying to fix the era issue in another script:
Code:

int32 tUni_9Edge::mInitializeStart( tDynaverseScriptInfo& info )
{
   FILE *fp = fopen("c:\\edge_date.txt", "w");
   fprintf(fp, "Date --  Year: %d  Day: %d\n",
      info.fMissionDate.fYear, info.fMissionDate.fDay);
   fprintf(fp, "Campaign Year: %d\n",
      info.fCampaignYear);
   fflush(fp);
   fclose(fp);

   return 1;
}



The year was 2283.4 in my campaign. Here was the result:
Code:

Date --  Year: 176  Day: 1
Campaign Year: 176



Can you think of a better way to load the date from the Dynaverse's passed-on data?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 19, 2003, 10:08:10 am
Firesoul: no, I've never succeeded in capturing the actual date - I'd tried the same thing as you did, with similar results. <sigh>
The surprise reversed is using the API's mCreateFleet and mCreateShip methods to generate the oppositon ships, so apparently those are bugged datewise in OP (they seem to work fine in EAW).  Heh, it's a y2.3k bug

Corbomite: I meant racial dependent on the draftee, not the drafter.  I suspect when it picks the opponent race it's doing something funky when it picks a cartel.  I'll check that out this morning.

EDIT:: Confirmed - it was trying to generate a base belonging to whichever race got picked as one of the opponents.  If that opponent happened to be a cartel race then there is no appropriate base in the shiplist, so it was stuck.

dave


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 19, 2003, 03:43:09 pm
OK,the OP pack is good to go on the next round.

I think all the bugs listed by folks above have been vanquished, hopefully without letting any new ones creep in.

The pack is up to date at http://www3.telus.net/NuclearWessels/sfc/downloads/OPMissions.zip

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 19, 2003, 04:24:37 pm
is "Met_NW15BaseDefense.scr" supposed to be removed?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 19, 2003, 04:37:31 pm
Quote:

is "Met_NW15BaseDefense.scr" supposed to be removed?  




I see an Allied Base Defense, but not the 15 one. Also there is a NW7Starbase Assault and a NWStarbase Assault. There are repeats of the Convoy Raid and Convoy Escort missions also. I assume that the one's with the numbers are the tweaked originals and the one's w/o are the one's you wrote yourself?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 19, 2003, 05:50:26 pm
Heh, you guys are just too damned observant!

Yes,  I have never yet managed to get the 15BaseDefense to actually appear anywhere, so didn't want to waste the bandwidth.

And yes, the scripts with numbers in the filenames are variants built off the Taldren scripts with the same number, whereas the others are my "from scratch" scripts.

Just to make life irritating, I'm just now uploading another pack for both OP and EAW.  I discovered I'd missed some corrections w.r.t. ship damage and repair in anomaly and suprise reversed, and made some tweaks to the ambush mission - it might now be a tad scarier to get ambushed.

 These packs (both the EAW and the OP) also finally include the single-player campaign (.mct) files for all races.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 19, 2003, 06:06:08 pm
.MCT files?
That's good to know. I'll update my own files later on to match this pack's.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 19, 2003, 06:48:08 pm
LOL! I've deleted and reinstalled these so many times my HD is threatening to go on strike! Do you consider these final? Did you see my question about the Starbase Construction mission? Thanks for all the work Dave. With all these missions to chose from you can probably go through an entire campaign and not see some of them at all, which will only add to the replay value more. I remember you saying you lowered the chances of some missions cropping up, which were these, if you remember?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 19, 2003, 07:11:17 pm
Heh, yeah, giving the old net connection a good workout these days

I'm hoping that's the final beastie.  If I don't hear about any showstoppers in the next few days I'm going to zip up all the source code and post that as well.

Was your starbase construction question the one about allies or the one about the map?  Hmm, either way the answer probably isn't the one you're looking for  Right now the mission only has one map, and has no provision for allies.  It also has some quirky compile issues I haven't bothered to track down.  I might get ambititous enough to add some maps and some allies one of these days, but no concrete plans to do so right now.

thanks for all the help testing folks!
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 19, 2003, 07:49:23 pm
Yeah, mine was the map question. Oh well you can't have everything! Again, good work. This stuff makes single player actually interesting. I guess you gave up on the Asteroid Base Assault mission?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 19, 2003, 08:37:55 pm
Yeah, not sure what I did to break my version of the asteroid base missions, but lost patience with it for now

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Rod O'neal on February 19, 2003, 11:40:17 pm
I just finished DLing the EAW scripts and i'm gonna do the OP ones now. just thought I'd bump this back up on the 1st page. I'm tired of all the bickering and crap that's up there now  
This is good stuff. thia is what we should be talking about. Great work Dave
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 20, 2003, 02:06:14 am
Quote:

Firesoul: no, I've never succeeded in capturing the actual date - I'd tried the same thing as you did, with similar results. <sigh>
The surprise reversed is using the API's mCreateFleet and mCreateShip methods to generate the oppositon ships, so apparently those are bugged datewise in OP (they seem to work fine in EAW).  Heh, it's a y2.3k bug





Think it would be acceptable to create enemy ships based on the YFA of the latest of the player ships?
The ships created could be checked on 'existance' ..
ie: (pseudoCode)
Code:

  EstYearMax = YFA + 3;
  EstYearMin = YFA - 7;

  if ((shipToAdd->YFA > EstYearMax) || (shipToAdd < EstYearMin))
  {
      This ship won't be added to a 'possible' list of ships to be created. Either too early or too late.
  }



Yes, this is possible: MagnumMan's shiplist API.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 20, 2003, 08:09:11 am
Yeah, the only problem is I've tried to move away from using Mag's shiplist tools for online dynaverse missions.

They're awesome for single player and skirmish, I love being able to get at all the shiplist information during a mission, but I've noticed an increase in connection problems for multiplayer dynaverse battles.  Purely hypothesizing, but it seems like the pause  during loading of the shiplist at the start of the mission coincides with more problems connecting the players together.  Mission stability seemed to drop when I put it in, and improve again when I took it out

I should have the mission sources posted early next week though, so if you want to experiment with putting it back in feel free!
dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 20, 2003, 09:51:42 am
Thanks for the sources Dave.. I've been looking forward to them.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: RogueJedi_XC on February 20, 2003, 02:22:39 pm
Dave, you evil bastich! Surprise reversed, huh? More like double-reversed! Holy crap, two DN's and a BC against my little ole CL...

You're evil, man. Pure evil.


Keep up the good work.    
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on February 21, 2003, 12:04:30 am
Sorry to disturb, NW, but I  had a question after updating missions mid-campaign.

I was using a hand-edited campaign from the EAW mission pack that was available last week, ( I had an all-revised missions campaign set up, only leaving Starbase Construction from original), and noticed that in playing the campaigni after,  using the mission list/campaign from before, its stopped responding 'entirely' to the situations present, for some reason, not giving me base assaults in base assault sectors, just 'Investigation' (usually). Gives me base assault in plenty of spots without bases, but...

Seems to be putting the 'older' fleet assault in more often as well. And I told this campaign not to use /any/ of the originals. I like the planet assault with bases in orbit, and the fleet assaults with more than 3 enemy ships!

Also... a random question. I noticed that the mission can be 'forced' to put starbases in Homeworld Assault sectors. Can the same code be used to force the 'homeworld' planets as well? Seeing K-PK or L-PL or such would be nice The ISC homeworld is a NASTY customer  to approach

Just Curious

Carrie

Update: Hydran Homeworld and no planet assault! gah.

Update2: Nevermind, there it came. On the 3rd attack in the hex.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 21, 2003, 03:28:38 am
Pst. Hey dave.
I just got a "Data recovery" mission where the Listening Post was a BaseStation.
.. also.. my ally and the enemies were of the same race.

.. *shrug*
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 21, 2003, 07:25:54 am
From what I've seen, the base station is intentional.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 21, 2003, 08:38:42 am
Firesoul: yeah, it may throw bases out once in awhile, just for a bit of variety  Getting the same race as both enemy and ally is disturbing, I'll have a boo at the script and see if I left an "AnyRace" floating around in there somewhere.

EDIT:: nope, just checked - each of your allies is specified as AllyOf drafting player, and each of your opponents is specified as EnemyOf drafting player.  I guess the next suggestion would be to double check the political settings for the races involved.

Carrie: hmmmmm ... the "true mission names" are being updated with each new version of a mission.  If the saved game file stores the true mission names somewhere internally, then it might be getting confused by the switch.  I'll have to experiment with that a bit.  On the homeworlds issue, if the upcoming OP patch genuinely fixes the mGetHexType method (as rumoured) then it should be possible to get the right racial homeworld in homeworld assaults - have to wait and see on that one.

dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on February 21, 2003, 11:09:48 am
And now, even more, again from EAW.

I've figured out my planet assault problem, I went into one sector for it, and both "Planet assault" and "Planetary Assault" popped up under different names. Planetary Assault was the one I picked, sure enough that's the /good/ one, with the bases in orbit and all.

But when I start playing it under the new pack version, it bumped a Hydran hex I was attacking back up to 70 defense, from 30.  It's done that on several other occasions as well. If its still using the campaign setup I had before, it shouldn't be using Planet Assault at all. Might have to start a whole new campaign again, and simply copy all the mission names from the readme into the campaign file. Ugh.

I also got Hydran ally while attacking a Hydran hex. Wonder if that's part of what happened. Wonder of wonders, without a Hydran on the team it worked right that time. Then I only get planet assault next round, with 3 ships. Must remember to find the truename difference between planetary assault and planet assault, to erase the 3 ship one.

And just when I had the KE conquered...

As for the homeplanet thing, I'm talking about in EAW, so I guess the OP fixes don't apply. Hope the OP patch fixes the "no starbases in late/advanced era" bug.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 21, 2003, 12:52:18 pm
Hm, if it's giving you Hydran allies in the assault on a Hydran base that could well explain why the DV went up, but (needless to say) getting your allies as enemies isn't a good thing.

I'll have a dig into it on Monday and see what I can find out.  
Just to confirm, that happened in the ED-style mission, with lots of orbitting platforms etc?

thanks,
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on February 21, 2003, 01:03:56 pm
Yeah, the one with all the platforms and such. The one that I  want , as opposed to that other one that's too easy/cheesy even with PlPh planets. What ever happened to the old base assaults with the shipyards and defense platforms around the bases? Between the mission pack a week ago, and the one now, I haven't seen a single one of them. I like the missions tougher. I pushed up the figures in your guide to tweaking, trying to make it put a lot more/bigger ships out, but getting those same old missions with scans against little ships and such, is starting to bug me again

*gets Planet Assault and Planetary Assault in same hex again*

Hmm. That's been the only two times that I've noticed allies other than Orions (who I have all set to 0 hostility with anyone, so they don't take hexes). Was with those two missions in the same sector again.

And the next time I get Planet Assault, and get two Overstrikes as allies. Again against a hydran planet. *sigh* Hostility between Hydran and UFP is set at 1000, for ref. Essentially, "everyone else is the grand enemy of everyone else".
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 21, 2003, 01:38:37 pm
AHHHHH!!! <light goes on> Is EVERYONE enemies of everyone else for the player races?

A number of the missions assume each race has at least one ally and at least one enemy from among the eight playable races, otherwise they just go ahead and pick any old race for a particular slot.  It wouldn't be at all surprising if the race chosen was the one who owned the hex.

dave


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on February 21, 2003, 02:02:52 pm
Dave are there updated versions?

Been working on the SQL for D3 and didn't see this tread till now. Let me know and I'll up date things on my end.

Btw did you get my PM?  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 21, 2003, 02:29:52 pm
Doh!  I just realized I hadn't checked my PMs in days (ok, a week) - just fired off a reply.

The last update was Wednesday afternoon I think ... the 19th?
That one included some fairly significant changes, but I don't anticipate any others for awhile.

thanks again!
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Captain KoraH on February 21, 2003, 02:33:43 pm
Castrin, I'm very interested to know what you have planned for SQL in D3!!


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 22, 2003, 11:05:12 pm
Dave,

.. have you changed the AI's behaviour somehow in your mission scripts?
well.. go see your private messages. ;>

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 23, 2003, 02:05:24 am
Quote:

Dave,

.. have you changed the AI's behaviour somehow in your mission scripts?
well.. go see your private messages. ;>

-- Luc  




I think he has. Every time I try to engage it sets up a card table and asks me if I want to play Canasta.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 23, 2003, 02:13:26 am
heh.. heheh.. no seriously..
.. It's important.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 23, 2003, 04:23:56 pm
Nope, haven't done anything with the AI behaviour - at least not deliberately

In the mission film you sent me (the 4Ambusher variant) the ambushed AI starts out with shields and warp engines offline (i.e. destroyed at the start, then restored 30 or so seconds in) but that's about it.  The hostility settings are all stock, and no other commands or goals specifically set.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 23, 2003, 04:25:57 pm
nonono.. keep your eye on the other mirak ship..
.. might I remind you it's a CVA? .. it's a DN. .. how many HET's does it try to do?


Check it out.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 23, 2003, 07:42:16 pm
OK, due to both capacity and bandwidth limitations at my personal site, the mission scripts have moved.

They're now available (thanks to the good folks at SFCX.org) at
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip
http://www.sfcx.org/downloads/mirrors/NuclearWessels/SFC3Missions.zip

I've updated the links on my own pages and in my sig, if anyone else has links to the missions they might want to update those too

Many thanks Capt Castrin!
dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 25, 2003, 06:12:52 pm
Quote:

nonono.. keep your eye on the other mirak ship..
.. might I remind you it's a CVA? .. it's a DN. .. how many HET's does it try to do?


Check it out.
-- Luc  




Ah - it just dawned on my what the issue might be!

I might have given legendary officers to the AI ... it might be a legendary navigation officer trying to pull off all the extra HETs

I haven't got access to the code right at the moment, but I'll check on it later.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 25, 2003, 06:51:30 pm
What about this Canasta issue????
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 25, 2003, 09:30:26 pm
You sure it wasn't Fizzbin?

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Daew Anahos on February 26, 2003, 07:00:31 am
What about the Tri-Dimensional Chess Add On With The "Spock" AI option???  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on February 28, 2003, 12:49:39 pm
I've just been playing the new missions (all of my bad hex value and such changes to .gf are fixed), and have been noticing a few things.
 

     
  • With planet assault (the original version without the bases in orbit), there's a continual bug coming up, at least in EAW. Can the enemy ships be set to start out further from the planet? Right now, because the new code takes rings into the account as size of 'ringed planet', all the enemy ships are destroyed, cause they're inside the rings, and thusly "hit the planet" in the code.

     
  • I just got done playing Courier Intercept. Is there some reason it claims 'mission incomplete' after destroying the Courier and running? I had a single BB, I knew damned well that I wasn't gonna beat a B-10+C-8+C-5, and it claimed I hadn't destroyed courier. Is that a bug?
     
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 28, 2003, 01:57:53 pm
Doh!  On both counts

Yeah, right now I think the courier intercept expects you to kill everything to win.  I'll get that corrected soonly.

And the defenders dying planetside is an easy fix - will get on that one too.

I should have fixes for both posted Monday.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 28, 2003, 07:10:14 pm
.. now that I've been relieved of Dad duty (temporarily), I can compile some missions and test the buggy AI HET problems..
.. I'll let you know.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 28, 2003, 07:26:34 pm
Hey dave.. I just noticed that all three BaseAssault missions are:
Code:
DEFINE_SCRIPT_CLASS( tMet_7BaseAssault );



I think it would be best to have a different 'class' for each mission. I believe this 'class' is used to register itself to the main program. The last script in the .MCT with a given 'class' will be the one played all the time, I think.

ie, from one of the Custom pre-packaged .MCT files::
Code:
6="Met_NW7StarbaseAssault.scr"
(...)
41="Met_NW7BaseStationAssault.scr"
42="Met_NW7BattleStationAssault.scr"



I'm willing to bet only BATS assaults are being picked.

-- Luc
FireSoul
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 28, 2003, 07:45:23 pm
Nope, they actually get picked correctly based on the type of base(s) in the hex.

The only differences between the three scripts are the hexes they are allowed to appear in and the class of base they draft.  It does actually work, just a small handful of lines of source code are different for each.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 01, 2003, 12:40:48 am
Ok.. I've recompiled the Missions for OP (marked as version 3.1.2a) and the AI HET Madness has disapeered.
Here's the updated .Zip for OP.
   http://klingon.stasis.ca/sources_and_utils/EvilDave/OPMissions.zip

Dave, feel free to update your own with it. Either way, it doesn't matter as you'll probably update Monday.
Let's see what I can do for the EAW missions pack, now.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 01, 2003, 12:52:37 am
Ugh.. never mind.. the packages have indeed been adapted for OP only via sources. Easy enough to fix, but tedious enough to say:

.. Wait for Dave to do it.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 01, 2003, 01:58:40 pm
I'll get 'em compiled and posted Monday Firesoul.

Should have the other assorted fixes and enhancements from the EAW updates in there as well.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 01, 2003, 02:55:43 pm
Well.. let me share something MagnumMan found for me.. I used it in the coopace sources to auto-detect if using EAW or OP.

Code:

// For EAW/OP detection
#include "soundnums.h"
#ifdef kSndPhaserFire
   #define EAW 1
#else
   #define OP 1
#endif



.. then you can set up the differences by doing "#ifdefs"s.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 01, 2003, 03:59:46 pm
VERY NICE!  THX, will definitely do that!!!!!!!!!

It'll be nice to get a common set of source code for the two versions, thanks again!

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 01, 2003, 04:05:56 pm
That's the idea.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 01, 2003, 04:59:28 pm
Not to bug or anyhting, and I'm not sure if this is a bug or what, but I just got the better Planetary Assault with the Battle Stations, attacking the northwest neutral hex from the UFP border, up by Mirak space. And I noticed... it had the battle stations, def platforms, and shipyards... but no defending ships? Is that just something that'll happen in neutral space sometimes, or is it an error?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 02, 2003, 04:52:03 pm
Interesting ... it may be that it's failing to find an appropriately sized defender (based on your ship strength and the race you're fighting).  That probably means I've made the selection range too narrow.  I'll do a bit of twiddling with it and see what I can come up with.

thanks,
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 02, 2003, 10:07:21 pm
Here's another one:
Scout mission. I have a Z-BCV.

No enemies were generated. Dunno why by looking at the code.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 02, 2003, 10:45:10 pm
Well, in both missions mentioned the scripts were using a more restricted set of ships than usual (usual is Frigate through Battleship).  In one it specified HeavyCruiser or up, in the other it specified BCH or lower.  I'm guessing that, in the BPV ranges available and based on whatever difficulty settings were being used it just didn't come up with suitable opponents.  I'm working my way through all the scripts correcting a few other settings and adding the EAW/OP detection, so I'll check and correct those as well and we'll see if that takes care of the problem.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 02, 2003, 11:49:48 pm

Surprise Reverse, ED version:
Year: 2284.3 (Late)
PlayerShip: Z-BCV.

Enemies Generated:
K-B10  (yeeouch)
K-B10  (yeeouch x2)
K-XDG  (in late era??)
K-D6DB
K-BTK  (OP+ Shiplist, BattleTug is a BCH.)

 


.. why would it generate an X-Ship? ..  in my shiplist, that's like .. uhm.. 20 years ahead of its time.
.. also, why would it generate such powerful ships?

-- Luc


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 03, 2003, 01:09:47 am
Hmmm - it's using the built-in mCreateFleet to generate the opposition, so that's a tough one to answer.  Will do some exploring.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 03, 2003, 02:21:09 am
I've gotten several of those. And a few shipyard assaults against various empires, where the defenders never showed up.

Admittedly, I'm playing a modded ship so boosted that its stupid (SCS at 450BPV, no shield boosts), but in the NW missions, finding multiple Klingon battleships is still... quite daunting. When it pulls enemies. It should NOT be pulling Q-SHIPS, of ANY size, to attack or defend against it, though. Is that number pushing the scripts out of whack by itself? It should be playable with whatever modding you have in place.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 03, 2003, 10:55:16 am
All the AI drafting is based on ratios of the player ships' BPVs ... for instance "draft an enemy between 0.65 and 1.15 times the size of ship 1 of the drafting player".  If it can't find anything in that range in the enemy's shiplist then it generates nothing, so yes, using a heavily boosted ship will definitely skew things.    

Unfortunately, lowering the bottom end of that range (e.g. making it 0.35 or something) doesn't work either, because then when you're in a smaller ship you find yourself drafting freighters and low-end police ships.  To make things worse, in EAW it simply grabs the smallest valid enemy in the specified range, whereas in OP it more or less randomly chooses anything in the range as far as I can tell --- making balancing the ranges to work for both games even trickier.

The balancing is currently aimed to work best for player ships that are each in the 75-200 BPV range - the further outside that you get (on either end) the more likely you are to encounter some bum drafts.  Note that's on a per-ship basis, so flying a pair of 180 BPV ships will result in more balanced enemy fleet composition than flying a single 360 BPV ship.

And for the out-of-era problems between late and advanced era in OP .... well, not much I can do there since the API methods do the actual ship selection for the fleets.

Ugly huh?
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 03, 2003, 12:09:58 pm
How about adding a check to see if enemy team exists and add fail-safe ship creation code there? (With a timer)..

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 03, 2003, 01:12:26 pm
Heh - yes, it's a good plan ... just have to muster up the enthusiasm

I'm about halfway through the current rebuild to get them into a common code base, so I'll finish this off and do some testing of it.    Next week I'll see about adding timers and backup ship generation to each of them. (Maybe ... spending an entire Monday doing the same thing to 60ish scripts is  the mental equivalent of whacking your skull vigourously with a ballpeen hammer )

dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 03, 2003, 01:24:59 pm
I understand.
I'm not asking for now-now-now..

.. I was just suggesting a possible fix for the problem. I doubt that all missions need it. Maybe start with the ones we know have this problem?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 03, 2003, 02:02:06 pm
Definitely.  Hopefully the hull class corrections will take care of some of it, then we'll see which missions still have problems finding opponents when flying the bigger hulls.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 03, 2003, 02:20:11 pm
Ok.. why don't you keep this idea kicking around?
.. do the current release and we'll test from there on.
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 04, 2003, 09:25:53 am
That's interesting to hear, NW. There's no way to put the API to see a bigger number, and split it into multiple ships, then?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 04, 2003, 09:37:08 am
That's an interesting failsafe method..
.. maybe a "mCreateFleet" call?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 04, 2003, 11:07:03 am
Quote:

That's interesting to hear, NW. There's no way to put the API to see a bigger number, and split it into multiple ships, then?  




Yes and no.

If it's a slot where drafting is involved, then no - you simply get the one kick at the specifying the size range and live with the results.

For teams that are purely AI npc's (like the fleet you attack in surprise reversed, or the convoys etc) you can break it down with a little extra work.

In fact, the surprise reversed does that a little already - I increase the number of ships in the enemy fleet as the BPV increases, to try and prevent it from just generating a small number of huge ships.

From the looks of things that's not quite enough though, so splitting it into two create-fleet calls beyond a certain BPV range sounds like a good idea.

dave

 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 05, 2003, 06:23:45 pm
OK, the latest update (v. 3.2) for the EAW mission pack is available at
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

Lots of little fixes (text, ship strengths, and fixes for a couple of missions that showed incorrect results in some battles).

I'm still testing the OP version of the pack, hopefully will have that out on Monday.

dave

 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 05, 2003, 07:18:37 pm
ok..
.. awaiting your OP version..

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 06, 2003, 01:11:22 am
Woohoo, good to hear

Is the stuff I asked about in this version, so it can better deal with mods thrown at it?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 06, 2003, 08:19:59 am
I think it addresses most of the things we've been talking about (but it's 6am, so a little bleary on all that right now )  For the non-drafting slots it should handle mods better.  I haven't adjusted the OP-only ones yet (like Suprise Reversed), but hopefully will get to those soon.

dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 06, 2003, 12:03:06 pm
On the OP side of things, I'd suggest /not/ touching Overwhelming, just so you know. It works very well already

I took that 450 BPV ship,, and wound up facing several battleships. eep!

My ship was, well, hurting, after. Though admittedly, that SCS mod hasn't proven quite as effective as a battleship, as the other one. even with a high number of batts, recharging the mauler quickly leaves it pretty vulnerable to whatever its facing.

:Love the OP versions of the EAW stuff, gang. Thanks!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: RogueJedi_XC on March 06, 2003, 12:57:26 pm
You realize, of course, that with Dave's evil nature being, well, Evil, you just challenged him to tweak that mission...

BTW, fantastic work, NW!  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 11, 2003, 12:48:29 am
Y'know, I just thought of a possible random challenge for Firesoul and/or NW. I was just playing Operation Tyr again, and realized what was so cool about it, that was missing from so many other missions. Fleet control for all allied ships! In that and Dropping the Hammer, you can use the communications console to specify a ship as a fleet target. Any chance that the coding for that can be stripped apart, and glued into any other missions with multiple ships?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Darkwalker on March 11, 2003, 01:56:35 am
::engaging erratic maneuvers to dodge the EAW/OP mission discussion::

Dave, I downloaded the SFC3 missions and started running a new campaign incorporating them. I changed the political tensions to allow a war between the Klingons and Feds (I'm playing Klingon) and to keep the Roms and Borg as enemies. In the course of playing the campaign today, I've found a couple issues which may or may not be bugs. If you could give me some feedback about them, I'd appreciate it. Here are the issues:

1) Being forced to accept or forfeit your custom missions, as opposed to just choosing to accept or ignore the stock missions (i.e., I can accept or ignore a standard "Scan" mission, but have to either accept or forfeit a "Planetary Survey" mission). Was the accept/forfeit choice intentional, or does that need to be changed? Side note--I've started encountering "Scan" missions which do not have the forfeit option associated with them, but which I must now accept before I can leave the hex; do you think that's somehow tied to using your missions for the campaign?

2) When running the "Patrol" missions, I've yet to encounter any enemies. I've seen other ships which are supposed to be my allies, but those ships have been Klingon, Fed, or Rom and I'm supposed to be at war with the Feds and the Roms. The map indicates that there's a Fed-Kling-Rom war going, and yet I'm finding Fed or Rom allies and no enemies. What gives?

Aside from these issues, the SFC3 missions seem to work just fine. I really like the new maps for the various missions, too. Gives everything just a bit more variety. I know everyone's excited about the EAW/OP missions, but please don't forget us SFC3 players.

Looking forward to your feedback...and some more SFC3 missions from you...  
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 11, 2003, 07:57:32 am
Quote:

Y'know, I just thought of a possible random challenge for Firesoul and/or NW. I was just playing Operation Tyr again, and realized what was so cool about it, that was missing from so many other missions. Fleet control for all allied ships! In that and Dropping the Hammer, you can use the communications console to specify a ship as a fleet target. Any chance that the coding for that can be stripped apart, and glued into any other missions with multiple ships?  




That's not a bad idea..

.. I don't know if NW has the time right now.. Me, I 'm currently tackling with RL issues and a different OP-related project.
.. what is it? .. Oh. ..  ... you know, I don't think i can tell you. See, I have this NDA....  

Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 11, 2003, 08:11:58 am
Somewhere in the pile I have the code for a three-way set of commands, where you can tell  any AI wingman in a smaller ship or lower rank to either
(a) disengage, or
(b) attack your target, or
(c) free fire (do whatever comes natural )

There were a few glitches, and I never got around to fully debugging it, but it's definitely something I'd like to resurrect one of these days.  Being able to order your fleetmates to leave the map was particularly handy.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 15, 2003, 09:16:20 am
Hey Dave,

.. how are things going for the updared OP missions?
AFAIK, so far, I'm the only one without the Legendary officers problems because I recompiled from sources. (ED OP Missionpack, that is)

 http://klingon.stasis.ca/sources_and_utils/EvilDave/OPMissions.zip


I was wondering if you are still going to make another OP package release.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 15, 2003, 04:46:10 pm
Heh - yep, will do. It's just we're about 2 weeks from the end of semester here, and things are getting a little hairy

Probably won't be ready this week, but hopefully it will be the week after.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Holocat on March 15, 2003, 08:43:12 pm
Using the comm panel to direct other ships!  What a loaded notion!  I can see a whole world of goodness coming from that modification.  Immediate wishlist would be to have that in any mission, and the added buttons to direct capture and ignore target.

Would directing specific ships to specific targets be too much to ask?  The possiblities of a useful comm panel seem endless fun.

Basic fleet control without the fleet control panel;  I love it!  A useful comm panel!  I love THAT even more!

Flabbergasted at Firesoul's and Nuclear Wessels' l33t scripting skills,

Holocat.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 15, 2003, 11:34:04 pm
Quote:

Flabbergasted at Firesoul's and Nuclear Wessels' l33t scripting skills,
Holocat.  




Nah.. this is NW's child. Unless he asks for my help or something, it's all his to do.
.. of course, it's all his to recieve credit/blame for.  



BTW..
.. I made a 'better' BattleFest script. Anyone wants to try it out?
It's era-complient and will tend to pick better than the standard battlefest.

Ohh.. yes.. and I improved the select this way:

Code:

normally:
  Frigate
  Destroyer
  Light Cruiser
  Heavy Cruiser
  Heavy BattleCruiser
  Dreadnought

BattleFest+:
  Frigate
  Destroyer or War Destroyer
  Light Cruiser
  Heavy Cruiser or New Heavy Cruiser
  Heavy BattleCruiser
  DreadNought or BattleShip



Anyone wants to try it out?  (For OP only. There's no "mGetEra" in SFC:EAW)

 http://klingon.stasis.ca/sources_and_utils/Mul_Battlefest+.scr


-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 15, 2003, 11:42:03 pm
Quote:

Heh - yep, will do. It's just we're about 2 weeks from the end of semester here, and things are getting a little hairy
Probably won't be ready this week, but hopefully it will be the week after.




BTW, don't push yourself too hard. No hurry for this.
.. what you should do is download my .ZIP from my site and replace yours until you updated it.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 24, 2003, 04:05:25 pm
OK, the latest version of the OP mission pack is finally ready
(well, it's uploading now - it should be available in about 10 minutes)

Everything seems to be working ok from both cartel and empire perspectives, but let me know if you catch any quirks - it could use a bunch more testing (as always!)

http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on March 24, 2003, 04:22:08 pm
Thanks Dave.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 24, 2003, 06:36:58 pm
ok. I'm fetching and updating my site's package.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 24, 2003, 06:54:38 pm
Will this be the last update?
Will you release newer sourcecode?

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 24, 2003, 07:26:00 pm
I'm sure it won't be the last update, but it'll be the last one for awhile (pending bugs of course)

If we don't catch any bugs then I'll release the updated sources,
if we catch bugs then I'll fix 'em first then release the sources

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 25, 2003, 12:59:39 am
I assume the names are all the same, for the campaign MCTs from the last versions?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 03:18:46 am
looks like it.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 25, 2003, 08:10:35 am
Yes - I don't think I've changed anything externally, just synching the EAW/OP code and making a few bug fixes and balance adjustments.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 06:28:42 pm
BTW, twice now I've had THIS after a BattleStation Assault on the Badlands server.
This occurs after:
-  I've returned from the mission
- saw no news about the results
- accepted a new mission
- crashed to desktop

   


I wonder if it's 2538, and not your missions.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 06:50:40 pm
This time I lost.. it appeared in news.
.. but I crashed anyways.

..
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 25, 2003, 07:15:50 pm
Interesting - did it matter what mission you picked after the BATS?
And what race were you flying? (just in case I have a cartel-related bug someplace)

I'll try to check things out tomorrow, see if I can spot the problem.
It's entirely possible the problem is related to the mission being taken,
not the BATS, so I'll try to check that out too.

thanks,
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 07:46:31 pm
Quote:

Interesting - did it matter what mission you picked after the BATS?
And what race were you flying? (just in case I have a cartel-related bug someplace)





No.

Quote:


I'll try to check things out tomorrow, see if I can spot the problem.
It's entirely possible the problem is related to the mission being taken,
not the BATS, so I'll try to check that out too.




Is the BATS mission setting something that the game doesn't like?
.. maybe we should try to make this happen in single player too. I am Lyran, playing a L-STJ mauler, attacking the Mirak base at 6,1. The pirates underneath are Camboro. I have not seen them once.

Base Assault Mission: Met_NW7BattleStationAssault.scr  version 3.2a  (took a screenshot)

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 07:51:22 pm
A nice screenshot:
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 10:19:03 pm
3rd time just completed. same as before (victory)
.. mission after: Investigation. Same crash. Crash occurs AFTER I see the mission's briefing screen.. before the ships are placed... (I don't see space yet)
.. I think we're dealing with corrupt data.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 26, 2003, 03:13:39 pm
Hey Dave,

Would you mind backing up the Defensive starting positions in Met_NW9PlanetaryAssault? I wouldn't want to be drafted in a defensive posture by this mission.

Picture worth 1000 words:
 


-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 26, 2003, 03:22:37 pm
I've posted on this before, the defensive positions being put in are form when rings weren't counted as part of a planet. On planets where they are, the defensive positions are getting vaporized in an instant. It puts em out further where there aren't rings, I know, but it has to be done, so that defenders don't get destroyed.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on March 26, 2003, 03:28:17 pm
Is there a way to have the missions NOT select a ringed planet? After all, they are a pain to fly near, not just start next to.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 26, 2003, 05:02:31 pm
Yeah - I thought I'd done that, but I must have got the planet numbers wrong. Doh!
I'll have another go through it.

There are a couple of other glitches and hiccups becoming apparent in DOE, plus some needed tweaks for prestige and ship positioning, so I'll be incorporating those changes as well.

I'm hoping to release an updated pack (ok, two - one for EAW, one for OP) on the weekend

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 26, 2003, 05:09:16 pm
Can you show me the DOE bugs, so that I don't have to double-report?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Pestalence on March 26, 2003, 05:19:29 pm
I have a request for a mission for either Firesoul or Nuclear Wessels

I have a script I made for TIGC Campaign way back from just before OP came out... It is designed for GSA multiplayer Skirmish..... It was made in FMSE... called Borg Attack.

I was wondering if it can be converted into an EAW and OP Dyna mission, and for regular Skirmish mode.....

you can get it off my web site at http://www.nightsoftware.com/effhq/scr2.html it has a in game screen shot showing the size of the Borg Cube i have... (Curtosy of Wicked Zombie).... this would be fantastic if it could be done...

Currently the only way to play it offline is to go into Multiplayer.. click host and set it up from there....

I really would like it to where i can add it to a Dynaverse (as a monster), and to play it in skirmish mode... FMSE version that I made isn't too good in GSA as the text keeps repeating... very annoying...

is this possible? I can give details on what i would like and I can send info on where in my custom shiplist  that I have the Cube... (i will need to make a line addition to the current listing that I have to include it as a monster)...

Any info on this would be great.. I would like this for OP and EAW if possible.....

In FMSE, I have it to where it is extremely difficult to kill it being a single player... but a group of players flying Drone ships can kill it, so long as you stay out of it's firing range (40K)

Thanks.
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 26, 2003, 05:19:46 pm
The main concerns so far are to do with
 - a couple of mandatory missions showing up in friendly space,
 - overly low prestige results from a couple of the missions,
 - an absence of low-ship-count missions in enemy space (lots of 3-on-3 but very few 1-on-1 or 2-on-2),
 - a slight lack of variety in enemy space missions (sort of going along with the above),  and
 - some ships spawning too near the enemy base/planet in assaults (i.e. well within danger range from ph-IVs)

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 26, 2003, 05:22:46 pm
Quote:

I have a request for a mission for either Firesoul or Nuclear Wessels

I have a script I made for TIGC Campaign way back from just before OP came out... It is designed for GSA multiplayer Skirmish..... It was made in FMSE...

I was wondering if it can be converted into an EAW and OP Dyna mission, and for regular Skirmish mode.....

you can get it off my web site at http://www.nightsoftware.com/effhq/scr2.html it has a in game screen shot showing the size of the Borg Cube i have... (Curtosy of Wicked Zombie).... this would be fantastic if it could be done...

Currently the only way to play it offline is to go into Multiplayer.. click host and set it up from there....

I really would like it to where i can add it to a Dynaverse (as a monster), and to play it in skirmish mode... FMSE version that I made isn't too good in GSA as the text keeps repeating... very annoying...

is this possible? I can give details on what i would like and I can send info on where in my custom shiplist  that I have the Cube... (i will need to make a line addition to the current listing that I have to include it as a monster)...

Any info on this would be great.. I would like this for OP and EAW if possible.....

In FMSE, I have it to where it is extremely difficult to kill it being a single player... but a group of players flying Drone ships can kill it, so long as you stay out of it's firing range (40K)

Thanks.
 





I'm not a D2 expert.. but it seems to me a mission like this wouldn't be practical under the D2.
As for the ship itself, it would require its own entry in the shiplist, and model, wouldn't it?

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Pestalence on March 26, 2003, 05:36:11 pm
Yes, and I have both a shiplist and Model in the DL pack that i made using FMSE.... I think I can add it to the Monster listing in EAW and OP and have it generate In D2, but I would like it to be a bit less random.... maybe a custom script occuring very rarely if that is possible (I'm not one who makes many adjustments to the EFF Dyna very often.. and it is not online very often either, but I would like it for Single Player when I buy a Fleet)...

But could a Skirmish mode of this script be made? I can have a shiplist fixed for it in just a few minuits....

Also a better version of the GSA script would be great just to fix the message error that FMSE creates....

Firesoul, I know your pro-SFB, but this script is mostly designed for Fleet play, not for individuals to go against.... and it isn't quite SFB, but this is more of a personal request.. and it can be freely distributed to whoever wants it...
 
I would really appreciate it if any help could be given on this... From any C++ scripter...

Thanks in advance


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 26, 2003, 06:44:48 pm
It's not a small task..

.. I think it would be easier to convert SFC1 missions to SFC2 EAW and OP than do this. I've never TOUCHED FMSE because there isn't one for SFC:OP.. .. so that adds to the difficulty.

.. I think that for now, I'd like to play for a while.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 26, 2003, 08:05:39 pm
The Starbase Construction script needs adjustments in the victory condition code.
Basically, take this as an example:

My base was destroyed. (Should be a loss because of that)
I later on destroyed the 3 remaining ships (With the help of the freighters.)
The mission was declared an Astounding Victory with the message stating that the base will go far in defending this area of the empire.
.. mission ends, back to D2. No base (as it should).


.. seems to me that total enemy destruction at the cost of a base migh be considered a loss.. or maybe a draw?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 26, 2003, 08:28:52 pm
Sounds logical.  I haven't worked on the StarbaseConstruction scripts at all (I don't believe I even have a copy of the StarbaseConstruction script for EAW)   I will go take a look at the OP one though.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 31, 2003, 07:09:10 pm

OK, there's an update to the pack for OP:

http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

mostly bug and balance fixes,
some adjustments to get a wider mix of missions showing up,
and one new mission (Met_NW13BigGame.scr)

I'll be releasing the matching update for EAW on Wednesday in all likelihood

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on March 31, 2003, 07:45:27 pm
NW, what version of the OP missions is this? I seem to have this file, but I can't tell them apart.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on March 31, 2003, 07:58:16 pm
Quote:

NW, what version of the OP missions is this? I seem to have this file, but I can't tell them apart.  




This is the newest release, it just came out about 2 hours ago. Look for a mission called MetNW13Big Game (it's a brand new mission) in the pack you have and you will know if you have the newest. If not you should DL the new one.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 31, 2003, 08:49:51 pm
Well, I updated my .MCT files to compensate for the new mission.
So, for those who like to polay the EAW missions that were recompiled for OP, the package is  here .

The EAW campaigns for OP themselves were updated lately:  http://klingon.stasis.ca/sources_and_utils/EvilDave/OPMissions.zip


-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 04, 2003, 05:32:35 pm
Hey.. Dave..

.. I think you still sometimes create enemies too close to the SB in "Base Defense"..
 

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on April 11, 2003, 11:57:26 pm
I  just played the salvage mission on the D2 OP and I captured an enemy ship. The game would not end.

Does anyone know if this is just a one time bug or a problem with the mission?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 12, 2003, 01:55:11 pm
OK, for the OP scripts I've tackled the fixes for most of the mission issues I've heard raised on Badlands so far, (missions appearing as mandatory in own hexes, not appearing as mandatories in enemy space, mission diversity problems in some areas or terrain, balance, pp awards, ship placement, etc etc)

The updated pack is at
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

There is a new enemy-space patrol mission in there (Met_NW7Patrol I think), so the mission list will need to be updated.

dave
PS - Firesoul - this includes the updated convoy routines we were talking about

PPS - Just in the process of recompiling the EAW pack with the same fixes applied, hopefully will have that ready tonight or tomorrow
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 12, 2003, 02:24:59 pm
Will badlands be updated right away, or later?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 12, 2003, 05:17:54 pm
I'll update the Badlands missions today, since Castrin is away. I'll get to it in a few minutes.

FS, should I expect a shiplist release, or are you going to take a couple more weeks for more improvements?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 12, 2003, 05:35:13 pm
Why, do you need it in a hurry?
It's 'stable' right now.. ... but I do have to right up the HTML for the webpage... and tonight I go out.

.. I was thinking sometime during next week.
(You shouldn't bother making shiplist tweaks on Badlands until you get to try this one out.)

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 12, 2003, 05:51:31 pm
Just wanted to see if we should time our Reclamation campaign to run after this is released. It looks like we will wait, unless you are going to take more than a week on it. Keep up the good work (same goes for Dave)!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 12, 2003, 07:33:44 pm
Ahhhh...
.. ok.. Wait till the next release of the shiplist, and then set it up on Badlands to get a feel of it. It should make a lot of people happy.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 12, 2003, 07:33:52 pm
New test result for NW11 Convoy Raid mission: solo vs. AI mission, me as Klingon D5C with AI Lyran AxPFT as ally vs. Fed CLD and a handful of freighters (none of them Qs). At one point, when there were 2 freighters left, I got a message saying I killed a freighter when in fact none of the remaining ones at that point had exploded. After killing the one I was working on, I got a officer briefing saying we'd completed our mission, but not a mission complete notice. I then moved to the final freighter, which was already severely damaged by the Lyran INTs and AxPFT. When it died (I did not capture any ships), I got a mission incomplete and mission end. I suspect that last freighter was counted as killed before it actually died.

At mission debriefing, I got an astounding victory. I also won the hex.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 12, 2003, 07:54:13 pm
Weird.  (And ugh.)  The 11Convoy sources haven't been changed since a couple of weeks before the patch came out - hopefully this is just a random hiccup and not a lurking bug -- will look into it though.

dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 12, 2003, 08:59:41 pm
I played it again solo (no AI assistance) and had no obvious bugs. However, one of the freighters got away, and I had to run from the NAC chasing me. So, I haven't recreated the circumstances. Still, the hex and prestige results were fine -- just the in-mission text messages were screwy.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 13, 2003, 12:15:11 pm
While testing the Reclamation campaign setup, I was getting handed the Battlestation Assault in friendly space (Gorn base while playing Hydran). I did not try it to see what happened. The cartel layer was neutral, which I suspect may be part of the problem, because the missions are handed out as if neutral were an empire, and it had "border dispute" status to me.

Is there a way to get the mission scripts to work around the neutral cartel hex ownership?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 13, 2003, 04:37:47 pm
The API routines for detecting cartel ownership seem pretty  flaky - haven't found a way to use them effectively so far, so it's pretty much come down to toying with the missionmatching.gf settings.

The missionmatching.gf settings I've been running the missions with are shown below - they're reasonably successful at eliminating the spurious base assaults (at least in SP).

dave

Code:

//weight to missions matching based on terrain
[TerrainScoring]
PlanetTypeScoreForMatching         =8000  
BaseTypeScoreForMatching         =4000
TerrainTypeScoreForMatching         =2000

//weight to missions matching based on political tensions
[PoliticsScoring]
BonusForExactPoliticalMatch         =1000
LookingForOwnHexInOwn            =1000
LookingForOwnHexInAlly            =-20000
LookingForOwnHexInNeutral         =-20000
LookingForOwnHexInEnemy            =-20000
LookingForEnemyHexInOwn            =-20000
LookingForEnemyHexInAlly         =-20000
LookingForEnemyHexInNeutral         =-20000
LookingForEnemyHexInEnemy         =1000
LookingForAllyHexInOwn            =-20000
LookingForAllyHexInAlly            =1000
LookingForAllyHexInNeutral         =-20000
LookingForAllyHexInEnemy         =-20000

//weight to missions matching based on ships available
[FleetScoring]
GoodBPVScore                  =1000
TooWeakBPVScore                  =0
TooStrongBPV                  =0
GoodShipCountScore               =1000
TooFewShipCountScore            =0
TooManyShipCountScore            =0
PlaceBaseMissionScore            =50000
BaseScoreBonus                  =10000


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 13, 2003, 07:18:14 pm
Cool, I'll try these settings.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 13, 2003, 08:01:48 pm
OK, for the EAW side the updated pack is now posted as well.

This includes the fixes for all the issues brought up in DOE and Badlands, a couple of new missions, and a variety of tweaks.

http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 14, 2003, 02:08:52 pm
Quote:

PS - Firesoul - this includes the updated convoy routines we were talking about
   




Would it matter if the wanted ships are marked as "R" in the shiplist?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on April 14, 2003, 04:13:05 pm
Hey Dave is the Pirate-Lyran .mct an actual campaign or just something left over from your testing?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Klingon Fanatic on April 14, 2003, 05:02:13 pm
Thank you Nuclear Wessels, unfortunately...

RED ALERT!

I installed the new missions over the previous release in my script file and now I crash to desktop after I get to the loading screen.  I have ALL the latest shiplists and mission packs FireSould and NW have put out. Should I uninstall the game and try again?


Please advise.

KF

 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 14, 2003, 06:22:43 pm
Quote:

Thank you Nuclear Wessels, unfortunately...

RED ALERT!

I installed the new missions over the previous release in my script file and now I crash to desktop after I get to the loading screen.  I have ALL the latest shiplists and mission packs FireSould and NW have put out. Should I uninstall the game and try again?
 




You could:
1- rename your SFC installed directory.
2- reinstall the game.
3- patch
4- copy over the scripts directory over to your old install
4- install the missions and extra stuff
6- swap game directories for whenever you want to play "pristine" or "heavily modded".
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on April 15, 2003, 12:30:11 am
Dave, 8 out of 10 times I get my enemy as an ally in your missions. It might have something to do with the fact I am testing with the ISC and they are everyones enemy, but I am in my own space and if I get Gorn to fight I get Gorn help and if I get Roms to fight I get Rom help. I don't know if anything can be done about it, but I thought you should know. About the only time I get ISC help is when I am given Pirates to fight.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 15, 2003, 08:18:12 am
Yes Corbo, for a race to draft allies properly they MUST have at least one of the playable races as an ally.  Anything less is pretty much guaranteed to lead to drafting weirdness in most missions.

When a mission specifies "draft an ally" and the race has no ally the engine just grabs the first available race from an internal list, regardless of what the political situation is.  Unfortunately there is no way (short of SQL) to determine in mission what the current political tensions are, so it's pretty much uncorrectable.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 15, 2003, 08:19:46 am
Quote:

Hey Dave is the Pirate-Lyran .mct an actual campaign or just something left over from your testing?  




Heh, whoops!  That is indeed a testing remnant.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 22, 2003, 10:13:11 am
OK, just finished recompiling the latest version of the mission pack

OP Mission Pack: http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip
EAW Mission Pack: http://www.sfcx.org/downloads/mirrors/NuclearWessels//EAWMissions.zip

(Note for those playing online: these aren't in use on any servers as of yet, so don't load them until you're done playing on LB3 or Reclamation.)

The new pack includes a variety of minor tweaks, a revamped Data Recovery mission, and a couple of bug fixes. I've tried to include everything that's been brought up so far in LB3 and Reclamation.

The 7Patrol is still broken, but not as badly as in the previous pack - the DV usually doesn't change, as opposed to changing in the wrong direction. (I'd recommed not including 7Patrol in campaigns at the moment, I just included the script in this pack so any broken copies lying around will at least get overwritten with a less-broken one.)

dave  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 22, 2003, 01:25:30 pm
Dave, I thought the 7Patrol was the one with one warship and one freighter. If so, it has worked just fine on Reclamation. I fly that mission quite a lot in neutral space, and the DV always goes down when I kill both ships.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 22, 2003, 02:46:54 pm
Yeah, works fine for neutral space, but in an enemy's territory the DV has a nasty tendency to go up when you win

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Klingon Fanatic on April 22, 2003, 04:52:19 pm
Thanks Nuclear Wessels! BTW: I did get everything straightend out after the last updates too.


Any chance you could ressurect some SFc1 missions like Repair Rondevous for either SP or skirmish for OP?

KF
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 22, 2003, 05:23:08 pm
Since the bug fixes seem to be (finally) gradually winding down, I'm hoping to create a few new missions this summer.

Running back through the SFC1 missions might not be a bad plan - I haven't played most of them in yonks.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on April 22, 2003, 08:22:28 pm
Quote:




Any chance you could ressurect some SFc1 missions like Repair Rondevous for either SP or skirmish for OP?

KF  




Yeah I'd like The Mighty Hood mission with the planet in it again.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on April 22, 2003, 09:04:15 pm
NW, while playing on Reclamation, I noticed that in Data Recovery and Fleet Actions that if I capture a ship, I lose pp. Both of those mission normally give you 300pp and when I capture a ship, I get 270.

Can you confirm that and fix it. I think if you win the mission and capture a ship, you should get more points. Perhaps 330 ro 350. If you are Lyran, perhaps 400 or 450!

Thanks
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 23, 2003, 09:50:40 am
In the updated pack (not in use on Reclamation, just came out yesterday) you'll find the data recovery reward system changed substantially (i.e. scrapped and rewritten).  You should find a basic prestige award for just getting the data - something like 100pp if you just grab th data and taco bell - and the rest comes from driving off/destroying/capturing the enemy.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 23, 2003, 10:16:14 am
that's good to hear.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on April 23, 2003, 12:46:35 pm
Dave, did you fix the fleet action mission as well as the data recovery?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on April 24, 2003, 08:36:57 am
Quote:

In the updated pack (not in use on Reclamation, just came out yesterday) ...  




That has been corrected.

Those wishing to play on Reclamation should update your missions. FYI: you only need update those missions edited / modified after 4/13.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 25, 2003, 12:25:42 pm
The patrol with the freighter running away.. whatever it's called.. (sec..) Patrol7.. .. it's coming up in neutral Nebula hexes just fine, minus the nebula. Is that intentional?

.. also.. Data recovery in a nebula used to call up the terrain, but not anymore. Also intentional?

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 25, 2003, 01:59:08 pm
Ahhhhhhh - no those were side effects of a couple of other things.  Will get it rectified.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 26, 2003, 07:42:20 am
The scan mission posted me a -100 PP loss when I disengaged after scanning an enemy.
.. the mission description encourages the destruction, but it seemed optional.

.. thankfully, the DV wasn't raised (attack on a neutral)

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 30, 2003, 06:41:57 pm
OK, if you're game for a few missions with twists, I've put together a mini-pack of 8 new missions for EAW (OP version coming soon):
 Games of The Masters
The mission pack incudes all the .mct files you'll need to test drive these in single player.

The premise of the scripts is that an ancient and powerful race, "The Masters", are using combat between the lesser races as a form of entertainment.  As such, they have set up a number of challenges for starship captains.  The eight missions are described below.

Note that in all contests, the Masters have disabled the safety mechanisms which prevent a player from firing on their allies, and in all missions if you fire on an AI ally they will thereafter attack you as if you were an enemy (though you're still treated as being on the same side for victory and DV effects).

   Mirror Mirror is a standard 3-v-3 battle, but the Masters take the ship(s) piloted by the drafter and give identical ships to everyone else in the mission.  It is VERY difficult to tell friend from foe!

   The Arena is standard 3-v-3 combat, but the Masters pick ships for each participant AND if players stray too far from the center of the map (roughly range 55) then their ships are automatically destroyed.

   Rocky Horror features terrain-intense maps, and a battle against one or more asteroid monsters.

  Get Smart, aka Control versus Kaos is a standard 3-v-3 battle, but the player may sporadically lose control of their ships for short periods of time while the AI tries to do an assortment of very stupid things (heh, that wasn't hard to induce)

  Have Gun Will Travel, aka A Knight Without Armour, features battle against one or more shieldless Hydran Paladins

   Time Warp involves The Masters bringing in ships from an alternate time or an alternate universe as combatants.

   Eight Track features combat in a figure-eight map, with terrain used to encourage players to stay on track.  

   A Pound of Cure is another 3-v-3 that begins with all the weapons on each ship destroyed - the player must decide what to repair and in what order before battle can truly begin.  (Yes, carriers have a distinct advantage here, but The Masters don't seem to care.)

have fun!
dave


   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 30, 2003, 11:09:38 pm
OK, what the hell, all the latest copies of all the scripts (including the weirdo new ones ) are now up, and the .mct files and ReadMe's updated.  A billion little changes in these, but the new missions are the biggest change

EDIT: just to clarify, the 8 new missions have been added for both EAW and OP

OP versions: http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip
EAW versions: http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

I'll be out of town tomorrow and possibly Friday, so if any hassles come up with the new packs I'll take a look at it on the weekend,
dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on May 01, 2003, 10:45:50 am
Dave, any reason to use these on Reclamation? Fixes that might help with the neutral coop issue?  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 01, 2003, 02:54:35 pm
I have updated my .MCT packages to match. These .MCT files mix the exrta single player campaigns from EAW for SFC:OP. and NW's missions.

 http://klingon.stasis.ca/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip

I haven't tested these. Any volunteers?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 02, 2003, 12:44:27 am
Quote:

Dave, any reason to use these on Reclamation? Fixes that might help with the neutral coop issue?  




Ummm ... there are some corrections to missions that wouldn't end properly in some circumstances (6Patrol, 17Patrol, 13BigGame, 13Monster IIRC) and some tweaks to 7Patrol and the courier mission to try and get better reporting results, but I don't think there's anything there that's likely to specifically improve the neutral coop situation.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Cleaven on May 02, 2003, 03:05:22 am
Quote:

Quote:

Dave, any reason to use these on Reclamation? Fixes that might help with the neutral coop issue?  




Ummm ... there are some corrections to missions that wouldn't end properly in some circumstances (6Patrol, 17Patrol, 13BigGame, 13Monster IIRC) and some tweaks to 7Patrol and the courier mission to try and get better reporting results, but I don't think there's anything there that's likely to specifically improve the neutral coop situation.

dave
   




Does anybody have any insight as to why some of the neutral co-op was working well in some hexes. I'm assuming not if it's related to some variable stored client-side which is not being cleared, hence the "it works if you restart" situation.

The only other odd possibility is that it was working well for me when there were only two of us on. Dogmatix turned up and ruined things though.

"Waiter - a server for two please, no enemy, and plenty of neutral hexes."  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Mog on May 02, 2003, 08:07:27 am
Cleaven, I don't think anyone knows why it works sometimes and other times it doesn't. Last night, for example, Jeff and I tried a co-op in 8,19 (I think). The DV was at 10, but it had some ai counters in it left over from previous failed attempts I guess. Anyway, as in the other night with Doggy, a Courier Intercept mission dropped the DV. Sadly, Jeff didn't have time to run any further missions on it.

Just thought, I probably haven't publicised the details of what happened to Doggy and I the other night. We hit a neutral hex (can't remember which one now), and for twice in a row, with Courier Intercept, the DV dropped. We did this by killing every enemy ship. The 3rd attempt, Doggy captured one, and the DV didn't drop. Thereafter, the DV failed to drop (2 more attempts, reverting back to destroying all ships). Other missions that we tried did not affect the DV. So it seems that there is something in the Courier Intercept mission that works more often than other missions.

I will try and get on again tonight (going out tonight to see X-Men2) and try some more missions on 8,19, and will report findings here.

Btw, the missions with Doggy are the first ones that I have ever seen where the DV has dropped AFTER the first attempt. So some sort of progress is being made here. As to what has caused this, I have no clue. It may have something to do with the specific .gf settings that Tracey suggested we try, or it may be something in the Courier Intercept mission itself, or maybe a combination of the two.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 02, 2003, 09:22:15 am
I'll try bringing a couple of the other missions in line with the reporting mechanisms the courier mission uses and we can see if that has any effect.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Mog on May 02, 2003, 10:02:42 am
Thanks Dave
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 02, 2003, 12:43:48 pm
OK, let's give this a whirl.  I've updated all the "7" missions to use virtually identical reporting mechanisms to those in the courier script, i.e.:
7Courier
7Patrol
7FleetAssault
7SectorAssault
7BaseAssault
7BATSAssault
7SBAssault

If if this improves neutral co-op  then we may be on to something.
The packs have been updated for both EAW and OP

dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on May 06, 2003, 01:21:35 pm
Thanks Dave.

Reclamation is done with but Badlands is now up and using your newest missions (as well as the OP+ v2.1c shiplist) so let's see what happens. <crosses fingers>    
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 09, 2003, 01:20:45 pm
I've made the following modifications to the latest EAW release:

11 Convoy Raid: capture bonuses increased, freighter speed and marines down a bit
8 Shipyard Assault: same idea, capture bonuses increased, marine counts down, ship strengths corrected (found a bug)
10 Patrol Allied: an additional patrol mission for allied space
17 Patrol Enemy: an additional patrol mission for enemy space

I didn't include 7Patrol in this pack, and have deleted it from the .mct files - still just too damn buggy

The pack has been updated for EAW, but not for OP yet (still have to finish setting the OP api up again)
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on May 10, 2003, 01:23:53 pm
Dave, I love your new missions. Superfleet is really cool! I have noticed that the star does not seem to deal out damage 360 degrees. I've run close to it and received no damage only to run into a "star wall" and take incredible amounts of damage very quickly. I do have a suggestion. Can you fix the star so I can lock onto it? I can't seem to pull it up using the "t" button. I can right click on it, but it would be easier if you could target it like a planet.

Also, I just ran a scout mission in a nebula. I scanned the target, got the message and ran. In the breifing screen, I received a devastating defeat. I can check non nebula hexes to see if I get the same results if it would help.

All of these missions were run on Badlands (OP)

 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 12, 2003, 11:41:26 am
I'll look into the scout mission, no need to check on the nebula hexes - I don't think the terrain would have been the cause.

The star is included as a map feature, not sure there's anything that can be done to change it's targeting status.

I've just updated the OP mission pack, with the same changes as noted above for the EAW pack.  It's uploading now, at the usual location: http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

In theory this will be the last change to the ED mission packs for a fair stretch - hopefully a couple of months or so.   I've got a couple of other scripting projects I want to tackle, and the ED packs seem to be in a reasonably stable state at long last.  (May finally even get to spend some time really playing in a campaign - it's been awhile!)

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on May 13, 2003, 09:22:08 am
The new missions are now inplace on Badlands so everyone enjoy!

Btw, thanks Dave for your work on this. It really makes OP (and EaW) much more interesting and fun. Hope your other project(s) is as well recieved as the work you have done here.    
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Klingon Fanatic on May 13, 2003, 05:03:25 pm
Thank you Nuclear Wessels!

SFC1 missions to OP next please


KF  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on May 16, 2003, 05:49:17 pm
Dave, I saw a few oddities with the newest missions while testing for Tech Wars. The Knight without Armour mission showed the DN with shields, at least by the time I got to it, anyway. In the Pound of Cure I didn't have any weapon damage as per the briefing, and my allies came up as enemies (though they didn't attack). The same ally/enemy problem occurred in Time Warp. I'm taking all three out of Tech Wars to be safe, but they were interesting to try.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on May 16, 2003, 05:58:01 pm
Actually, I may take out the other newer missions, as well -- unless I can manage to test them out before the server goes live. I'll let you know if I find anything else.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on May 16, 2003, 06:08:24 pm
Eight Track and Control or Kaos also had the allies coming up as nearest enemy. As such, I'm going to pull all those new missions, assuming they were built on similar code. I wasn't having the same problem in the older ones I tried.

I don't want to change missions mid-stream, so don't feel you have to fix these right away -- I just wanted to give you a heads-up.

Thanks for all your hard work.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 16, 2003, 07:06:21 pm
Np, I'll take a look at them in the next week or so - they are kinda oddball for a real server anyways

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on May 16, 2003, 09:18:00 pm
Thanks Dave! These missions ROCK!


Who wants some?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 21, 2003, 01:43:39 pm
OK, so much for being done with these

Updated EAW pack is currently uploading to the usual location:
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

This fixes the scout mission problem (it was giving a dev defeat if you scanned and ran)

It also increases PP awards in most missions, decreases AI marine counts in most missions (much closer to stock levels), and removes the legendary officers that were in some AI ships.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 23, 2003, 05:42:43 am
Hey, Dave,

.. could you do me a favour and do a little fixing on the Patrol mission with the anomaly? It just cost me quite a bit of prestige.

.. you see, as I destroyed and won the mission, I was hit by the anomaly and lost 50% of my engines. The Mission ended and I was stuck with a heck of a repair bill.
Maybe you should undo the mission's effects before going back to the D2 within the "End Mission" procedures?


-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 23, 2003, 07:48:42 am
Hmmmm ... as it stands now the last thing that happens is supposed to be a restoration of the anomaly damage ... apparently that's not always working.  Will look into it today in all likelihood.  (I.e. unless SG3 makes a surprise early start )


EDIT::: Alrighty, full new packs for both EAW and OP, at the usual locations
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

The EAW one is to finally resolve the legendary officers bit, here's the story:
 - AI ships have a chance at getting one or more legendary officers, combinations of officers being more rare than individuals of course
 - different officers have different probabilities (weapons officer being pretty damn rare)
 - the type of ship affects the probabilities (e.g. tugs, bases, police ships etc etc are only going to see a legendary officer of any kind once in a blue moon, and then only if it's a Tuesday and the first officer has three kids, one named Froderik, and the science officer ate fries for lunch three days running ... you get the idea)
 - the type of mission sometimes overrides all this (e.g. in the Training mission all officers will always be rookies)

The OP pack contains all the fixes and tweaks that have gone into EAW in the last few weeks (plus the LOs, as above).

Still trying to track down the problem you mentioned in the anomaly mission Firesoul,
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 23, 2003, 04:31:34 pm
same number of files, right? No changes to be done to the MCTs?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 23, 2003, 04:32:35 pm
That's correct, no changes to the mission list

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Rod O'neal on May 23, 2003, 10:10:30 pm
It's been a while since I expressed my appreciation for all your hard work. So, thanks again. Now I get to spend another three hrs. on my crappy dialup DLing these things LOL j/k I really do appreciate ya    
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 24, 2003, 01:11:32 am
Rod: if you play on TechWars, we're still on the previous pack..
The admins may upgrade, who knows?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on May 24, 2003, 08:14:01 am
We may upgrade on Tech Wars, but considering there could be database problems, we may not. We'll let people know if we do.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: KBF-JD on May 24, 2003, 01:09:46 pm
Quote:

Rod: if you play on TechWars, we're still on the previous pack..
The admins may upgrade, who knows?  




Where can I get the old pack from to try techwars?

Thanks,

jd  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on May 24, 2003, 03:57:38 pm
I think FireSoul still has a copy of the old pack here:

http://klingon.stasis.ca/sources_and_utils/EvilDave/old/OPMissions-20030523.zip
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 24, 2003, 08:08:53 pm
The date in the pack's name is not the date that it was created.. it's the date that I moved it to the 'old' directory.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on May 25, 2003, 05:43:44 pm
Quote:

We may upgrade on Tech Wars, but considering there could be database problems, we may not. We'll let people know if we do.  




If the file names have not been changed nor any files removed or added then we will be updating. Database issues only occur when something is removed thus requiring a DB edit (something I dislike doing).

I'll look it over and advise all current Tech Wars players to DL the files ASAP in the case that we do switch.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 26, 2003, 08:45:18 pm
OK, lessee ...

(1) I screwed up the OP pack.  I don't know if there are going to be any observable effects or not, but I was screwing around with the API last week and only realized this morning that I'd recompiled the last OP pack with the modded API.  No clue what impact it might have, no real memory of what it was I was mucking around with

So, for OP, here's the pack recompiled with the correct API.  My apologies for this!
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

(2) Given a lot of feedback from SG3, I've made some modifications to the EAW pack.  (Eventually I'll  apply these to OP as well, but after recompiling already to correct the mess above I just didn't have the motivation to do it again.)

The new EAW pack is intended to be more amenable to PvP and to the survival of small ships.

 - many of the open-space missions (patrols, fleet actions, etc) now have a substantial bonus for either killing, capturing, or running a human enemy off the map.  The bonus goes up to a maximum of about 450pp  per human opponent, beyond the regular mission payout.

 - some of those missions will now produce substantially fewer AI ships when in a PvP situation.  If you're not flying coop you *might* still get one AI wingman, but not the big crowd previously produced.

 - some of the tougher open-space missions have had their difficulty tweaked, and will sometimes give the player a break with an easier draw, usually by dropping the enemy ship count.

 - a couple of the nastier missions (e.g. sector assault) won't get offered to ships under 100BPV or before 2268, when most races are fielding more capable ships.  This actually depends partly on server settings, but hopefully will work out.

 - players spawning close to the sun in the planet survey mission should (hopefullly) no longer occur.  The frequency of the sun version of the mission should be way down - say about one survey mission in twenty.

The link to the pack is (as always)
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

dave

   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 27, 2003, 12:10:15 am
Ah. Thanks Dave, downloading as usual.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Klingon Fanatic on May 27, 2003, 09:18:13 am
Thank you Dave! D/l also.  I Can't wait to see what you do next [crosses fingers for SFC1 missions].

KF
Title: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on January 31, 2003, 12:30:04 pm
Well, there's nothing like a couple of months away from the code
to freshen your perspective and renew the enthusiasm

I've done a fairly major spring cleaning of the old ED mission pack
for EAW, scrapping an awful lot of extras that were increasing the
complexity and (mostly) adding bugs.

The new mission pack is here: http://www3.telus.net/NuclearWessels/sfc/downloads/EAWMissions.zip
EDIT: all 44 missions are now in the pack, so it runs around 8meg now.

They've also been compiled for OP, though only spot-tested: http://www3.telus.net/NuclearWessels/sfc/downloads/OPMissions.zip
EDIT: confirmed, there are a couple of hassles if you fly as a pirate (regular empire players should be ok).  The most notable is that you don't get any mission briefings ... I'll remedy that on Monday.   The other biggie is that you can draw planet defense missions but you don't get any defensive installations in the BS->SB range.   Hopefully I'll also do something about that on Monday.

Finally, I've started experimenting with SFC3 missions, just three put together so far,
THESE ARE VERY VERY VERY EXPERIMENTAL AT THIS STAGE.
For one thing, the api is designed for the 1.1 patch, so I'm not sure if the
missions even run on the unpatched version.
The three missions include one variant on the standard hail/combat mission,
and enemy-space versions of the scan/distress missions (with a few bells and whistles)
Again, let me know if you find bugs, I'd rank these as pre-beta.
The SFC3 pack is at http://www3.telus.net/NuclearWessels/sfc/downloads/SFC3Missions.zip

As always, you're welcome to use the missions or any subset of them for
single-player or online servers, and feel free to repackage them with other
missions if you want (as long as it's not for profit of course )

Hope you enjoy 'em!
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FatherTed on January 31, 2003, 12:45:47 pm
Dave's not here!

Good to see you back with your batteries recharged.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on January 31, 2003, 12:54:40 pm
All hail the king of mission coding!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Rod O'neal on January 31, 2003, 02:19:46 pm
Thank You! I want to be just like you, when I grow-up.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on January 31, 2003, 04:09:54 pm
Quote:

I've finally got them all compiled and (apparently) working for OP as well,
the OP version is here: http://www3.telus.net/NuclearWessels/sfc/downloads/OPMissions.zip
I haven't tested those as a pirate yet, and have just spot-checked many of the others,
so let me know if you run into problems.




Ohh. Cool.

.. question: are these replacements to standard missions or additions?
.. What if.. we were to take:
  .. the EAW campaigns recompiled for OP..
  .. the additional standard OP missions..
  .. this missionpack..
  .. custom .MCT files..

.. would it make a good nasty fun campaign for OP?
Where would we store it?
I claim the initiative! .. but I want permission from Dave first.

-- Luc
FireSoul
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on January 31, 2003, 04:29:38 pm
Firesoul,

the missions in the OP pack are a mix of "from scratch" missions
and modified versions of the EAW stock set

The modifications are things like
 changing the strength of opposition,
 changing the terrain maps and ship starting positions,
 correcting the mission results for ambush missions,
 adjusting some prestige awards,
 preventing certain missions from ending until all hostiles have left the map,
 adding some variability to convoy speeds and direction,
 etc etc

The modified missions have been given unique filenames and mission titles,
so they don't conflict with the Taldren versions if you want to use both.

And feel free to mix and match as much as you like

dave




   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on January 31, 2003, 05:10:27 pm
Quote:

The modified missions have been given unique filenames and mission titles,
so they don't conflict with the Taldren versions if you want to use both.

And feel free to mix and match as much as you like
 




Glad to hear it.
What I *might* do is spend some time to create .mct files and make those available to the community. That way, people can get the missionpacks from either of us, install on OP, install these .MCT campaign files and it's all done. Sure, it's a bit troublesome for the user to find all these files BUT..

.... it will be GLORIOUS!
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: SSCF Hooch on January 31, 2003, 09:07:52 pm
All hail the return of the king! (well perhaps Dark Lord fits better)  

Good to see you again Dave!!!!

Hooch
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Kestrel on February 02, 2003, 02:28:59 am
First of all, Bump!

Wow, three precious gifts all in one post.  Thanks, I have to try these out.  I am still working on a campaign based on the previous release.  I love these missions.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 02, 2003, 02:20:33 pm
It looks like it was a shared ailment between the remaining scripts under repair,
so I should have the whole batch out and available for EAW/OP sometime tomorrow
(crosses fingers)

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: RedHotChiliDog on February 02, 2003, 05:13:34 pm
This is great stuff!  Good to see some of the first custom SFC3 scripts being released too, even if they are experimental.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: 3dot14 on February 04, 2003, 10:46:06 pm
great work.

Bump.

Also how goes the update?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 05, 2003, 05:59:17 pm
All 44 missions for EAW are now in place and seem to be in pretty good shape.

I'm in the process of compiling the OP ones.  Tthat'll take a few hours, but they should be up sometime tonight.

No further progress on the SFC3 ones - not sure when I'll get a chance to hack away at those.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: David Ferrell on February 05, 2003, 08:27:34 pm
Bravo Zulu Dave!

Really great work.

Thanks,

Dave  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 05, 2003, 10:14:59 pm
Thanks Dave,

OK, finally finished compiling them for OP, that mission pack is uploading as I type, so should be good to go any minute now.
Again, the OP pack has only been spot-tested, and I'm not going to get a chance to test it much over the next couple of weeks, so if anyone tries it out please let me know if you spot problems.

thanks!
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 06, 2003, 11:47:03 am
Hey Dave thanks for the redone complete set. Will your old .mct files still call up these missions and if so can we just copy and paste them to OP?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 06, 2003, 04:37:43 pm
Hmmm ... I think the old .mct files will be ok,
<enter CYA mode> but I'm not 100% sure.

I've included a single .mct file in the pack,
it might be advisable to copy/paste the mission list from that one
into whichever campaign files you actually want to use.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 06, 2003, 05:07:47 pm
Well I'm certainly no expert, but if you haven't changed the names for them I can't see why they still shouldn't work. They just call up the scripts right?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 06, 2003, 07:52:31 pm
Yeah, I'm pretty sure the old .mct's had a complete list,
but I haven't checked them in ages.

The only catch I can think of is that they may have entries for two scripts
that I haven't included in the new pack:
 - NW15BaseDefense, which never got offered anyway so shouldn't matter, and
 - NWEvilPatrol (or something like that), which was a buggy mission variant

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 06, 2003, 08:09:44 pm
That reminds me, I was meaning to ask you (or someone) what is the stock 15 base defense mission? I actually made a .mct file with that in it only and no missions ever showed up. I don't remember a mission that allowed base defense before you made one.

Oh one other thing. Do you know if you can turn off the AI interaction in the single player D2 like BB Jones does in the multi D2 and if so how do you do it?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 07, 2003, 10:18:20 am
The 15Base mission is the defender version of base assault.

Unfortunately there seems to be a bug in the script, as I've never seen the mission actually get offered in a campaign.

Usually that comes about because of one of
 - a flaw in the message text
 - a flaw in the mission maps
 - a flaw in the team selection/drafting setup

I keep meaning to go over the script in detail to see if I can spot the problem,
but haven't done so to date.   One fine day

As for eliminating the AI interaction, usually I just set the AI population controls to something ridiculously low in the MetaMap.gf file.  E.g. variables TargetPopulationToEconomicRatio, InitalAILevel, and MaxAIsPerEmpire.  Dunno if BB does something similar or not.

dave
PS - I did confirm a couple of glitches from the pirate-player perspective for the OP versions, see the edited post up top
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 07, 2003, 10:30:22 am
Thanks Dave. I'll try those.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Captain KoraH on February 07, 2003, 10:41:14 am
Dave, I am working on a huge mod for my online D3 server, and I wonder if I could get you to re-do some of the stock Taldren SFC3 missions for me?

I want to change some minor things like the difficulty of the base assault and planet assault missions, maybe by just adding more defender ships. Could you do something like that for me? I would be extremely grateful, and I would be willing to test any missions you make on my server for you. What do you say?!

Captain KoraH
Admin of "The Neutral Zone" D3 server
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 07, 2003, 01:12:12 pm
I can't make any promises for awhile KoraH.

Right now I'm following up on some leads on the "neutral co-op" bug in some EAW scripts.

Next on the agenda will be the fixes to the OP scripts mentioned above.
 
After that I'm hoping to port some of the other OP dynaverse missions to EAW.

*Then* I'll probably spend some more time on SFC3 scripts - I'm guessing that's at least a month away, maybe two.

dave

 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Karnak on February 07, 2003, 04:46:44 pm
b
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: 3dot14 on February 07, 2003, 04:52:46 pm
Quote:

...
Right now I'm following up on some leads on the "neutral co-op" bug in some EAW scripts.
...
dave



Oh thank you!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 08, 2003, 08:53:10 am
Bump, because without Dave's work, these games would be a shadow of what they are now.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: GT-Keravnos on February 09, 2003, 10:50:08 am
What can you say when THANK YOU A THOUSAND TIMES OVER feels too small?

I really am at a loss here!  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Captain KoraH on February 09, 2003, 05:14:03 pm
Dave:

How hard would it be for someone with no knowledge of C++ to make those changes in the existing scripts I mentioned? Could you give me a quick and simple answer to the level of difficulty involved in making seemingly (only you know how hard it really is...) simple changes to the stock scripts? I'm talking something like adding a couple ships to planet assault missions, or something like that.

Thanks for your attention to my questions Dave, you really are a wonder around here.

Captain KoraH
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 09, 2003, 06:49:06 pm
If you've got any software background, or if you've worked with scripts for other games in the past, then I suspect that making simple changes to existing scripts wouldn't be too ugly at all Korah.  If you haven't got any experience at all then it might be a tough row to hoe initially.  Actually, getting VC++ and the API installed and working together might be the worst of it

For adding ships or changing the ships added you'll basically want to hunt around for places in the script where the  mCreateShip method appears, and once you spot it you can start making sense of the values it needs to be given. Rearranging map positions and mission text is also pretty basic, so I don't imagine you'd find those too difficult.

The scripting guide I've got linked in my sig gives an overview, but does assume you've got some programming background.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 09, 2003, 11:55:30 pm
As promised. (kinda)

Sets of .MCT files for SFC:OP. These files are campaign files if you want to mix the EvilDave OP mission pack with the "EAW single-player campaigns compiled for OP" package. I also included the standard campaign OP .MCT files modified for use with NW's EvilDave packs in the way that made sense to me.

 http://klingon.stasis.ca/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip
It's a 25kb .ZIP file.

heh.. "ISC-Fed.mct" file:
Description="Play as the Federation against the ISC and their war of pacification."
.. there are 72 missions listed in it. This should be good.



.. I'm.. uhh.. a bit tipsy right now so let me know tomorrow if I goofed in making these.
.. man.. this rev^2 + redbull concoction is like nectar to me....

-- Luc
FireSoul
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: **DONOTDELETE** on February 09, 2003, 11:59:58 pm
Thanks firesoul!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 10, 2003, 12:02:36 am
..heh.. you want " "?  

Here!
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 10, 2003, 09:00:03 am
Beauty, thx Firesoul!

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 10, 2003, 02:03:48 pm
Forgive me if I missed it, but are you planning to (or have already) go into the OP mission sources and get them working for OP D2 (DV updates, miscellaneous bugs)?

Again Dave, thanks for all your hard work.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 10, 2003, 03:38:34 pm
Well, I'm going to play with/customize the OP scripts, and am happy to try and fix any mission bugs folks know about.  I haven't played the stock OP missions in absolute ages, so don't remember any of the trouble makers at the moment.   (Heh, except the anomaly mission, I do have distinct recollections of frustration playing that one as a plasma pilot.)

I don't think I'll be able to solve the problems of interaction with the cartel map since that's taking place at a deeper level than the mission scripts  ( )  but if anyone's got a list of mission bugs then whack 'em in here and I'll see what I can do.

dave


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jlcarneiro on February 10, 2003, 09:41:56 pm
Great, GREAT work NuclearWessels and FireSoul!

You're simply fantastic! But does anyone have news on those SFC1 storyline missions being converted to SFC2:OP?
I received this message from Erik. I think he meant it. But I can be mistaken, can't I?  

 BTW, I don't know if I can post this kind of thing here. If I can't forgive me.

 
Respondendo a:

> ---------- Início da mensagem original -----------
>      De: "Erik Bethke" <erik@taldren.com>
>      Cc: <davidf@taldren.com>
>    Data: Tue, 14 Jan 2003 22:09:43 -0800
> Assunto: RE: SFC1 and SFC2 campaigns conversion
> David,
>
>  Go ahead and release the source code to all SFC1-OP scripts...
>
> -Erik
>
> -----Original Message-----
> Sent: Tuesday, January 14, 2003 6:43 PM
> To: erik@taldren.com
> Subject: RE: SFC1 and SFC2 campaigns conversion
>
> Erik,
>
> Hi! Sorry to bother again, but has SFC1 source-code been
> released to public?
>
> Thanks and Happy 2003!
> JL
> > ---------- Início da mensagem original -----------
> >      De: "Erik Bethke" <erik@taldren.com>
> >      Cc: <jking@prospeed.net>
> >    Data: Tue, 4 Jun 2002 19:38:00 -0700
> > Assunto: RE: SFC1 and SFC2 campaigns conversion
> > We will be releasing the source code to the public shor
> tly - 90% sure.
> >
> > -Erik
> >
> > -----Original Message-----
> > Sent: Wednesday, May 15, 2002 7:33 AM
> > To: ebethke@taldren.com
> > Cc: jking@prospeed.net
> > Subject: SFC1 and SFC2 campaigns conversion
> >
> > Erik,
> >
> > I've been asking if someone had converted SFC1 campaign
> > scripts to SFC2 but I've not been successful.
> >
> >      I have 2 problems:
> >      1. I'm not C++ proficient
> >      2. I don't have either time, nor a compiler...
> >
> > I was wondering if you could give the source-code of
> > SFC1 campaign to someone (I thought of MagnumMan,if he
> > agreed) to convert and re-compile it. I think only
> > the "storyline" ones are necessary since the convoy
> > escort, convoy attack, base attack and others are common
> > to both programs...
> > This way we could create an alternative campaign to SFC2
> > like we did with the General War campaign...
> > Is that possible?
> >
> > Regards,
> > José Luís
 


     
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 11, 2003, 08:08:26 am
Well, the SFC1 code has been available for a long time now, but the mission scripts for SFC1 are very different from the EAW/OP  ones.  It's dead easy to port EAW missions to OP, a little uglier to port OP missions to EAW, and much more work to go from SFC1 to either EAW or OP.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 11, 2003, 02:11:10 pm
Dave, here's an OP script bug right off the top of my head (also haven't played for more than a few minutes in a while):

Convoy Escort will draft an allied player or AI as your enemy, as long as they aren't the same race as you. It SEEMS to draft based on the nearest planet or base ownership when spawning AIs.

Another good one: the cargo box patrol generally doesn't give you an enemy, so all you have to do is disengage to get a free (and quick) win.

Negotiations is nearly unwinnable, since most ships in the game can't go fast enough to overtake the enemy ship that starts out ahead of them in its race to a certain distance from the planet. It doesn't help that the ship is generally bigger, too, making long-range shots useless.

There are many more, of course...
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 11, 2003, 02:46:53 pm
Beauty - I can almost guarantee all three of those have easy fixes.

I'll check them out tomorrow, so holler if you think of any others.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 11, 2003, 03:31:22 pm
Quote:

Beauty - I can almost guarantee all three of those have easy fixes.

I'll check them out tomorrow, so holler if you think of any others.

dave
   




I noticed that AMD doesn't seem to work in the Investigation mission, at least against fighters, but that may be a deeper problem. Haven't tried Plasma D yet. The other thing is no one seems to be able to figure out how to win the Recharge Spacedock mission. Either it's bugged or we are all morons . People have posted things about it, but AFAIK none of them work.

P.S. Did you complete the fixes to the OP missions with the pirates?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 11, 2003, 04:26:00 pm
The AMD not working is usually a sign that the hostility level hasn't been set high enough.
It shouldn't be a problem to fix, I'll just need to check that the higher hostility doesn't cause other behaviour problems for the AI.
(I don't remember the specifics of the mission.)

I should be able to figure out the intended results for the Recharge mission from the script,
so I'll fix it if I can (and confirm or deny folks' interpretation of what they're supposed to be doing.)

I haven't done the pirate fixes yet, I'll likely go through and do those at the same time.
(It's a simple fix, but doing it to a bajillion scripts is tedious stuff )

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 11, 2003, 10:51:27 pm
Do anyone here have a saved-game with "Battle at the grave of thought" ready to go?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 11, 2003, 11:09:41 pm
Quote:

Do anyone here have a saved-game with "Battle at the grave of thought" ready to go?
-- Luc  




Unfortunately not me, but couldn't you just make an .mct file with only that mission in it? AFAIK it isn't linked to any other mission besides that fact that it is a campaign mission.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 11, 2003, 11:40:16 pm
Let me try it.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 11, 2003, 11:57:02 pm
It didn't work:
-- Luc

Code:
 
Name="Federation vs ISC - BATGOT"
Description="BATGOT - Play as the Federation against the ISC and their war of pacification."

EarlyMapName="EarlyMap.mvm"
MidMapName="MiddleMap.mvm"
LateMapName="LateMap.mvm"
DifficultyLevel=1
Era=0
TriggerMission="Uni_1Peace"
TriggerPrestige=1
[Missions]
0="Met_NW6Patrol.scr"
1="Uni_7BattleGrave.scr"


[Races]
0=0



 
Edit: yes. I just spotted the error above:  "TriggerMission". I will try again.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 12, 2003, 12:48:19 am
still no good.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 12, 2003, 02:03:16 am

--------------------------
EDIT: NeverMind. I'm the one who made the mistake. The mission "Uni_NWX1M1ASmuggler" shouldn't have been used in the .MCT files I have put together. It's the standard one that goes there.
I have repackaged the Campaigns:  http://klingon.stasis.ca/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip
--------------------------


Dave, I have a question:

when you made "Uni_NWX1M1ASmuggler.scr", did you leave the internal structures as "Uni_X1M1ASmuggler" or did you change it, probably to: "Uni_NWX1M1ASmuggler"?

I finished the single-player campaign mission "Uni_4Resolve", but am unable to get any more campaign missions. From "Uni_4Resolve.scr" sources, the next mission for Federation is "Uni_X1M1ASmuggler". See where I'm heading at?

.. anyways, I've browsed through lots of sources and compiled the following tree. I will probably have to adjust my .MCT files. I'll do that tomorrow. it's 3AM.

-- Luc


Code:

Uni_1Peace
 - 2Promises


Uni_2Promises
 Federation:
 Gorn:
 Hydran:
 Klingon:
   - Uni_X3M1ATemple
     - Uni_3IronCage
   - OR: Uni_3IronCage
 Else:
 - Uni_3IronCage


Uni_3IronCage
  - Uni_X4M1AThief
    - Uni_X4M2ACuckoo
      - Uni_X4M3ADoors
        - Uni_4Resolve
  - OR: Uni_4Resolve


Uni_4Resolve
 Federation:
 Gorn:
 Hydran:
 Romulan:
   - Uni_X1M1ASmuggler
     - WIN: Uni_X1M2Trial
       - Uni_X1M3Poison
         - Uni_5Accuse
     - LOSE/DRAW: Uni_X1M1FInsurrection
       - WIN: Uni_X1M2Trial
         - Uni_X1M3Poison
           - Uni_5Accuse
       - LOSE: Uni_5Accuse
   - OR: Uni_5Accuse
 Mirak:
   - Uni_X2M1Interceptor
     - Uni_X2M2Reclamation
       - Uni_X2M3Apes
        Mirak:
          - Uni_5Accuse
 Else:
   - Uni_5Accuse


Uni_5Accuse
 Lyran:
   - Uni_X2M1Interceptor
     - Uni_X2M2Reclamation
       - Uni_X2M3Apes
        Lyran:
          - Uni_6Immunity
 Else:
   - Uni_6Immunity


Uni_6Immunity
 Romulan:
 Federation:
 Lyran:
 Mirak:
   - Uni_X5M1AMoon
     - Uni_X5M1FPyre
       - Uni_X5M2Sake
         - Uni_7BattleGrave
 Gorn:
 Klingon:
   - Uni_X2M1Interceptor
     - Uni_X2M2Reclamation
       - Uni_X2M3Apes
         - Uni_7BattleGrave
 Else:
   - Uni_7BattleGrave


Uni_7BattleGrave
  - Uni_8Hammer


Uni_8Hammer
  - WIN/DRAW: Uni_9A1Tyr
    - Uni_10Criminals
  - LOSE: Uni_9C1Welcome
    - Uni_10Criminals


Uni_10Criminals
  - WIN/DRAW: player retires
  - LOSS: player has lost

Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 12, 2003, 08:58:02 am
NP - actually of late I've been putting the version number into the mission title as well,
e.g. "Uni_NWX1M1ASmuggler v3.1.1".

It finally dawned on me that people have renamed copies of some of the old versions around,
so this should guarantee we avoid any conflicts.  (And in fact, it means that if anyone really likes
a particular version of a mission they can keep both it and the latest version around and use both
in the same campaign.  I'd like to say I thought it out that way, but it was just a happy accident )

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Captain KoraH on February 12, 2003, 11:24:58 am
Hey I have another question for you Dave:

What I want to do is not allow a base attack mission until the DV of the hex it's in is lowered to... a low number. Does anything in the mission script control this?

Captain KoraH
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 12, 2003, 12:40:05 pm
Well, CRAP, now I guess I have to go and look through all the scripts and try to play them again to check for bugs.

Dave, thanks A LOT for being so d***ed efficient.

Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Captain KoraH on February 12, 2003, 03:53:02 pm
Does anyone know if FSME will work for SFC3 missions? Does anyone HAVE FSME???? hehe!


Captain KoraH
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 12, 2003, 04:52:07 pm
 
Hey Doug ...

 

Well I beat a final round of sense into the EAW missions this morning, added a couple of new missions to fill some holes, and I'm just now starting the grand port/hack/fix for the OP side.  I won't get it finished today, but should have it ready on Monday, so that gives you a few days to bug hunt the stock missions

KoraH - there's nothing in the mission scripts or API that allows us to identify the current hex DV value, so there aren't many options along those lines unfortunately.  And I'm pretty sure nothing like FSME exists for SFC3 yet - dunno if anyone is working on a similar tool or not.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 12, 2003, 05:52:41 pm
I think you just got promoted to Captain, Dave..

.. well.. uhm. My SO's been having contractions these last few days. I don't know how much longer I can be available to help.. who knows, maybe I'll have plenty of time after all.

.. anyways..
.. I'm aware that this is in OP only.. but are you willing to consider my "select era-based fighters" code? MagnumMan has already told me the secret to how to detect OP or EAW with the same sources. It's all a question of using a "#ifdef OP" at this point.
  The code works well. If you're not interested, would you share the sources to the missions you have?

-- Luc

PS. I still have to get to BatGoT ("uni_7battlegrave" I believe) with my single-player campaign, so that I can prepare myself to fix it.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 12, 2003, 07:12:28 pm
I hope you're not playing the ISC campaign because that side of the mission is fine.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 12, 2003, 07:25:02 pm
I'm currently playing Hydran Vs ISC, not "ISC vs everybody else" aka "ISC Pacification Campaign".

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 12, 2003, 11:46:50 pm
Hey FS or NW, in OP are there supposed to be two meta map files in the Single Player folder in Meta Assets? I have Meta Map and Meta map.war and they have slightly different entries in some of the fields. I was wondering if this was causing some of the problems I am having with the game in that area.  BTW I only have one of those files - Meta Map - in the EAW folder so I is cornfused!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 13, 2003, 02:01:19 am
I don't know enough about the maps to answer you.. Sorry.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 13, 2003, 07:57:51 am
To tell the truth, I've always simply ignored the MetaMap.war file. Changing the MetaMap.gf seems sufficient to alter the settings for a campaign.

I always assumed it was a semi-useless file that should have been removed, but that was based on my perception (true or false) that it does nothing.

Dave (and all), I'll start a OP script bug thread. I'll be away all weekend starting Friday in the wee hours, so everyone please feel free to add your bugs to the list.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 16, 2003, 03:48:38 pm
Just a bit of an update,

I've added another handful of missions to the EAW pack to improve both combat and drafting abilities around bases, and reorganized the mission offerings to (hopefully) nullify the neutral co-op bug and to reduce the frequency of some of the more unusual "specialty" missions.  You should now get some form of pure combat mission in most locations, with the other missions showing up once in awhile for variety.  I think it's running around 47 missions and around 8.5 meg now.

All of these have been recompiled for OP as well, and I'm still gradually working through the bug list for the remaining OP campaign missions.  Hopefully those will be in pretty good shape tomorrow - I'll try and get an OP pack posted late tomorrow.

The additional OP missions will probably bring that pack in at over 10 meg --- Castrin, you were offering sfcx as a possible mirror site? If that offer still stands,  I might have to take you up on that as the primary location for storing the pack -- this is going to put my site well over it's storage limit.  Thx!

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 16, 2003, 03:59:48 pm
Let me know where this pack is too, please.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on February 18, 2003, 01:01:05 pm
Quote:

The additional OP missions will probably bring that pack in at over 10 meg --- Castrin, you were offering sfcx as a possible mirror site? If that offer still stands,  I might have to take you up on that as the primary location for storing the pack -- this is going to put my site well over it's storage limit.  Thx!

dave




I can mirror / host any and all ass you need. I have them all right now so if you want I can switch the links on SFCx (yes they are in the DL section) and then you can save some space.

Just let me know.

btw: sorry for the late responce, the thread got buried and I usually hang out in the D2 and D3 forums.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 18, 2003, 01:24:05 pm
Quote:

btw: sorry for the late responce, the thread got buried and I usually hang out in the D2 and D3 forums.    




you should come out and play more often.
.. btw, castrin, .. .. are there any OP D2-related bugs that could be avoided via server-side settings (that you know of)?

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on February 18, 2003, 04:02:23 pm
Well beyond the already stated (terrian bug, netural co-op bug, pirate / empire DV bug) the only other one I can think of is the (J'inn) asteroid-base-mission-from-nowhere bug. I.e. getting asteroid base missions when there isn't a asteroid field with in 10 parsecs.

The best one to chat with on hex issues / bugs is SFCx lead D2 nutter Nomad.    
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 18, 2003, 04:41:57 pm
..hmm.. I want to see where NW's contributions will lead up to..
.. then there's the matter of an OP patch that we're awaiting.


.. I ponder simply: with the current OP Patch in the works.. would there be a possibility of a useable D2 server with the first patch? What if there's a way to turn off the pirates?

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 18, 2003, 06:16:34 pm
Quote:

Well beyond the already stated (terrian bug, netural co-op bug, pirate / empire DV bug) the only other one I can think of is the (J'inn) asteroid-base-mission-from-nowhere bug. I.e. getting asteroid base missions when there isn't a asteroid field with in 10 parsecs.

The best one to chat with on hex issues / bugs is SFCx lead D2 nutter Nomad.    




Heh, yeah the asteroid-bases-from-nowhere bugged me, so I modified them to only get offered in appropriate areas.  It was perhaps a tad overzealous though....  Now it seems they don't get offered at all
That's why I didn't include the asteroid base missions in the pack.  Ah well, I'll see if I can figure out what went wrong there.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 18, 2003, 07:18:22 pm
Some feedback: on the missions:

The revised Met10_Patrol (and maybe the other "standard" patrols) constantly puts me in a 3v3v1 (1 being a pirate), and so far I've always been outgunned by the enemy empire. My allies tend to be specialty ships like maulers or weak carriers (Klingon allies for my Lyran). The Mirak I'm seeing get stuff like MEC/CC/DN. I'm rusty, but this is a bit tough for a standard patrol replacement. After all, isn't fleet action a 3v3? I'd like to see the occasional 1v1.

The Salvage mission had no enemy AIs, and the contents of the cargo boxes didn't transport right. If I got, say, a spare part from one box, I couldn't get any from the others, and in fact trying to transport them off the other boxes repeatedly would remove my items and put them on the box for all items except the spare part. Once I had the full four items and left by the border, I got a win.

The Holding Action script got called up in an empty enemy hex, but at mission start, it said it was waiting for other players and stalled out. I don't know if the Holding Action was getting called inappropriately and needed a "live" aggressor to work, or if it was just a general bug with the Holding Action/Data Recovery.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 18, 2003, 08:24:19 pm
Data Recovery does have a problem at load up it's not just you. It froze up on me three times and hasn't worked yet.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 18, 2003, 08:36:41 pm
The salvage no-enemy bug is taken care of in the next pack.

The three patrol variants are all offered in player space now, since they all suffer from the neutral space coop bug, so one of them now gives 1-on-1 when played vs the AI, one gives 2-on-2, one gives 3-on-3.  They all support 3-on-3 drafting and all go under the generic "Patrol" name when you don't have "true names" turned on for the mission titles (i.e. the strengths appear random when all three scripts go under the same mission title, but behind the scenes it's handled by three seperate scripts).  That will also allow me to do a little more customization of the patrols to increase the appearance of variety  I'll tweak the balance on it tomorrow.  It might not be possible to decrease the odds of getting oddball variants for allies - essentially you specify a strength range relative to the player strength, and if (for a particular player ship) lots of oddballs fall in that range then the chances of drafting one are pretty high.  I'll see what I can do though.

I'm not sure what the poop might be with the Data Recovery/Holding action -  I'll check that out tomorrow.

What else is up ... um, the Courier should do something a little smarter in the next version (rather than dive straight into combat).

Keep it coming guys, and thanks!
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: EmeraldEdge on February 18, 2003, 08:41:52 pm
I just tried a NW2holdingaction and it worked fine (with the exception of the listening post being a base station instead).  Destroyed the ships and the mission ended, didn't have to defeat the base station, fortunately.  Nomad(jdmckinney) has frozen tryin' to get this mission before though.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 18, 2003, 09:47:29 pm
Hmmm ... might be a race specific issue, worked fine for me last time around too.

I'll check and see if it's trying (and failing) to generate cartel bases maybe.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 18, 2003, 11:43:30 pm
Quote:

Hmmm ... might be a race specific issue, worked fine for me last time around too.

I'll check and see if it's trying (and failing) to generate cartel bases maybe.

dave
   




I'm just using the Lyran.mct you provided. I have never had trouble with the Data Recovery mission before. I have to use Ctrl+Alt+Delete to get out of the mission screen. The ship never appears, only the empty star field and blank systems UI. When I hit Ctrl+Alt+Delete it says that SFC is not responding.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 19, 2003, 02:50:45 am
aiiee.

.. the year was 2284.3 ..
.. I'm currently playing the Klingon Vs Mirak single-player campaigns compiled for OP. I am using your missions also, with my custom .MCT files that mix both.

Mission: The Surprise Reversed.
Enemies: Gorn.
My ship: C7V.

.. there was an X-Ship in the enemy fleet. (aiiie!)
It also happened to have activated. I died.

Is there a way for the scripts to detect what the current year is? Me, I have working code that allows randomly choosing a ship in service on such a year..
Fixing this is possible if we can detect the current year in the script. (Not mGetEra.)

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 19, 2003, 03:21:45 am
..
I think I just encountered another bug in the damned API.

I did this, trying to fix the era issue in another script:
Code:

int32 tUni_9Edge::mInitializeStart( tDynaverseScriptInfo& info )
{
   FILE *fp = fopen("c:\\edge_date.txt", "w");
   fprintf(fp, "Date --  Year: %d  Day: %d\n",
      info.fMissionDate.fYear, info.fMissionDate.fDay);
   fprintf(fp, "Campaign Year: %d\n",
      info.fCampaignYear);
   fflush(fp);
   fclose(fp);

   return 1;
}



The year was 2283.4 in my campaign. Here was the result:
Code:

Date --  Year: 176  Day: 1
Campaign Year: 176



Can you think of a better way to load the date from the Dynaverse's passed-on data?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 19, 2003, 10:08:10 am
Firesoul: no, I've never succeeded in capturing the actual date - I'd tried the same thing as you did, with similar results. <sigh>
The surprise reversed is using the API's mCreateFleet and mCreateShip methods to generate the oppositon ships, so apparently those are bugged datewise in OP (they seem to work fine in EAW).  Heh, it's a y2.3k bug

Corbomite: I meant racial dependent on the draftee, not the drafter.  I suspect when it picks the opponent race it's doing something funky when it picks a cartel.  I'll check that out this morning.

EDIT:: Confirmed - it was trying to generate a base belonging to whichever race got picked as one of the opponents.  If that opponent happened to be a cartel race then there is no appropriate base in the shiplist, so it was stuck.

dave


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 19, 2003, 03:43:09 pm
OK,the OP pack is good to go on the next round.

I think all the bugs listed by folks above have been vanquished, hopefully without letting any new ones creep in.

The pack is up to date at http://www3.telus.net/NuclearWessels/sfc/downloads/OPMissions.zip

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 19, 2003, 04:24:37 pm
is "Met_NW15BaseDefense.scr" supposed to be removed?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 19, 2003, 04:37:31 pm
Quote:

is "Met_NW15BaseDefense.scr" supposed to be removed?  




I see an Allied Base Defense, but not the 15 one. Also there is a NW7Starbase Assault and a NWStarbase Assault. There are repeats of the Convoy Raid and Convoy Escort missions also. I assume that the one's with the numbers are the tweaked originals and the one's w/o are the one's you wrote yourself?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 19, 2003, 05:50:26 pm
Heh, you guys are just too damned observant!

Yes,  I have never yet managed to get the 15BaseDefense to actually appear anywhere, so didn't want to waste the bandwidth.

And yes, the scripts with numbers in the filenames are variants built off the Taldren scripts with the same number, whereas the others are my "from scratch" scripts.

Just to make life irritating, I'm just now uploading another pack for both OP and EAW.  I discovered I'd missed some corrections w.r.t. ship damage and repair in anomaly and suprise reversed, and made some tweaks to the ambush mission - it might now be a tad scarier to get ambushed.

 These packs (both the EAW and the OP) also finally include the single-player campaign (.mct) files for all races.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 19, 2003, 06:06:08 pm
.MCT files?
That's good to know. I'll update my own files later on to match this pack's.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 19, 2003, 06:48:08 pm
LOL! I've deleted and reinstalled these so many times my HD is threatening to go on strike! Do you consider these final? Did you see my question about the Starbase Construction mission? Thanks for all the work Dave. With all these missions to chose from you can probably go through an entire campaign and not see some of them at all, which will only add to the replay value more. I remember you saying you lowered the chances of some missions cropping up, which were these, if you remember?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 19, 2003, 07:11:17 pm
Heh, yeah, giving the old net connection a good workout these days

I'm hoping that's the final beastie.  If I don't hear about any showstoppers in the next few days I'm going to zip up all the source code and post that as well.

Was your starbase construction question the one about allies or the one about the map?  Hmm, either way the answer probably isn't the one you're looking for  Right now the mission only has one map, and has no provision for allies.  It also has some quirky compile issues I haven't bothered to track down.  I might get ambititous enough to add some maps and some allies one of these days, but no concrete plans to do so right now.

thanks for all the help testing folks!
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 19, 2003, 07:49:23 pm
Yeah, mine was the map question. Oh well you can't have everything! Again, good work. This stuff makes single player actually interesting. I guess you gave up on the Asteroid Base Assault mission?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 19, 2003, 08:37:55 pm
Yeah, not sure what I did to break my version of the asteroid base missions, but lost patience with it for now

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Rod O'neal on February 19, 2003, 11:40:17 pm
I just finished DLing the EAW scripts and i'm gonna do the OP ones now. just thought I'd bump this back up on the 1st page. I'm tired of all the bickering and crap that's up there now  
This is good stuff. thia is what we should be talking about. Great work Dave
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 20, 2003, 02:06:14 am
Quote:

Firesoul: no, I've never succeeded in capturing the actual date - I'd tried the same thing as you did, with similar results. <sigh>
The surprise reversed is using the API's mCreateFleet and mCreateShip methods to generate the oppositon ships, so apparently those are bugged datewise in OP (they seem to work fine in EAW).  Heh, it's a y2.3k bug





Think it would be acceptable to create enemy ships based on the YFA of the latest of the player ships?
The ships created could be checked on 'existance' ..
ie: (pseudoCode)
Code:

  EstYearMax = YFA + 3;
  EstYearMin = YFA - 7;

  if ((shipToAdd->YFA > EstYearMax) || (shipToAdd < EstYearMin))
  {
      This ship won't be added to a 'possible' list of ships to be created. Either too early or too late.
  }



Yes, this is possible: MagnumMan's shiplist API.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 20, 2003, 08:09:11 am
Yeah, the only problem is I've tried to move away from using Mag's shiplist tools for online dynaverse missions.

They're awesome for single player and skirmish, I love being able to get at all the shiplist information during a mission, but I've noticed an increase in connection problems for multiplayer dynaverse battles.  Purely hypothesizing, but it seems like the pause  during loading of the shiplist at the start of the mission coincides with more problems connecting the players together.  Mission stability seemed to drop when I put it in, and improve again when I took it out

I should have the mission sources posted early next week though, so if you want to experiment with putting it back in feel free!
dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 20, 2003, 09:51:42 am
Thanks for the sources Dave.. I've been looking forward to them.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: RogueJedi_XC on February 20, 2003, 02:22:39 pm
Dave, you evil bastich! Surprise reversed, huh? More like double-reversed! Holy crap, two DN's and a BC against my little ole CL...

You're evil, man. Pure evil.


Keep up the good work.    
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on February 21, 2003, 12:04:30 am
Sorry to disturb, NW, but I  had a question after updating missions mid-campaign.

I was using a hand-edited campaign from the EAW mission pack that was available last week, ( I had an all-revised missions campaign set up, only leaving Starbase Construction from original), and noticed that in playing the campaigni after,  using the mission list/campaign from before, its stopped responding 'entirely' to the situations present, for some reason, not giving me base assaults in base assault sectors, just 'Investigation' (usually). Gives me base assault in plenty of spots without bases, but...

Seems to be putting the 'older' fleet assault in more often as well. And I told this campaign not to use /any/ of the originals. I like the planet assault with bases in orbit, and the fleet assaults with more than 3 enemy ships!

Also... a random question. I noticed that the mission can be 'forced' to put starbases in Homeworld Assault sectors. Can the same code be used to force the 'homeworld' planets as well? Seeing K-PK or L-PL or such would be nice The ISC homeworld is a NASTY customer  to approach

Just Curious

Carrie

Update: Hydran Homeworld and no planet assault! gah.

Update2: Nevermind, there it came. On the 3rd attack in the hex.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 21, 2003, 03:28:38 am
Pst. Hey dave.
I just got a "Data recovery" mission where the Listening Post was a BaseStation.
.. also.. my ally and the enemies were of the same race.

.. *shrug*
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on February 21, 2003, 07:25:54 am
From what I've seen, the base station is intentional.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 21, 2003, 08:38:42 am
Firesoul: yeah, it may throw bases out once in awhile, just for a bit of variety  Getting the same race as both enemy and ally is disturbing, I'll have a boo at the script and see if I left an "AnyRace" floating around in there somewhere.

EDIT:: nope, just checked - each of your allies is specified as AllyOf drafting player, and each of your opponents is specified as EnemyOf drafting player.  I guess the next suggestion would be to double check the political settings for the races involved.

Carrie: hmmmmm ... the "true mission names" are being updated with each new version of a mission.  If the saved game file stores the true mission names somewhere internally, then it might be getting confused by the switch.  I'll have to experiment with that a bit.  On the homeworlds issue, if the upcoming OP patch genuinely fixes the mGetHexType method (as rumoured) then it should be possible to get the right racial homeworld in homeworld assaults - have to wait and see on that one.

dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on February 21, 2003, 11:09:48 am
And now, even more, again from EAW.

I've figured out my planet assault problem, I went into one sector for it, and both "Planet assault" and "Planetary Assault" popped up under different names. Planetary Assault was the one I picked, sure enough that's the /good/ one, with the bases in orbit and all.

But when I start playing it under the new pack version, it bumped a Hydran hex I was attacking back up to 70 defense, from 30.  It's done that on several other occasions as well. If its still using the campaign setup I had before, it shouldn't be using Planet Assault at all. Might have to start a whole new campaign again, and simply copy all the mission names from the readme into the campaign file. Ugh.

I also got Hydran ally while attacking a Hydran hex. Wonder if that's part of what happened. Wonder of wonders, without a Hydran on the team it worked right that time. Then I only get planet assault next round, with 3 ships. Must remember to find the truename difference between planetary assault and planet assault, to erase the 3 ship one.

And just when I had the KE conquered...

As for the homeplanet thing, I'm talking about in EAW, so I guess the OP fixes don't apply. Hope the OP patch fixes the "no starbases in late/advanced era" bug.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 21, 2003, 12:52:18 pm
Hm, if it's giving you Hydran allies in the assault on a Hydran base that could well explain why the DV went up, but (needless to say) getting your allies as enemies isn't a good thing.

I'll have a dig into it on Monday and see what I can find out.  
Just to confirm, that happened in the ED-style mission, with lots of orbitting platforms etc?

thanks,
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on February 21, 2003, 01:03:56 pm
Yeah, the one with all the platforms and such. The one that I  want , as opposed to that other one that's too easy/cheesy even with PlPh planets. What ever happened to the old base assaults with the shipyards and defense platforms around the bases? Between the mission pack a week ago, and the one now, I haven't seen a single one of them. I like the missions tougher. I pushed up the figures in your guide to tweaking, trying to make it put a lot more/bigger ships out, but getting those same old missions with scans against little ships and such, is starting to bug me again

*gets Planet Assault and Planetary Assault in same hex again*

Hmm. That's been the only two times that I've noticed allies other than Orions (who I have all set to 0 hostility with anyone, so they don't take hexes). Was with those two missions in the same sector again.

And the next time I get Planet Assault, and get two Overstrikes as allies. Again against a hydran planet. *sigh* Hostility between Hydran and UFP is set at 1000, for ref. Essentially, "everyone else is the grand enemy of everyone else".
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 21, 2003, 01:38:37 pm
AHHHHH!!! <light goes on> Is EVERYONE enemies of everyone else for the player races?

A number of the missions assume each race has at least one ally and at least one enemy from among the eight playable races, otherwise they just go ahead and pick any old race for a particular slot.  It wouldn't be at all surprising if the race chosen was the one who owned the hex.

dave


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on February 21, 2003, 02:02:52 pm
Dave are there updated versions?

Been working on the SQL for D3 and didn't see this tread till now. Let me know and I'll up date things on my end.

Btw did you get my PM?  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 21, 2003, 02:29:52 pm
Doh!  I just realized I hadn't checked my PMs in days (ok, a week) - just fired off a reply.

The last update was Wednesday afternoon I think ... the 19th?
That one included some fairly significant changes, but I don't anticipate any others for awhile.

thanks again!
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Captain KoraH on February 21, 2003, 02:33:43 pm
Castrin, I'm very interested to know what you have planned for SQL in D3!!


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 22, 2003, 11:05:12 pm
Dave,

.. have you changed the AI's behaviour somehow in your mission scripts?
well.. go see your private messages. ;>

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 23, 2003, 02:05:24 am
Quote:

Dave,

.. have you changed the AI's behaviour somehow in your mission scripts?
well.. go see your private messages. ;>

-- Luc  




I think he has. Every time I try to engage it sets up a card table and asks me if I want to play Canasta.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 23, 2003, 02:13:26 am
heh.. heheh.. no seriously..
.. It's important.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 23, 2003, 04:23:56 pm
Nope, haven't done anything with the AI behaviour - at least not deliberately

In the mission film you sent me (the 4Ambusher variant) the ambushed AI starts out with shields and warp engines offline (i.e. destroyed at the start, then restored 30 or so seconds in) but that's about it.  The hostility settings are all stock, and no other commands or goals specifically set.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 23, 2003, 04:25:57 pm
nonono.. keep your eye on the other mirak ship..
.. might I remind you it's a CVA? .. it's a DN. .. how many HET's does it try to do?


Check it out.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 23, 2003, 07:42:16 pm
OK, due to both capacity and bandwidth limitations at my personal site, the mission scripts have moved.

They're now available (thanks to the good folks at SFCX.org) at
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip
http://www.sfcx.org/downloads/mirrors/NuclearWessels/SFC3Missions.zip

I've updated the links on my own pages and in my sig, if anyone else has links to the missions they might want to update those too

Many thanks Capt Castrin!
dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 25, 2003, 06:12:52 pm
Quote:

nonono.. keep your eye on the other mirak ship..
.. might I remind you it's a CVA? .. it's a DN. .. how many HET's does it try to do?


Check it out.
-- Luc  




Ah - it just dawned on my what the issue might be!

I might have given legendary officers to the AI ... it might be a legendary navigation officer trying to pull off all the extra HETs

I haven't got access to the code right at the moment, but I'll check on it later.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on February 25, 2003, 06:51:30 pm
What about this Canasta issue????
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 25, 2003, 09:30:26 pm
You sure it wasn't Fizzbin?

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Daew Anahos on February 26, 2003, 07:00:31 am
What about the Tri-Dimensional Chess Add On With The "Spock" AI option???  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on February 28, 2003, 12:49:39 pm
I've just been playing the new missions (all of my bad hex value and such changes to .gf are fixed), and have been noticing a few things.
 

     
  • With planet assault (the original version without the bases in orbit), there's a continual bug coming up, at least in EAW. Can the enemy ships be set to start out further from the planet? Right now, because the new code takes rings into the account as size of 'ringed planet', all the enemy ships are destroyed, cause they're inside the rings, and thusly "hit the planet" in the code.

     
  • I just got done playing Courier Intercept. Is there some reason it claims 'mission incomplete' after destroying the Courier and running? I had a single BB, I knew damned well that I wasn't gonna beat a B-10+C-8+C-5, and it claimed I hadn't destroyed courier. Is that a bug?
     
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 28, 2003, 01:57:53 pm
Doh!  On both counts

Yeah, right now I think the courier intercept expects you to kill everything to win.  I'll get that corrected soonly.

And the defenders dying planetside is an easy fix - will get on that one too.

I should have fixes for both posted Monday.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 28, 2003, 07:10:14 pm
.. now that I've been relieved of Dad duty (temporarily), I can compile some missions and test the buggy AI HET problems..
.. I'll let you know.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on February 28, 2003, 07:26:34 pm
Hey dave.. I just noticed that all three BaseAssault missions are:
Code:
DEFINE_SCRIPT_CLASS( tMet_7BaseAssault );



I think it would be best to have a different 'class' for each mission. I believe this 'class' is used to register itself to the main program. The last script in the .MCT with a given 'class' will be the one played all the time, I think.

ie, from one of the Custom pre-packaged .MCT files::
Code:
6="Met_NW7StarbaseAssault.scr"
(...)
41="Met_NW7BaseStationAssault.scr"
42="Met_NW7BattleStationAssault.scr"



I'm willing to bet only BATS assaults are being picked.

-- Luc
FireSoul
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on February 28, 2003, 07:45:23 pm
Nope, they actually get picked correctly based on the type of base(s) in the hex.

The only differences between the three scripts are the hexes they are allowed to appear in and the class of base they draft.  It does actually work, just a small handful of lines of source code are different for each.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 01, 2003, 12:40:48 am
Ok.. I've recompiled the Missions for OP (marked as version 3.1.2a) and the AI HET Madness has disapeered.
Here's the updated .Zip for OP.
   http://klingon.stasis.ca/sources_and_utils/EvilDave/OPMissions.zip

Dave, feel free to update your own with it. Either way, it doesn't matter as you'll probably update Monday.
Let's see what I can do for the EAW missions pack, now.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 01, 2003, 12:52:37 am
Ugh.. never mind.. the packages have indeed been adapted for OP only via sources. Easy enough to fix, but tedious enough to say:

.. Wait for Dave to do it.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 01, 2003, 01:58:40 pm
I'll get 'em compiled and posted Monday Firesoul.

Should have the other assorted fixes and enhancements from the EAW updates in there as well.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 01, 2003, 02:55:43 pm
Well.. let me share something MagnumMan found for me.. I used it in the coopace sources to auto-detect if using EAW or OP.

Code:

// For EAW/OP detection
#include "soundnums.h"
#ifdef kSndPhaserFire
   #define EAW 1
#else
   #define OP 1
#endif



.. then you can set up the differences by doing "#ifdefs"s.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 01, 2003, 03:59:46 pm
VERY NICE!  THX, will definitely do that!!!!!!!!!

It'll be nice to get a common set of source code for the two versions, thanks again!

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 01, 2003, 04:05:56 pm
That's the idea.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 01, 2003, 04:59:28 pm
Not to bug or anyhting, and I'm not sure if this is a bug or what, but I just got the better Planetary Assault with the Battle Stations, attacking the northwest neutral hex from the UFP border, up by Mirak space. And I noticed... it had the battle stations, def platforms, and shipyards... but no defending ships? Is that just something that'll happen in neutral space sometimes, or is it an error?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 02, 2003, 04:52:03 pm
Interesting ... it may be that it's failing to find an appropriately sized defender (based on your ship strength and the race you're fighting).  That probably means I've made the selection range too narrow.  I'll do a bit of twiddling with it and see what I can come up with.

thanks,
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 02, 2003, 10:07:21 pm
Here's another one:
Scout mission. I have a Z-BCV.

No enemies were generated. Dunno why by looking at the code.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 02, 2003, 10:45:10 pm
Well, in both missions mentioned the scripts were using a more restricted set of ships than usual (usual is Frigate through Battleship).  In one it specified HeavyCruiser or up, in the other it specified BCH or lower.  I'm guessing that, in the BPV ranges available and based on whatever difficulty settings were being used it just didn't come up with suitable opponents.  I'm working my way through all the scripts correcting a few other settings and adding the EAW/OP detection, so I'll check and correct those as well and we'll see if that takes care of the problem.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 02, 2003, 11:49:48 pm

Surprise Reverse, ED version:
Year: 2284.3 (Late)
PlayerShip: Z-BCV.

Enemies Generated:
K-B10  (yeeouch)
K-B10  (yeeouch x2)
K-XDG  (in late era??)
K-D6DB
K-BTK  (OP+ Shiplist, BattleTug is a BCH.)

 


.. why would it generate an X-Ship? ..  in my shiplist, that's like .. uhm.. 20 years ahead of its time.
.. also, why would it generate such powerful ships?

-- Luc


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 03, 2003, 01:09:47 am
Hmmm - it's using the built-in mCreateFleet to generate the opposition, so that's a tough one to answer.  Will do some exploring.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 03, 2003, 02:21:09 am
I've gotten several of those. And a few shipyard assaults against various empires, where the defenders never showed up.

Admittedly, I'm playing a modded ship so boosted that its stupid (SCS at 450BPV, no shield boosts), but in the NW missions, finding multiple Klingon battleships is still... quite daunting. When it pulls enemies. It should NOT be pulling Q-SHIPS, of ANY size, to attack or defend against it, though. Is that number pushing the scripts out of whack by itself? It should be playable with whatever modding you have in place.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 03, 2003, 10:55:16 am
All the AI drafting is based on ratios of the player ships' BPVs ... for instance "draft an enemy between 0.65 and 1.15 times the size of ship 1 of the drafting player".  If it can't find anything in that range in the enemy's shiplist then it generates nothing, so yes, using a heavily boosted ship will definitely skew things.    

Unfortunately, lowering the bottom end of that range (e.g. making it 0.35 or something) doesn't work either, because then when you're in a smaller ship you find yourself drafting freighters and low-end police ships.  To make things worse, in EAW it simply grabs the smallest valid enemy in the specified range, whereas in OP it more or less randomly chooses anything in the range as far as I can tell --- making balancing the ranges to work for both games even trickier.

The balancing is currently aimed to work best for player ships that are each in the 75-200 BPV range - the further outside that you get (on either end) the more likely you are to encounter some bum drafts.  Note that's on a per-ship basis, so flying a pair of 180 BPV ships will result in more balanced enemy fleet composition than flying a single 360 BPV ship.

And for the out-of-era problems between late and advanced era in OP .... well, not much I can do there since the API methods do the actual ship selection for the fleets.

Ugly huh?
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 03, 2003, 12:09:58 pm
How about adding a check to see if enemy team exists and add fail-safe ship creation code there? (With a timer)..

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 03, 2003, 01:12:26 pm
Heh - yes, it's a good plan ... just have to muster up the enthusiasm

I'm about halfway through the current rebuild to get them into a common code base, so I'll finish this off and do some testing of it.    Next week I'll see about adding timers and backup ship generation to each of them. (Maybe ... spending an entire Monday doing the same thing to 60ish scripts is  the mental equivalent of whacking your skull vigourously with a ballpeen hammer )

dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 03, 2003, 01:24:59 pm
I understand.
I'm not asking for now-now-now..

.. I was just suggesting a possible fix for the problem. I doubt that all missions need it. Maybe start with the ones we know have this problem?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 03, 2003, 02:02:06 pm
Definitely.  Hopefully the hull class corrections will take care of some of it, then we'll see which missions still have problems finding opponents when flying the bigger hulls.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 03, 2003, 02:20:11 pm
Ok.. why don't you keep this idea kicking around?
.. do the current release and we'll test from there on.
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 04, 2003, 09:25:53 am
That's interesting to hear, NW. There's no way to put the API to see a bigger number, and split it into multiple ships, then?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 04, 2003, 09:37:08 am
That's an interesting failsafe method..
.. maybe a "mCreateFleet" call?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 04, 2003, 11:07:03 am
Quote:

That's interesting to hear, NW. There's no way to put the API to see a bigger number, and split it into multiple ships, then?  




Yes and no.

If it's a slot where drafting is involved, then no - you simply get the one kick at the specifying the size range and live with the results.

For teams that are purely AI npc's (like the fleet you attack in surprise reversed, or the convoys etc) you can break it down with a little extra work.

In fact, the surprise reversed does that a little already - I increase the number of ships in the enemy fleet as the BPV increases, to try and prevent it from just generating a small number of huge ships.

From the looks of things that's not quite enough though, so splitting it into two create-fleet calls beyond a certain BPV range sounds like a good idea.

dave

 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 05, 2003, 06:23:45 pm
OK, the latest update (v. 3.2) for the EAW mission pack is available at
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

Lots of little fixes (text, ship strengths, and fixes for a couple of missions that showed incorrect results in some battles).

I'm still testing the OP version of the pack, hopefully will have that out on Monday.

dave

 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 05, 2003, 07:18:37 pm
ok..
.. awaiting your OP version..

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 06, 2003, 01:11:22 am
Woohoo, good to hear

Is the stuff I asked about in this version, so it can better deal with mods thrown at it?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 06, 2003, 08:19:59 am
I think it addresses most of the things we've been talking about (but it's 6am, so a little bleary on all that right now )  For the non-drafting slots it should handle mods better.  I haven't adjusted the OP-only ones yet (like Suprise Reversed), but hopefully will get to those soon.

dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 06, 2003, 12:03:06 pm
On the OP side of things, I'd suggest /not/ touching Overwhelming, just so you know. It works very well already

I took that 450 BPV ship,, and wound up facing several battleships. eep!

My ship was, well, hurting, after. Though admittedly, that SCS mod hasn't proven quite as effective as a battleship, as the other one. even with a high number of batts, recharging the mauler quickly leaves it pretty vulnerable to whatever its facing.

:Love the OP versions of the EAW stuff, gang. Thanks!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: RogueJedi_XC on March 06, 2003, 12:57:26 pm
You realize, of course, that with Dave's evil nature being, well, Evil, you just challenged him to tweak that mission...

BTW, fantastic work, NW!  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 11, 2003, 12:48:29 am
Y'know, I just thought of a possible random challenge for Firesoul and/or NW. I was just playing Operation Tyr again, and realized what was so cool about it, that was missing from so many other missions. Fleet control for all allied ships! In that and Dropping the Hammer, you can use the communications console to specify a ship as a fleet target. Any chance that the coding for that can be stripped apart, and glued into any other missions with multiple ships?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Darkwalker on March 11, 2003, 01:56:35 am
::engaging erratic maneuvers to dodge the EAW/OP mission discussion::

Dave, I downloaded the SFC3 missions and started running a new campaign incorporating them. I changed the political tensions to allow a war between the Klingons and Feds (I'm playing Klingon) and to keep the Roms and Borg as enemies. In the course of playing the campaign today, I've found a couple issues which may or may not be bugs. If you could give me some feedback about them, I'd appreciate it. Here are the issues:

1) Being forced to accept or forfeit your custom missions, as opposed to just choosing to accept or ignore the stock missions (i.e., I can accept or ignore a standard "Scan" mission, but have to either accept or forfeit a "Planetary Survey" mission). Was the accept/forfeit choice intentional, or does that need to be changed? Side note--I've started encountering "Scan" missions which do not have the forfeit option associated with them, but which I must now accept before I can leave the hex; do you think that's somehow tied to using your missions for the campaign?

2) When running the "Patrol" missions, I've yet to encounter any enemies. I've seen other ships which are supposed to be my allies, but those ships have been Klingon, Fed, or Rom and I'm supposed to be at war with the Feds and the Roms. The map indicates that there's a Fed-Kling-Rom war going, and yet I'm finding Fed or Rom allies and no enemies. What gives?

Aside from these issues, the SFC3 missions seem to work just fine. I really like the new maps for the various missions, too. Gives everything just a bit more variety. I know everyone's excited about the EAW/OP missions, but please don't forget us SFC3 players.

Looking forward to your feedback...and some more SFC3 missions from you...  
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 11, 2003, 07:57:32 am
Quote:

Y'know, I just thought of a possible random challenge for Firesoul and/or NW. I was just playing Operation Tyr again, and realized what was so cool about it, that was missing from so many other missions. Fleet control for all allied ships! In that and Dropping the Hammer, you can use the communications console to specify a ship as a fleet target. Any chance that the coding for that can be stripped apart, and glued into any other missions with multiple ships?  




That's not a bad idea..

.. I don't know if NW has the time right now.. Me, I 'm currently tackling with RL issues and a different OP-related project.
.. what is it? .. Oh. ..  ... you know, I don't think i can tell you. See, I have this NDA....  

Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 11, 2003, 08:11:58 am
Somewhere in the pile I have the code for a three-way set of commands, where you can tell  any AI wingman in a smaller ship or lower rank to either
(a) disengage, or
(b) attack your target, or
(c) free fire (do whatever comes natural )

There were a few glitches, and I never got around to fully debugging it, but it's definitely something I'd like to resurrect one of these days.  Being able to order your fleetmates to leave the map was particularly handy.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 15, 2003, 09:16:20 am
Hey Dave,

.. how are things going for the updared OP missions?
AFAIK, so far, I'm the only one without the Legendary officers problems because I recompiled from sources. (ED OP Missionpack, that is)

 http://klingon.stasis.ca/sources_and_utils/EvilDave/OPMissions.zip


I was wondering if you are still going to make another OP package release.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 15, 2003, 04:46:10 pm
Heh - yep, will do. It's just we're about 2 weeks from the end of semester here, and things are getting a little hairy

Probably won't be ready this week, but hopefully it will be the week after.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Holocat on March 15, 2003, 08:43:12 pm
Using the comm panel to direct other ships!  What a loaded notion!  I can see a whole world of goodness coming from that modification.  Immediate wishlist would be to have that in any mission, and the added buttons to direct capture and ignore target.

Would directing specific ships to specific targets be too much to ask?  The possiblities of a useful comm panel seem endless fun.

Basic fleet control without the fleet control panel;  I love it!  A useful comm panel!  I love THAT even more!

Flabbergasted at Firesoul's and Nuclear Wessels' l33t scripting skills,

Holocat.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 15, 2003, 11:34:04 pm
Quote:

Flabbergasted at Firesoul's and Nuclear Wessels' l33t scripting skills,
Holocat.  




Nah.. this is NW's child. Unless he asks for my help or something, it's all his to do.
.. of course, it's all his to recieve credit/blame for.  



BTW..
.. I made a 'better' BattleFest script. Anyone wants to try it out?
It's era-complient and will tend to pick better than the standard battlefest.

Ohh.. yes.. and I improved the select this way:

Code:

normally:
  Frigate
  Destroyer
  Light Cruiser
  Heavy Cruiser
  Heavy BattleCruiser
  Dreadnought

BattleFest+:
  Frigate
  Destroyer or War Destroyer
  Light Cruiser
  Heavy Cruiser or New Heavy Cruiser
  Heavy BattleCruiser
  DreadNought or BattleShip



Anyone wants to try it out?  (For OP only. There's no "mGetEra" in SFC:EAW)

 http://klingon.stasis.ca/sources_and_utils/Mul_Battlefest+.scr


-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 15, 2003, 11:42:03 pm
Quote:

Heh - yep, will do. It's just we're about 2 weeks from the end of semester here, and things are getting a little hairy
Probably won't be ready this week, but hopefully it will be the week after.




BTW, don't push yourself too hard. No hurry for this.
.. what you should do is download my .ZIP from my site and replace yours until you updated it.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 24, 2003, 04:05:25 pm
OK, the latest version of the OP mission pack is finally ready
(well, it's uploading now - it should be available in about 10 minutes)

Everything seems to be working ok from both cartel and empire perspectives, but let me know if you catch any quirks - it could use a bunch more testing (as always!)

http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on March 24, 2003, 04:22:08 pm
Thanks Dave.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 24, 2003, 06:36:58 pm
ok. I'm fetching and updating my site's package.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 24, 2003, 06:54:38 pm
Will this be the last update?
Will you release newer sourcecode?

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 24, 2003, 07:26:00 pm
I'm sure it won't be the last update, but it'll be the last one for awhile (pending bugs of course)

If we don't catch any bugs then I'll release the updated sources,
if we catch bugs then I'll fix 'em first then release the sources

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 25, 2003, 12:59:39 am
I assume the names are all the same, for the campaign MCTs from the last versions?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 03:18:46 am
looks like it.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 25, 2003, 08:10:35 am
Yes - I don't think I've changed anything externally, just synching the EAW/OP code and making a few bug fixes and balance adjustments.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 06:28:42 pm
BTW, twice now I've had THIS after a BattleStation Assault on the Badlands server.
This occurs after:
-  I've returned from the mission
- saw no news about the results
- accepted a new mission
- crashed to desktop

   


I wonder if it's 2538, and not your missions.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 06:50:40 pm
This time I lost.. it appeared in news.
.. but I crashed anyways.

..
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 25, 2003, 07:15:50 pm
Interesting - did it matter what mission you picked after the BATS?
And what race were you flying? (just in case I have a cartel-related bug someplace)

I'll try to check things out tomorrow, see if I can spot the problem.
It's entirely possible the problem is related to the mission being taken,
not the BATS, so I'll try to check that out too.

thanks,
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 07:46:31 pm
Quote:

Interesting - did it matter what mission you picked after the BATS?
And what race were you flying? (just in case I have a cartel-related bug someplace)





No.

Quote:


I'll try to check things out tomorrow, see if I can spot the problem.
It's entirely possible the problem is related to the mission being taken,
not the BATS, so I'll try to check that out too.




Is the BATS mission setting something that the game doesn't like?
.. maybe we should try to make this happen in single player too. I am Lyran, playing a L-STJ mauler, attacking the Mirak base at 6,1. The pirates underneath are Camboro. I have not seen them once.

Base Assault Mission: Met_NW7BattleStationAssault.scr  version 3.2a  (took a screenshot)

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 07:51:22 pm
A nice screenshot:
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 25, 2003, 10:19:03 pm
3rd time just completed. same as before (victory)
.. mission after: Investigation. Same crash. Crash occurs AFTER I see the mission's briefing screen.. before the ships are placed... (I don't see space yet)
.. I think we're dealing with corrupt data.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 26, 2003, 03:13:39 pm
Hey Dave,

Would you mind backing up the Defensive starting positions in Met_NW9PlanetaryAssault? I wouldn't want to be drafted in a defensive posture by this mission.

Picture worth 1000 words:
 


-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Carrie on March 26, 2003, 03:22:37 pm
I've posted on this before, the defensive positions being put in are form when rings weren't counted as part of a planet. On planets where they are, the defensive positions are getting vaporized in an instant. It puts em out further where there aren't rings, I know, but it has to be done, so that defenders don't get destroyed.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on March 26, 2003, 03:28:17 pm
Is there a way to have the missions NOT select a ringed planet? After all, they are a pain to fly near, not just start next to.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 26, 2003, 05:02:31 pm
Yeah - I thought I'd done that, but I must have got the planet numbers wrong. Doh!
I'll have another go through it.

There are a couple of other glitches and hiccups becoming apparent in DOE, plus some needed tweaks for prestige and ship positioning, so I'll be incorporating those changes as well.

I'm hoping to release an updated pack (ok, two - one for EAW, one for OP) on the weekend

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 26, 2003, 05:09:16 pm
Can you show me the DOE bugs, so that I don't have to double-report?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Pestalence on March 26, 2003, 05:19:29 pm
I have a request for a mission for either Firesoul or Nuclear Wessels

I have a script I made for TIGC Campaign way back from just before OP came out... It is designed for GSA multiplayer Skirmish..... It was made in FMSE... called Borg Attack.

I was wondering if it can be converted into an EAW and OP Dyna mission, and for regular Skirmish mode.....

you can get it off my web site at http://www.nightsoftware.com/effhq/scr2.html it has a in game screen shot showing the size of the Borg Cube i have... (Curtosy of Wicked Zombie).... this would be fantastic if it could be done...

Currently the only way to play it offline is to go into Multiplayer.. click host and set it up from there....

I really would like it to where i can add it to a Dynaverse (as a monster), and to play it in skirmish mode... FMSE version that I made isn't too good in GSA as the text keeps repeating... very annoying...

is this possible? I can give details on what i would like and I can send info on where in my custom shiplist  that I have the Cube... (i will need to make a line addition to the current listing that I have to include it as a monster)...

Any info on this would be great.. I would like this for OP and EAW if possible.....

In FMSE, I have it to where it is extremely difficult to kill it being a single player... but a group of players flying Drone ships can kill it, so long as you stay out of it's firing range (40K)

Thanks.
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 26, 2003, 05:19:46 pm
The main concerns so far are to do with
 - a couple of mandatory missions showing up in friendly space,
 - overly low prestige results from a couple of the missions,
 - an absence of low-ship-count missions in enemy space (lots of 3-on-3 but very few 1-on-1 or 2-on-2),
 - a slight lack of variety in enemy space missions (sort of going along with the above),  and
 - some ships spawning too near the enemy base/planet in assaults (i.e. well within danger range from ph-IVs)

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 26, 2003, 05:22:46 pm
Quote:

I have a request for a mission for either Firesoul or Nuclear Wessels

I have a script I made for TIGC Campaign way back from just before OP came out... It is designed for GSA multiplayer Skirmish..... It was made in FMSE...

I was wondering if it can be converted into an EAW and OP Dyna mission, and for regular Skirmish mode.....

you can get it off my web site at http://www.nightsoftware.com/effhq/scr2.html it has a in game screen shot showing the size of the Borg Cube i have... (Curtosy of Wicked Zombie).... this would be fantastic if it could be done...

Currently the only way to play it offline is to go into Multiplayer.. click host and set it up from there....

I really would like it to where i can add it to a Dynaverse (as a monster), and to play it in skirmish mode... FMSE version that I made isn't too good in GSA as the text keeps repeating... very annoying...

is this possible? I can give details on what i would like and I can send info on where in my custom shiplist  that I have the Cube... (i will need to make a line addition to the current listing that I have to include it as a monster)...

Any info on this would be great.. I would like this for OP and EAW if possible.....

In FMSE, I have it to where it is extremely difficult to kill it being a single player... but a group of players flying Drone ships can kill it, so long as you stay out of it's firing range (40K)

Thanks.
 





I'm not a D2 expert.. but it seems to me a mission like this wouldn't be practical under the D2.
As for the ship itself, it would require its own entry in the shiplist, and model, wouldn't it?

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Pestalence on March 26, 2003, 05:36:11 pm
Yes, and I have both a shiplist and Model in the DL pack that i made using FMSE.... I think I can add it to the Monster listing in EAW and OP and have it generate In D2, but I would like it to be a bit less random.... maybe a custom script occuring very rarely if that is possible (I'm not one who makes many adjustments to the EFF Dyna very often.. and it is not online very often either, but I would like it for Single Player when I buy a Fleet)...

But could a Skirmish mode of this script be made? I can have a shiplist fixed for it in just a few minuits....

Also a better version of the GSA script would be great just to fix the message error that FMSE creates....

Firesoul, I know your pro-SFB, but this script is mostly designed for Fleet play, not for individuals to go against.... and it isn't quite SFB, but this is more of a personal request.. and it can be freely distributed to whoever wants it...
 
I would really appreciate it if any help could be given on this... From any C++ scripter...

Thanks in advance


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 26, 2003, 06:44:48 pm
It's not a small task..

.. I think it would be easier to convert SFC1 missions to SFC2 EAW and OP than do this. I've never TOUCHED FMSE because there isn't one for SFC:OP.. .. so that adds to the difficulty.

.. I think that for now, I'd like to play for a while.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 26, 2003, 08:05:39 pm
The Starbase Construction script needs adjustments in the victory condition code.
Basically, take this as an example:

My base was destroyed. (Should be a loss because of that)
I later on destroyed the 3 remaining ships (With the help of the freighters.)
The mission was declared an Astounding Victory with the message stating that the base will go far in defending this area of the empire.
.. mission ends, back to D2. No base (as it should).


.. seems to me that total enemy destruction at the cost of a base migh be considered a loss.. or maybe a draw?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 26, 2003, 08:28:52 pm
Sounds logical.  I haven't worked on the StarbaseConstruction scripts at all (I don't believe I even have a copy of the StarbaseConstruction script for EAW)   I will go take a look at the OP one though.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on March 31, 2003, 07:09:10 pm

OK, there's an update to the pack for OP:

http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

mostly bug and balance fixes,
some adjustments to get a wider mix of missions showing up,
and one new mission (Met_NW13BigGame.scr)

I'll be releasing the matching update for EAW on Wednesday in all likelihood

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on March 31, 2003, 07:45:27 pm
NW, what version of the OP missions is this? I seem to have this file, but I can't tell them apart.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on March 31, 2003, 07:58:16 pm
Quote:

NW, what version of the OP missions is this? I seem to have this file, but I can't tell them apart.  




This is the newest release, it just came out about 2 hours ago. Look for a mission called MetNW13Big Game (it's a brand new mission) in the pack you have and you will know if you have the newest. If not you should DL the new one.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on March 31, 2003, 08:49:51 pm
Well, I updated my .MCT files to compensate for the new mission.
So, for those who like to polay the EAW missions that were recompiled for OP, the package is  here .

The EAW campaigns for OP themselves were updated lately:  http://klingon.stasis.ca/sources_and_utils/EvilDave/OPMissions.zip


-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 04, 2003, 05:32:35 pm
Hey.. Dave..

.. I think you still sometimes create enemies too close to the SB in "Base Defense"..
 

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on April 11, 2003, 11:57:26 pm
I  just played the salvage mission on the D2 OP and I captured an enemy ship. The game would not end.

Does anyone know if this is just a one time bug or a problem with the mission?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 12, 2003, 01:55:11 pm
OK, for the OP scripts I've tackled the fixes for most of the mission issues I've heard raised on Badlands so far, (missions appearing as mandatory in own hexes, not appearing as mandatories in enemy space, mission diversity problems in some areas or terrain, balance, pp awards, ship placement, etc etc)

The updated pack is at
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

There is a new enemy-space patrol mission in there (Met_NW7Patrol I think), so the mission list will need to be updated.

dave
PS - Firesoul - this includes the updated convoy routines we were talking about

PPS - Just in the process of recompiling the EAW pack with the same fixes applied, hopefully will have that ready tonight or tomorrow
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 12, 2003, 02:24:59 pm
Will badlands be updated right away, or later?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 12, 2003, 05:17:54 pm
I'll update the Badlands missions today, since Castrin is away. I'll get to it in a few minutes.

FS, should I expect a shiplist release, or are you going to take a couple more weeks for more improvements?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 12, 2003, 05:35:13 pm
Why, do you need it in a hurry?
It's 'stable' right now.. ... but I do have to right up the HTML for the webpage... and tonight I go out.

.. I was thinking sometime during next week.
(You shouldn't bother making shiplist tweaks on Badlands until you get to try this one out.)

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 12, 2003, 05:51:31 pm
Just wanted to see if we should time our Reclamation campaign to run after this is released. It looks like we will wait, unless you are going to take more than a week on it. Keep up the good work (same goes for Dave)!
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 12, 2003, 07:33:44 pm
Ahhhh...
.. ok.. Wait till the next release of the shiplist, and then set it up on Badlands to get a feel of it. It should make a lot of people happy.

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 12, 2003, 07:33:52 pm
New test result for NW11 Convoy Raid mission: solo vs. AI mission, me as Klingon D5C with AI Lyran AxPFT as ally vs. Fed CLD and a handful of freighters (none of them Qs). At one point, when there were 2 freighters left, I got a message saying I killed a freighter when in fact none of the remaining ones at that point had exploded. After killing the one I was working on, I got a officer briefing saying we'd completed our mission, but not a mission complete notice. I then moved to the final freighter, which was already severely damaged by the Lyran INTs and AxPFT. When it died (I did not capture any ships), I got a mission incomplete and mission end. I suspect that last freighter was counted as killed before it actually died.

At mission debriefing, I got an astounding victory. I also won the hex.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 12, 2003, 07:54:13 pm
Weird.  (And ugh.)  The 11Convoy sources haven't been changed since a couple of weeks before the patch came out - hopefully this is just a random hiccup and not a lurking bug -- will look into it though.

dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 12, 2003, 08:59:41 pm
I played it again solo (no AI assistance) and had no obvious bugs. However, one of the freighters got away, and I had to run from the NAC chasing me. So, I haven't recreated the circumstances. Still, the hex and prestige results were fine -- just the in-mission text messages were screwy.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 13, 2003, 12:15:11 pm
While testing the Reclamation campaign setup, I was getting handed the Battlestation Assault in friendly space (Gorn base while playing Hydran). I did not try it to see what happened. The cartel layer was neutral, which I suspect may be part of the problem, because the missions are handed out as if neutral were an empire, and it had "border dispute" status to me.

Is there a way to get the mission scripts to work around the neutral cartel hex ownership?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 13, 2003, 04:37:47 pm
The API routines for detecting cartel ownership seem pretty  flaky - haven't found a way to use them effectively so far, so it's pretty much come down to toying with the missionmatching.gf settings.

The missionmatching.gf settings I've been running the missions with are shown below - they're reasonably successful at eliminating the spurious base assaults (at least in SP).

dave

Code:

//weight to missions matching based on terrain
[TerrainScoring]
PlanetTypeScoreForMatching         =8000  
BaseTypeScoreForMatching         =4000
TerrainTypeScoreForMatching         =2000

//weight to missions matching based on political tensions
[PoliticsScoring]
BonusForExactPoliticalMatch         =1000
LookingForOwnHexInOwn            =1000
LookingForOwnHexInAlly            =-20000
LookingForOwnHexInNeutral         =-20000
LookingForOwnHexInEnemy            =-20000
LookingForEnemyHexInOwn            =-20000
LookingForEnemyHexInAlly         =-20000
LookingForEnemyHexInNeutral         =-20000
LookingForEnemyHexInEnemy         =1000
LookingForAllyHexInOwn            =-20000
LookingForAllyHexInAlly            =1000
LookingForAllyHexInNeutral         =-20000
LookingForAllyHexInEnemy         =-20000

//weight to missions matching based on ships available
[FleetScoring]
GoodBPVScore                  =1000
TooWeakBPVScore                  =0
TooStrongBPV                  =0
GoodShipCountScore               =1000
TooFewShipCountScore            =0
TooManyShipCountScore            =0
PlaceBaseMissionScore            =50000
BaseScoreBonus                  =10000


 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 13, 2003, 07:18:14 pm
Cool, I'll try these settings.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 13, 2003, 08:01:48 pm
OK, for the EAW side the updated pack is now posted as well.

This includes the fixes for all the issues brought up in DOE and Badlands, a couple of new missions, and a variety of tweaks.

http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 14, 2003, 02:08:52 pm
Quote:

PS - Firesoul - this includes the updated convoy routines we were talking about
   




Would it matter if the wanted ships are marked as "R" in the shiplist?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on April 14, 2003, 04:13:05 pm
Hey Dave is the Pirate-Lyran .mct an actual campaign or just something left over from your testing?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Klingon Fanatic on April 14, 2003, 05:02:13 pm
Thank you Nuclear Wessels, unfortunately...

RED ALERT!

I installed the new missions over the previous release in my script file and now I crash to desktop after I get to the loading screen.  I have ALL the latest shiplists and mission packs FireSould and NW have put out. Should I uninstall the game and try again?


Please advise.

KF

 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 14, 2003, 06:22:43 pm
Quote:

Thank you Nuclear Wessels, unfortunately...

RED ALERT!

I installed the new missions over the previous release in my script file and now I crash to desktop after I get to the loading screen.  I have ALL the latest shiplists and mission packs FireSould and NW have put out. Should I uninstall the game and try again?
 




You could:
1- rename your SFC installed directory.
2- reinstall the game.
3- patch
4- copy over the scripts directory over to your old install
4- install the missions and extra stuff
6- swap game directories for whenever you want to play "pristine" or "heavily modded".
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on April 15, 2003, 12:30:11 am
Dave, 8 out of 10 times I get my enemy as an ally in your missions. It might have something to do with the fact I am testing with the ISC and they are everyones enemy, but I am in my own space and if I get Gorn to fight I get Gorn help and if I get Roms to fight I get Rom help. I don't know if anything can be done about it, but I thought you should know. About the only time I get ISC help is when I am given Pirates to fight.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 15, 2003, 08:18:12 am
Yes Corbo, for a race to draft allies properly they MUST have at least one of the playable races as an ally.  Anything less is pretty much guaranteed to lead to drafting weirdness in most missions.

When a mission specifies "draft an ally" and the race has no ally the engine just grabs the first available race from an internal list, regardless of what the political situation is.  Unfortunately there is no way (short of SQL) to determine in mission what the current political tensions are, so it's pretty much uncorrectable.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 15, 2003, 08:19:46 am
Quote:

Hey Dave is the Pirate-Lyran .mct an actual campaign or just something left over from your testing?  




Heh, whoops!  That is indeed a testing remnant.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 22, 2003, 10:13:11 am
OK, just finished recompiling the latest version of the mission pack

OP Mission Pack: http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip
EAW Mission Pack: http://www.sfcx.org/downloads/mirrors/NuclearWessels//EAWMissions.zip

(Note for those playing online: these aren't in use on any servers as of yet, so don't load them until you're done playing on LB3 or Reclamation.)

The new pack includes a variety of minor tweaks, a revamped Data Recovery mission, and a couple of bug fixes. I've tried to include everything that's been brought up so far in LB3 and Reclamation.

The 7Patrol is still broken, but not as badly as in the previous pack - the DV usually doesn't change, as opposed to changing in the wrong direction. (I'd recommed not including 7Patrol in campaigns at the moment, I just included the script in this pack so any broken copies lying around will at least get overwritten with a less-broken one.)

dave  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on April 22, 2003, 01:25:30 pm
Dave, I thought the 7Patrol was the one with one warship and one freighter. If so, it has worked just fine on Reclamation. I fly that mission quite a lot in neutral space, and the DV always goes down when I kill both ships.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 22, 2003, 02:46:54 pm
Yeah, works fine for neutral space, but in an enemy's territory the DV has a nasty tendency to go up when you win

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Klingon Fanatic on April 22, 2003, 04:52:19 pm
Thanks Nuclear Wessels! BTW: I did get everything straightend out after the last updates too.


Any chance you could ressurect some SFc1 missions like Repair Rondevous for either SP or skirmish for OP?

KF
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 22, 2003, 05:23:08 pm
Since the bug fixes seem to be (finally) gradually winding down, I'm hoping to create a few new missions this summer.

Running back through the SFC1 missions might not be a bad plan - I haven't played most of them in yonks.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Corbomite on April 22, 2003, 08:22:28 pm
Quote:




Any chance you could ressurect some SFc1 missions like Repair Rondevous for either SP or skirmish for OP?

KF  




Yeah I'd like The Mighty Hood mission with the planet in it again.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on April 22, 2003, 09:04:15 pm
NW, while playing on Reclamation, I noticed that in Data Recovery and Fleet Actions that if I capture a ship, I lose pp. Both of those mission normally give you 300pp and when I capture a ship, I get 270.

Can you confirm that and fix it. I think if you win the mission and capture a ship, you should get more points. Perhaps 330 ro 350. If you are Lyran, perhaps 400 or 450!

Thanks
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 23, 2003, 09:50:40 am
In the updated pack (not in use on Reclamation, just came out yesterday) you'll find the data recovery reward system changed substantially (i.e. scrapped and rewritten).  You should find a basic prestige award for just getting the data - something like 100pp if you just grab th data and taco bell - and the rest comes from driving off/destroying/capturing the enemy.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 23, 2003, 10:16:14 am
that's good to hear.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on April 23, 2003, 12:46:35 pm
Dave, did you fix the fleet action mission as well as the data recovery?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on April 24, 2003, 08:36:57 am
Quote:

In the updated pack (not in use on Reclamation, just came out yesterday) ...  




That has been corrected.

Those wishing to play on Reclamation should update your missions. FYI: you only need update those missions edited / modified after 4/13.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 25, 2003, 12:25:42 pm
The patrol with the freighter running away.. whatever it's called.. (sec..) Patrol7.. .. it's coming up in neutral Nebula hexes just fine, minus the nebula. Is that intentional?

.. also.. Data recovery in a nebula used to call up the terrain, but not anymore. Also intentional?

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 25, 2003, 01:59:08 pm
Ahhhhhhh - no those were side effects of a couple of other things.  Will get it rectified.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on April 26, 2003, 07:42:20 am
The scan mission posted me a -100 PP loss when I disengaged after scanning an enemy.
.. the mission description encourages the destruction, but it seemed optional.

.. thankfully, the DV wasn't raised (attack on a neutral)

-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 30, 2003, 06:41:57 pm
OK, if you're game for a few missions with twists, I've put together a mini-pack of 8 new missions for EAW (OP version coming soon):
 Games of The Masters
The mission pack incudes all the .mct files you'll need to test drive these in single player.

The premise of the scripts is that an ancient and powerful race, "The Masters", are using combat between the lesser races as a form of entertainment.  As such, they have set up a number of challenges for starship captains.  The eight missions are described below.

Note that in all contests, the Masters have disabled the safety mechanisms which prevent a player from firing on their allies, and in all missions if you fire on an AI ally they will thereafter attack you as if you were an enemy (though you're still treated as being on the same side for victory and DV effects).

   Mirror Mirror is a standard 3-v-3 battle, but the Masters take the ship(s) piloted by the drafter and give identical ships to everyone else in the mission.  It is VERY difficult to tell friend from foe!

   The Arena is standard 3-v-3 combat, but the Masters pick ships for each participant AND if players stray too far from the center of the map (roughly range 55) then their ships are automatically destroyed.

   Rocky Horror features terrain-intense maps, and a battle against one or more asteroid monsters.

  Get Smart, aka Control versus Kaos is a standard 3-v-3 battle, but the player may sporadically lose control of their ships for short periods of time while the AI tries to do an assortment of very stupid things (heh, that wasn't hard to induce)

  Have Gun Will Travel, aka A Knight Without Armour, features battle against one or more shieldless Hydran Paladins

   Time Warp involves The Masters bringing in ships from an alternate time or an alternate universe as combatants.

   Eight Track features combat in a figure-eight map, with terrain used to encourage players to stay on track.  

   A Pound of Cure is another 3-v-3 that begins with all the weapons on each ship destroyed - the player must decide what to repair and in what order before battle can truly begin.  (Yes, carriers have a distinct advantage here, but The Masters don't seem to care.)

have fun!
dave


   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on April 30, 2003, 11:09:38 pm
OK, what the hell, all the latest copies of all the scripts (including the weirdo new ones ) are now up, and the .mct files and ReadMe's updated.  A billion little changes in these, but the new missions are the biggest change

EDIT: just to clarify, the 8 new missions have been added for both EAW and OP

OP versions: http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip
EAW versions: http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

I'll be out of town tomorrow and possibly Friday, so if any hassles come up with the new packs I'll take a look at it on the weekend,
dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on May 01, 2003, 10:45:50 am
Dave, any reason to use these on Reclamation? Fixes that might help with the neutral coop issue?  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 01, 2003, 02:54:35 pm
I have updated my .MCT packages to match. These .MCT files mix the exrta single player campaigns from EAW for SFC:OP. and NW's missions.

 http://klingon.stasis.ca/sources_and_utils/EvilDave/NW_EAWtoOP_Campaigns.zip

I haven't tested these. Any volunteers?
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 02, 2003, 12:44:27 am
Quote:

Dave, any reason to use these on Reclamation? Fixes that might help with the neutral coop issue?  




Ummm ... there are some corrections to missions that wouldn't end properly in some circumstances (6Patrol, 17Patrol, 13BigGame, 13Monster IIRC) and some tweaks to 7Patrol and the courier mission to try and get better reporting results, but I don't think there's anything there that's likely to specifically improve the neutral coop situation.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Cleaven on May 02, 2003, 03:05:22 am
Quote:

Quote:

Dave, any reason to use these on Reclamation? Fixes that might help with the neutral coop issue?  




Ummm ... there are some corrections to missions that wouldn't end properly in some circumstances (6Patrol, 17Patrol, 13BigGame, 13Monster IIRC) and some tweaks to 7Patrol and the courier mission to try and get better reporting results, but I don't think there's anything there that's likely to specifically improve the neutral coop situation.

dave
   




Does anybody have any insight as to why some of the neutral co-op was working well in some hexes. I'm assuming not if it's related to some variable stored client-side which is not being cleared, hence the "it works if you restart" situation.

The only other odd possibility is that it was working well for me when there were only two of us on. Dogmatix turned up and ruined things though.

"Waiter - a server for two please, no enemy, and plenty of neutral hexes."  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Mog on May 02, 2003, 08:07:27 am
Cleaven, I don't think anyone knows why it works sometimes and other times it doesn't. Last night, for example, Jeff and I tried a co-op in 8,19 (I think). The DV was at 10, but it had some ai counters in it left over from previous failed attempts I guess. Anyway, as in the other night with Doggy, a Courier Intercept mission dropped the DV. Sadly, Jeff didn't have time to run any further missions on it.

Just thought, I probably haven't publicised the details of what happened to Doggy and I the other night. We hit a neutral hex (can't remember which one now), and for twice in a row, with Courier Intercept, the DV dropped. We did this by killing every enemy ship. The 3rd attempt, Doggy captured one, and the DV didn't drop. Thereafter, the DV failed to drop (2 more attempts, reverting back to destroying all ships). Other missions that we tried did not affect the DV. So it seems that there is something in the Courier Intercept mission that works more often than other missions.

I will try and get on again tonight (going out tonight to see X-Men2) and try some more missions on 8,19, and will report findings here.

Btw, the missions with Doggy are the first ones that I have ever seen where the DV has dropped AFTER the first attempt. So some sort of progress is being made here. As to what has caused this, I have no clue. It may have something to do with the specific .gf settings that Tracey suggested we try, or it may be something in the Courier Intercept mission itself, or maybe a combination of the two.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 02, 2003, 09:22:15 am
I'll try bringing a couple of the other missions in line with the reporting mechanisms the courier mission uses and we can see if that has any effect.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Mog on May 02, 2003, 10:02:42 am
Thanks Dave
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 02, 2003, 12:43:48 pm
OK, let's give this a whirl.  I've updated all the "7" missions to use virtually identical reporting mechanisms to those in the courier script, i.e.:
7Courier
7Patrol
7FleetAssault
7SectorAssault
7BaseAssault
7BATSAssault
7SBAssault

If if this improves neutral co-op  then we may be on to something.
The packs have been updated for both EAW and OP

dave
   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on May 06, 2003, 01:21:35 pm
Thanks Dave.

Reclamation is done with but Badlands is now up and using your newest missions (as well as the OP+ v2.1c shiplist) so let's see what happens. <crosses fingers>    
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 09, 2003, 01:20:45 pm
I've made the following modifications to the latest EAW release:

11 Convoy Raid: capture bonuses increased, freighter speed and marines down a bit
8 Shipyard Assault: same idea, capture bonuses increased, marine counts down, ship strengths corrected (found a bug)
10 Patrol Allied: an additional patrol mission for allied space
17 Patrol Enemy: an additional patrol mission for enemy space

I didn't include 7Patrol in this pack, and have deleted it from the .mct files - still just too damn buggy

The pack has been updated for EAW, but not for OP yet (still have to finish setting the OP api up again)
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on May 10, 2003, 01:23:53 pm
Dave, I love your new missions. Superfleet is really cool! I have noticed that the star does not seem to deal out damage 360 degrees. I've run close to it and received no damage only to run into a "star wall" and take incredible amounts of damage very quickly. I do have a suggestion. Can you fix the star so I can lock onto it? I can't seem to pull it up using the "t" button. I can right click on it, but it would be easier if you could target it like a planet.

Also, I just ran a scout mission in a nebula. I scanned the target, got the message and ran. In the breifing screen, I received a devastating defeat. I can check non nebula hexes to see if I get the same results if it would help.

All of these missions were run on Badlands (OP)

 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 12, 2003, 11:41:26 am
I'll look into the scout mission, no need to check on the nebula hexes - I don't think the terrain would have been the cause.

The star is included as a map feature, not sure there's anything that can be done to change it's targeting status.

I've just updated the OP mission pack, with the same changes as noted above for the EAW pack.  It's uploading now, at the usual location: http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

In theory this will be the last change to the ED mission packs for a fair stretch - hopefully a couple of months or so.   I've got a couple of other scripting projects I want to tackle, and the ED packs seem to be in a reasonably stable state at long last.  (May finally even get to spend some time really playing in a campaign - it's been awhile!)

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on May 13, 2003, 09:22:08 am
The new missions are now inplace on Badlands so everyone enjoy!

Btw, thanks Dave for your work on this. It really makes OP (and EaW) much more interesting and fun. Hope your other project(s) is as well recieved as the work you have done here.    
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Klingon Fanatic on May 13, 2003, 05:03:25 pm
Thank you Nuclear Wessels!

SFC1 missions to OP next please


KF  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on May 16, 2003, 05:49:17 pm
Dave, I saw a few oddities with the newest missions while testing for Tech Wars. The Knight without Armour mission showed the DN with shields, at least by the time I got to it, anyway. In the Pound of Cure I didn't have any weapon damage as per the briefing, and my allies came up as enemies (though they didn't attack). The same ally/enemy problem occurred in Time Warp. I'm taking all three out of Tech Wars to be safe, but they were interesting to try.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on May 16, 2003, 05:58:01 pm
Actually, I may take out the other newer missions, as well -- unless I can manage to test them out before the server goes live. I'll let you know if I find anything else.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on May 16, 2003, 06:08:24 pm
Eight Track and Control or Kaos also had the allies coming up as nearest enemy. As such, I'm going to pull all those new missions, assuming they were built on similar code. I wasn't having the same problem in the older ones I tried.

I don't want to change missions mid-stream, so don't feel you have to fix these right away -- I just wanted to give you a heads-up.

Thanks for all your hard work.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 16, 2003, 07:06:21 pm
Np, I'll take a look at them in the next week or so - they are kinda oddball for a real server anyways

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: IndyShark on May 16, 2003, 09:18:00 pm
Thanks Dave! These missions ROCK!


Who wants some?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 21, 2003, 01:43:39 pm
OK, so much for being done with these

Updated EAW pack is currently uploading to the usual location:
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

This fixes the scout mission problem (it was giving a dev defeat if you scanned and ran)

It also increases PP awards in most missions, decreases AI marine counts in most missions (much closer to stock levels), and removes the legendary officers that were in some AI ships.

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 23, 2003, 05:42:43 am
Hey, Dave,

.. could you do me a favour and do a little fixing on the Patrol mission with the anomaly? It just cost me quite a bit of prestige.

.. you see, as I destroyed and won the mission, I was hit by the anomaly and lost 50% of my engines. The Mission ended and I was stuck with a heck of a repair bill.
Maybe you should undo the mission's effects before going back to the D2 within the "End Mission" procedures?


-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 23, 2003, 07:48:42 am
Hmmmm ... as it stands now the last thing that happens is supposed to be a restoration of the anomaly damage ... apparently that's not always working.  Will look into it today in all likelihood.  (I.e. unless SG3 makes a surprise early start )


EDIT::: Alrighty, full new packs for both EAW and OP, at the usual locations
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

The EAW one is to finally resolve the legendary officers bit, here's the story:
 - AI ships have a chance at getting one or more legendary officers, combinations of officers being more rare than individuals of course
 - different officers have different probabilities (weapons officer being pretty damn rare)
 - the type of ship affects the probabilities (e.g. tugs, bases, police ships etc etc are only going to see a legendary officer of any kind once in a blue moon, and then only if it's a Tuesday and the first officer has three kids, one named Froderik, and the science officer ate fries for lunch three days running ... you get the idea)
 - the type of mission sometimes overrides all this (e.g. in the Training mission all officers will always be rookies)

The OP pack contains all the fixes and tweaks that have gone into EAW in the last few weeks (plus the LOs, as above).

Still trying to track down the problem you mentioned in the anomaly mission Firesoul,
dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 23, 2003, 04:31:34 pm
same number of files, right? No changes to be done to the MCTs?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 23, 2003, 04:32:35 pm
That's correct, no changes to the mission list

dave
 
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Rod O'neal on May 23, 2003, 10:10:30 pm
It's been a while since I expressed my appreciation for all your hard work. So, thanks again. Now I get to spend another three hrs. on my crappy dialup DLing these things LOL j/k I really do appreciate ya    
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 24, 2003, 01:11:32 am
Rod: if you play on TechWars, we're still on the previous pack..
The admins may upgrade, who knows?
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on May 24, 2003, 08:14:01 am
We may upgrade on Tech Wars, but considering there could be database problems, we may not. We'll let people know if we do.
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: KBF-JD on May 24, 2003, 01:09:46 pm
Quote:

Rod: if you play on TechWars, we're still on the previous pack..
The admins may upgrade, who knows?  




Where can I get the old pack from to try techwars?

Thanks,

jd  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: jdmckinney on May 24, 2003, 03:57:38 pm
I think FireSoul still has a copy of the old pack here:

http://klingon.stasis.ca/sources_and_utils/EvilDave/old/OPMissions-20030523.zip
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 24, 2003, 08:08:53 pm
The date in the pack's name is not the date that it was created.. it's the date that I moved it to the 'old' directory.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: CptCastrin on May 25, 2003, 05:43:44 pm
Quote:

We may upgrade on Tech Wars, but considering there could be database problems, we may not. We'll let people know if we do.  




If the file names have not been changed nor any files removed or added then we will be updating. Database issues only occur when something is removed thus requiring a DB edit (something I dislike doing).

I'll look it over and advise all current Tech Wars players to DL the files ASAP in the case that we do switch.  
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: NuclearWessels on May 26, 2003, 08:45:18 pm
OK, lessee ...

(1) I screwed up the OP pack.  I don't know if there are going to be any observable effects or not, but I was screwing around with the API last week and only realized this morning that I'd recompiled the last OP pack with the modded API.  No clue what impact it might have, no real memory of what it was I was mucking around with

So, for OP, here's the pack recompiled with the correct API.  My apologies for this!
http://www.sfcx.org/downloads/mirrors/NuclearWessels/OPMissions.zip

(2) Given a lot of feedback from SG3, I've made some modifications to the EAW pack.  (Eventually I'll  apply these to OP as well, but after recompiling already to correct the mess above I just didn't have the motivation to do it again.)

The new EAW pack is intended to be more amenable to PvP and to the survival of small ships.

 - many of the open-space missions (patrols, fleet actions, etc) now have a substantial bonus for either killing, capturing, or running a human enemy off the map.  The bonus goes up to a maximum of about 450pp  per human opponent, beyond the regular mission payout.

 - some of those missions will now produce substantially fewer AI ships when in a PvP situation.  If you're not flying coop you *might* still get one AI wingman, but not the big crowd previously produced.

 - some of the tougher open-space missions have had their difficulty tweaked, and will sometimes give the player a break with an easier draw, usually by dropping the enemy ship count.

 - a couple of the nastier missions (e.g. sector assault) won't get offered to ships under 100BPV or before 2268, when most races are fielding more capable ships.  This actually depends partly on server settings, but hopefully will work out.

 - players spawning close to the sun in the planet survey mission should (hopefullly) no longer occur.  The frequency of the sun version of the mission should be way down - say about one survey mission in twenty.

The link to the pack is (as always)
http://www.sfcx.org/downloads/mirrors/NuclearWessels/EAWMissions.zip

dave

   
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: FireSoul on May 27, 2003, 12:10:15 am
Ah. Thanks Dave, downloading as usual.
-- Luc
Title: Re: Custom dynaverse missions: EAW, OP, SFC3
Post by: Klingon Fanatic on May 27, 2003, 09:18:13 am
Thank you Dave! D/l also.  I Can't wait to see what you do next [crosses fingers for SFC1 missions].

KF