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Dave Thaler

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Reply with quote  #16 
Here is a fixed controls.ini which also fixes several other typos in the file.
Mike Substelny

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Reply with quote  #17 
Thanks, Dave!
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NoseyNick

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Reply with quote  #18 
Are you interested in 2.7.1 "Plunder Interrupted!" crash logs / dumps, or only 2.7.2 at this point, @techbear?
Angel of Rust

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Reply with quote  #19 

Tried a few games out in 2.7.2 to see what would happen. No crashes, but did observe something interesting.


Captain’s Log

Yardmaster Kevin reporting, in temporary command of the Normandy. Refit of Normandy’s control systems was partially complete when orders arrived from TSN Command to investigate anomalous spacetime distortions believed to be caused by Skaraan ships in the sector. Normandy is currently the only ship in range to investigate. Unfortunately, the crew is on alternative assignment while in refit, so we got underway with a skeleton crew (2 bold crew members generally flailing about from station to station).

TSN Command provided Normandy with a direct feed from TSN Intelligence (Game Master) throughout the mission to help even the odds. Initially, Normandy logged all enemy contacts into the mission record, but the task was abandoned when the true nature of this latest threat became clear.

TSN Command assured Normandy that TSN Intelligence would provide all details regarding the Skaraan ships. While Intel was useful in providing the enemy locations, we quickly discovered that we would need to scan all contacts ourselves to obtain the necessary details regarding enemy capabilities. With all due respect to the admiralty, Normandy would have been better prepared had we known about the gaps in Intel’s capabilities.

Due to our past encounters with the Skaraans, we expected dangerous and well-equipped foes. However, despite these notions, we were completely unprepared for the enormity of our enemy’s technical prowess. Each Skaraan vessel possessed as many 6 independent special weapons systems. In some cases, the devilish combination of these devices meant our foes could drain our shields in the complete safety of cloak whilst neutralizing our probing torpedo attacks – only to teleport out of weapons range once they became visible. Only the dogged determination of Normandy’s temporary crew, essentially TSN reservists on yard duty, ensured victory and the recovery of the battered Normandy.

For all that, we only became aware of the worst development late in our campaign. Troubled by the apparent relentlessness of the Skaraan threat, Normandy began to suspect that enemy ships were secretly reinforcing the marauders in-system during the progress of our patrol. Through careful observation of our sensor readouts and corroboration with TSN Intel, we were able to confirm this suspicion and directly observed the appearance of new Skaraan vessels after their predecessors had been destroyed. Normandy is fortunate to have survived and rescued (most of) the imperiled stations under this double threat. It is our sincere hope that the information we have gathered will help our comrades combat this unexpected development.

The following narrative provides noteworthy details from each patrol (game) of our mission:

  1. Our first patrol ended as quickly as it started. The patrol was initiated prematurely and Normandy beat a hasty retreat to resupply.
  2. We executed our second patrol as we would a standard TSN war patrol, seeking threats to the local stations and dispatching them before they could inflict grievous damage. Intel provided no details regarding the special capabilities of the Skaraan Executor and Enforcer encountered, although Normandy observed the Enforcer making multiple jumps in the course of the engagement.
  3. In Normandy’s third patrol, Science observed three Skaraan Executors approaching TSN stations after the destruction of their fellows. This instance was our first inkling of the new threat.
  4. In our forth patrol, the after action report from TSN Command congratulated Normandy for the destruction of four Skaraan ships, much to the bafflement of our crew. Science had logged the details of 3 ships and Weapons was certain of 2 kills. However, Normandy gladly took credit regardless.
  5. The fifth patrol revealed nothing of note.
  6. In our sixth patrol, Normandy encountered space jellys. Curiously absent from the short-range sensors, they were nevertheless a delight to see on the main viewscreen and were duly noted by Science.
  7. Normandy ventured deeper into dangerous space on the seventh patrol. In addition to jellys, we also entered a space dragon, which serendipitously aided our cause by chomping on the Skaraan ships. Rumors that Normandy was overwhelmed by enemy ships and destroyed are clearly overstated.
  8. On the eighth patrol, Normandy encountered six Skaraan ships, at least one of which is believed to have arrived late to the battle.
  9. Now thoroughly convinced of the threat posed by secret reinforcements, Normandy maintained extra vigilance on the ninth and final patrol of the mission. A Skaraan Executor and a Skaraan Enforcer were observed jumping in-system to continue the assault begun by their fallen cohort.

The following table presents selected data recorded during the campaign.

instancegamelevelenemy raceenemy typeenemy specialsothernotes
115   nonequick start and exit
125SkaraanExecutornonenone 
   SkaraanEnforcernone multiple jumps
   KralienCruiser11  
   KralienBattleship7  
   KralienDreadnaught6  
   ArvonianLight Carrier8 fighters  
   ArvonianCarrier12 fighters  
   TorgothBehemoth   
       9 Kralien kills
       1 Arvonian kill
       2 Skaraan kills
135SkaraanExecutornone multiple drones
   SkaraanExecutornone multiple jumps
   KralienCruiser15  
   KralienBattleship8  
   KralienDreadnaught2  
   ArvonianLight Carrier8 fighters  
   ArvonianCarrier12 fighters  
   TorgothGoliath   
       3 more Skaraan Executors appeared after killing the 2 from the start of the game
145SkaraanEnforcercloak, HET, Warp, AntiMine, AntiTorp, ShldVamp 
   SkaraanExecutorStealth, Closk, Warp, Teleport, ShldDrain 
   SkaraanDefilerLowVis, Warp, ShldDrain, ShldVamp, TeleBack 
   pirana 6  
   KralienCruiser21  
   KralienBattleship7  
   KralienDreadnaught1  
   TorgothBehemoth2  
   ArvonianLight Carrier8 fighters  
       4 Skaraan ships destroyed (2)
155SkaraanExecutorstealth, warp, antimine, antitorp, shlddrain, shldvamp
   SkaraanExecutorstealth, warp, tractor, drones, shldvamp, shldreset 
   SkaraanEnforcercloak, het, shlddrain, teleback 
       3 Skaraan ships destroyed
        
165SkaraanExecutorcloak, drones, antitorp, shldreset 
   SkaraanEnforcerstealth, antimine, antitorp, shldvamp, teleback 
   jellys   2 Skaraan ships destroyed
        
177SkaraanDefilerlowvis, warp, teleport, tractor, drones 
   SkaraanExecutorhet, warp, drones, antitorp, slddrain, shldvamp, telebackattacked by dragon 
   SkaraanEnforcerwarp, antitorp, teleback  
   SkaraanDefilerantimine, shlddrain, teleback 
   SkaraanEnforcerstealth, shlddrain, shldvamp, teleback, shldreset 
   SkaraanEnforcerstealth, lowvis, cloak, tractor, drones 
   jellys    
   dragon    
       glorious defeat
187SkaraanEnforcerlowvis, closk, warp, teleport, tractor, drones, shldreset
   SkaraanExecutorlowvis, warp, teleport, antitorp, shldvamp 
   SkaraanExecutorlowvis, cloak, teleport, antitorp 
   SkaraanDefilercloak, waro, teleport, shldvamp 
   SkaraanEnforcerwarp, teleport, tractor, drones, teleback 
   SkaraanDefilerantimine, antitorp, shldresetappeared? 
   dragon    
       glorious defeat
195SkaraanExecutorstealth, tractor, antimine, antitorp, teleback 
   SkaraanExecutorstealth, lowvis, cloak, warp, antitorp, shlddrain, shlddrain
   pirana    
   drgaon    
   SkaraanExecutortractor, drones, shlddrain, shldreset 
   SkaraanEnforcerlowvis, shlddrain, shldreset 
       25 Kralien kills
       14 Arvonian kills
       1 Torgoth kill
       4 Skaraan  kills
       2 Terran bases destroyed


final patrol debrief:
20190601_211803 - Copy.jpg 

 

 


NoseyNick

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Reply with quote  #20 
Mini bug in 2.7.2 (may be fixed in 2.7.3, I haven't had access to it)
controls.ini (including Dave Thaler's fixed one):

END_SIMULATION             = UI_INPUT_KEY_E

This clashes with the undocumented TOGGLE_AI
Mike Substelny

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Reply with quote  #21 
For anyone who wants to help in real-time, tonight at Critical Hit Games in Cleveland Heights Thom will be setting up a powerful server with his debug tools and we will play high difficulty missions until we catch the bug(s). The time is 6:00 on June 20, 2019. The location is Critical Hit Games 13433 Cedar Rd, Cleveland Heights, Ohio 44118.

This will be a 100% LAN setup with no internet available.

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ron77

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Reply with quote  #22 
This might not entirely belong here as it's not related to trying to fix current bugs in 2.7.2, but I couldn't find a more suitable thread to post this in.

At last week's convention we played several ship versus ship scenarios. Regardless of how many sides there were, Comms was unable to order friendly npc ships to attack an enemy station. Apparently when prompted to "attack nearest enemy," the game only checks for enemy ships. (The friendlies all replied "no enemy ships found" or something to that effect.) I think this is something that needs to be fixed for 2.7.2 and 3.0 alike.
ryleyra

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Reply with quote  #23 
Quote:
Originally Posted by ron77
This might not entirely belong here as it's not related to trying to fix current bugs in 2.7.2, but I couldn't find a more suitable thread to post this in.

At last week's convention we played several ship versus ship scenarios. Regardless of how many sides there were, Comms was unable to order friendly npc ships to attack an enemy station. Apparently when prompted to "attack nearest enemy," the game only checks for enemy ships. (The friendlies all replied "no enemy ships found" or something to that effect.) I think this is something that needs to be fixed for 2.7.2 and 3.0 alike.


I'll note that I noticed this when working on my Strike Force Seven scenario. (in which there are enemy bases that have to be destroyed and NPCs are used to fill out your strike force if you have less than seven) IIRC, one solution I came up with is that one of the ships in the scenario could have "boarding parties" that could attack bases, even as NPCs. I don't think I ever implemented it, but it is an idea that could be adapted to any script. Just have a loop that deals damage to a base as long as a friendly ship is near.

LawsonThompson

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Reply with quote  #24 
Quote:
Originally Posted by Mike Substelny
For anyone who wants to help in real-time, tonight at Critical Hit Games in Cleveland Heights Thom will be setting up a powerful server with his debug tools and we will play high difficulty missions until we catch the bug(s). The time is 6:00 on June 20, 2019. The location is Critical Hit Games 13433 Cedar Rd, Cleveland Heights, Ohio 44118.

This will be a 100% LAN setup with no internet available.


One of those rare times that I really, really hope Artemis crashes! Good luck on the bug hunt!

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Darrin

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Reply with quote  #25 
Quote:
Originally Posted by LawsonThompson


One of those rare times that I really, really hope Artemis crashes! Good luck on the bug hunt!


Still hunting.

We actually had 16 people show up, about half of them were kids, which was an amazing turnout for an event that Thom had only posted on facebook a few days earlier.

However, we had some trouble getting Thom's laptop to connect as the server, which was the fastest CPU we had there that we thought could handle both the server duties and the debug window. So we set up the main bridge for the kids to play with a different server, and then Mike, Thom and I tried to set up a second mini-bridge to see if we could get Thom's laptop to connect to the other clients. But after exhausting Mike and I's tech expertise (which mostly consists of "Let's try turning it off and turn it back on again"), we couldn't get it to work. After a couple hours of fiddling and troubleshooting, Thom diagnosed the problem as, "Hey, I think I need a new laptop!"

Given the turnout, there may be more Artemis Nights scheduled at Critical Hit. Eventually we'll get a hot server + debug window rolling at some point.

e4mafia

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Reply with quote  #26 
If you guys ever need any help quick troubleshooting a potential network issue, gimme a PM. I'm a network engineer by trade, and glad to help if it's possible.

MarkBell

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Reply with quote  #27 
Quote:
Originally Posted by Darrin


Given the turnout, there may be more Artemis Nights scheduled at Critical Hit. Eventually we'll get a hot server + debug window rolling at some point.



Critical Hit has been hosting Artemis Nights twice a month for a few years now!  Hopefully there will be many more to come.

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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
DizzyKungFu

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Reply with quote  #28 
I noticed that the Comms number keys don't work anymore. The buttons are still numbered in the GUI, but pressing the number keys for the Comms station does not activate those buttons. I know this worked in 2.4, not sure about 2.6, 2.7.0, or 2.7.1.
e4mafia

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Reply with quote  #29 
I believe you now need to press either the shift or control buttons along with the number to “make it go” :) - but I might be wrong.
DizzyKungFu

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Reply with quote  #30 
Quote:
Originally Posted by e4mafia
I believe you now need to press either the shift or control buttons along with the number to “make it go” 😉 - but I might be wrong.


I just tried this. It DOES work with CTRL+number! However, this is really annoying to do for any length of time. Is there any way to change this or is it hard-coded?
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