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ryleyra

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Reply with quote  #61 
Quote:
Originally Posted by Mike Substelny
This may or may not be considered a bug:

When a mission script spawns a Jellyfish it may not appear at the coordinates specified by the script. This is because jellyfish are supposed to live around asteroids, so whenever a jellyfish is spawned the server moves it beside the nearest asteroid. If there are no asteroids then the jellyfish will spawn in the location specified by the script.


A lot of us have reported this, and I tested it. It happens to ALL monsters, not just Jellies and Wrecks. I was able to make a Whale and a Shark relocate. From my testing, the number of monsters relocated will be equal to the number of asteroid fields, and once the number of monsters exceeds the number of asteroid fields, they spawn normally.

If this is intentional, then I would say let this happen in normal script modes, but let the create command put the Jelly where the player intended. I do see the reasoning behind this; Jellies move VERY slowly and if they aren't created in an asteroid field, they may never reach one before the game ends. But script authors know where their asteroid fields are and can intentionally put Jellies there if they wish. This feature is only needed if the terrain is random.

I will say that it isn't difficult to just relocate the Jelly with set_object_property if it comes to that. But it is annoying having to do this to Wrecks, particularly ones that are spawned in combat.

Quote:

Also you may notice that because derelicts are monsters then now have an age associated with them. While I personally think an ancient wreck is cool, a young wreck is just funny.


I've noted that maybe Wrecks need to be a unique kind of monster. They already have an unique icon. It does make sense for a Wreck to have an age though. (And I'm assuming older monsters have a greater chance to already have a tag) Which is not to say they shouldn't be implemented as monsters, they just follow slightly different rules.

Now that I think of it, Wrecks spawned in combat should ALL be the youngest age possible. If that isn't the case, (I just tested it, and an Ancient one appeared, although most were Young) Thom might want to change that code as well. I also don't think we have the ability to set the age of a monster in a script. I think we should.

I also destroyed an enemy ship, and the Wreck was already tagged. 😃 I'm calling that a bug.

Dave Thaler

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Reply with quote  #62 
ISSUE: When a pirate ship asks a base to stand by for docking, the base responds "Docking crew is ready" even if they won't let you dock.  Maybe they're "ready" by making sure they're pointing weapons at you? 😉   Seems like it should instead give you the "You are not welcome here, pirate.  We will not allow you to dock." message instead.   For that matter, it also seems unrealistic that they'll follow your orders to build nukes, or stop building nukes, if they won't let you dock.

POSSIBLE ISSUE: In 2.6 and before, any ship being tractored for docked could see on the main screen the tractor beam pulling the ship.  In 2.7, I only see it once the ship is docked, not while its tractored into dock.  Do others see this issue too?'
Dave Thaler

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Reply with quote  #63 
BUG: Typos in Helm and Weapons help text that I reported on every version since 2.3 are still present (the Comms help text was previously fixed though).

BUG (reported on 2.6, still present): F1 on Data screen gives fighter help text that isn't shown in the fighter console help text.  Specifically, it says:

 Fighters have homing missiles; shuttles do not.
 Dock with your carrier to reload.
 Missiles auto-home on the nearest target; careful where you fire them.
 Height meter is on the left, damage bar is on the right.
 compass heading across the top. Point at an enemy ship to get the blinking red target reticle.

This text needs to be moved to the Fighter console F1 help screen.

BUG (reported on 2.6, still present): When a ship other than Artemis has its rudder not centered but has 0% maneuverability due to damage or no power to maneuverability so it cannot in fact turn, the ship is still shown to other player ships' Helm, Weapons, Science, Captains Map, Data, Game Master, and Vis consoles as spinning in place.   (The server's main screen correctly shows it as stationary, but any main screen client will not.)  Artemis works correctly, and is not shown as rotating to Intrepid, but when Artemis looks at Intrepid, but bug is evident.

BUG (reported on 2.6, still present): Timers continue to run and count down while the simulation is paused.

BUG: The chase CAM button doesn't seem to work on any ship except Artemis.  That is, the ship itself is always visible on the ship's main screen clients and clicking CAM has no effect.

ryleyra

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Reply with quote  #64 
BUG:

If a Pirate ship forces an enemy ship to surrender and a shuttle or fighter from that ship moves close to the ship, it cannot be looted by the home ship. I did not test if this happens if the fighter is close to the enemy ship at the moment of surrender, but I expect that to hold true as well. If shuttles or fighters are intended to plunder the ship in place of the home ship, this is not working.
Mike Substelny

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Reply with quote  #65 
Quote:
Originally Posted by ryleyra
I also don't think we have the ability to set the age of a monster in a script. I think we should.


In a conversation Thom told me that a script would be able to set a monster's age but now that's not in the documentation. Perhaps Thom forgot to document it, or perhaps he forgot to include the feature at all. If monster age is always random this will be a limit to mission script storytelling. [frown]

Quote:
Originally Posted by ryleyra
I also destroyed an enemy ship, and the Wreck was already tagged. 😃 I'm calling that a bug.


I suppose it's possible to put something in the canon to rationalize this, but because a tag has a side_value I want to see more playtesting of this. When an enemy ship becomes a pre-tagged wreck, is it always tagged by side_value = 2? In a PVP game are pre-tagged wrecks tagged by whatever side_value destroyed the ship?

If the tag is always side_value = 2 then there may be no way to rationalize it in the canon.

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Mike Substelny

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Reply with quote  #66 
Quote:
Originally Posted by ryleyra
A lot of us have reported this, and I tested it. It happens to ALL monsters, not just Jellies and Wrecks.


Paul and I demonstrated this to Thom last night. We were able to replicate it with a Wreck and a Jellyfish, but not with a Charybdis, Dragon, or Whale. Whatever the case, Thom is looking into the code to make it something more logical by the time of Armada.


Until then:
Our workaround for the START block is to spawn asteroids as the last line(s) in that block.
Our workaround for other blocks is to move new wrecks by changing their X and Z coordinates after spawn.

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ryleyra

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Reply with quote  #67 
Quote:
Originally Posted by Mike Substelny


Paul and I demonstrated this to Thom last night. We were able to replicate it with a Wreck and a Jellyfish, but not with a Charybdis, Dragon, or Whale.


I was testing this with my version of Module_3_bases. I was able to recreate it with any monster.

Based on further testing, I discovered the behavior of a monster being created normally once the number of asteroid fields in sector was reached did NOT happen with Jellies. The Jelly would always be relocated to an asteroid field no matter how many were created. Hopefully that will help lead to the bug.

 TyphonAsteroids.png

LawsonThompson

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Reply with quote  #68 
Visual: MANY crews were confused at a recent convention and kept saying, "We have no torpedos!" due to the leading digit of the torpedo count being clipped. This happens on Helm, Weapons, and Engineering screens with a Dreadnaught or similarly store-blessed ship.

0 of 10.png
There are actually 10 torpedos and 10 probes...



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crashnburn68

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Reply with quote  #69 
Quote:
Originally Posted by LawsonThompson
Visual: MANY crews were confused at a recent convention and kept saying, "We have no torpedos!" due to the leading digit of the torpedo count being clipped. This happens on Helm, Weapons, and Engineering screens with a Dreadnaught or similarly store-blessed ship.

0 of 10.png
There are actually 10 torpedos and 10 probes...



+1. Happened to my crew as well.
ryleyra

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Reply with quote  #70 
TYPO:

When Comms requests building of a torpedo type, the station responds "Commmencing production of <type>", with 3 m's.
Dave Thaler

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Reply with quote  #71 
We were playing a PvP game today, no time limit, Strongbow vs Strongbow, with escort fleets of around 4 ships I think. When one ship would have won, we got "Game ended because your time (0 min) is up." with all stats 0 on both sides.  I just tried to reproduce it on my own, and couldn't.  Has anyone else seen this "0 min" issue?
Mike Substelny

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Reply with quote  #72 
When a mission script spawns a monster that monster's age (and associated parameters) are assigned randomly. This has the effect of unbalancing missions that were previously balanced. There is a huge difference between a young Shark or Dragon and an ancient Shark or Dragon, so some playthroughs have randomly become too easy and other playthroughs of the same mission have suddenly become too hard. Right now even a game master cannot control the age of any monster that is spawned.

Thom agrees that this is a bug and he intends to fix it. In a future release mission scripts will be able to specify the age of any monster spawned.

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ryleyra

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Reply with quote  #73 
I don't think the age of a monster can even be detected. Otherwise you could just keep destroying and recreating a monster until the right age appeared.

Can you detect the health of a monster? I don't believe so. They're not shielded ships, and hull can't be read either.
Mike Substelny

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Reply with quote  #74 
Quote:
Originally Posted by ryleyra
I don't think the age of a monster can even be detected. Otherwise you could just keep destroying and recreating a monster until the right age appeared.

Can you detect the health of a monster? I don't believe so. They're not shielded ships, and hull can't be read either.


You're right, those properties are not exposed to the mission scripting system. But Thom told me that when he implemented the different ages of monsters he intended for mission scripts to be able to specify them at the moment of creation, so if that does exist he will document it ASAP and if it doesn't exist he will add it soon.

FWIW in our discussion we concluded that logically the age must be specified at the moment the script spawns the monster. Age is not an object property that can be changed on the fly. If you want to turn a young Dragon into a mature Dragon you must destroy one and spawn the other.

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Dave Thaler

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Reply with quote  #75 
Quote:
Originally Posted by Magnum76
Bridge tools seems to crash servers and clients on my machines.  All running Win7 64bit.  Running a server and a client crashed both seconds after starting the game.  Repeatable.  Uninstalling Bridge tools resolved the issue.


Put bug reports about the unmodded game in this thread.  We can continue this in the Artemis Bridge Tools thread.
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