Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment  
leaola

Registered:
Posts: 268
Reply with quote  #1 
first question
can anyone list from easy to hard enemy ships by hull # for one on one and fighting groups of the same mob.

question 2

I was playing with scripting, place a few mobs killed them then died with mobs left. Why does it tell me I had a negative amount of mobs left alive?/ how to fix ending scores.

question 3

if I make a script where 2-8 ships maybe used do I have to spawn all 8 ships at start just in case or if someone picks ship 2 will it be added with no scripting needed?

question 4
where can I download full instructions the owners manual I got with special edition 2.0 left out hotkeys and all scripting command. And while I was hitting random keys to see what they do I found pause/break key 'breaks' the game and I must restart that copy of artemis (lol artemis fails spell check on artemis web forums), what is that key doing?

question 5

I see some missions posted 'randomly' in forum. Is the one central forum list this all the freely downloadable missions for 2.0/ 1.7? and will 1.7 missions run under 2.0 without moding or not( tell pilot not to use up and down keys)?

question 6

what are gun arcs as far as up and down? if I were very close but very under or over could it be out of fire arc even thou its in red lines?
pupbrad

Avatar / Picture

Registered:
Posts: 889
Reply with quote  #2 
1,2, and 3, dunno.

4, at least for the hotkeys, can be found here: http://www.hotcursors.de/artemis/user/kbd.php

5, there isn't any central mission list. You'd need to search the mission scripting forums for missions. As for 1.7 missions running on 2.0, some work fine while others don't. It all comes down to how the original scripter scripted them and if that method is compatible with 2.0.

6, Yea, the gun arcs have limited range up and down as well. The height planes go 500 units up and 500 units down and with beam arcs being 1000 units, you can be at the upper or bottom most plane and have to be within 1000 units diagonal from them to hit them (I'm too lazy to figure out what the actual distance would be using trig).

__________________
Captain of the USN Basroil.
"I am a leaf on the wind. Watch how I soar." - Hoban Washburne
"Give me a ship to fly and I'll make it sit up and beg, roll over (but NEVER play dead), and even do the jitterbug if you so fancy." - Unknown
leaola

Registered:
Posts: 268
Reply with quote  #3 
Thanks for the link as for the gun arc question perhaps I phrased it poorly. I meant if ur left and right guns are mounted say 30 degrees apart and both cover 60 degrees from the center of their arcs. Would the fire arcs looks like 2 overlapping cones, ie something dead ahead would need to be a little lower than something 15 degrees to the sides, or do the arcs form wedges so if its 62 degrees to above u u can still shoot it?
pupbrad

Avatar / Picture

Registered:
Posts: 889
Reply with quote  #4 
Ah, I see what your saying. To be honest, I haven't ever even thought about that. My first thought would be wedges, though I'd need to test it out to confirm.
__________________
Captain of the USN Basroil.
"I am a leaf on the wind. Watch how I soar." - Hoban Washburne
"Give me a ship to fly and I'll make it sit up and beg, roll over (but NEVER play dead), and even do the jitterbug if you so fancy." - Unknown
LoB

Registered:
Posts: 45
Reply with quote  #5 
Some of your questions are answered in the unofficial artemis wiki: http://artemiswiki.pbworks.com/

E.g. ships: http://artemiswiki.pbworks.com/w/browse/#view=ViewFolder&param=Ships

I don't know if they are up-to-date though. So edit if you find something's wrong [wink]
Arkantos

Avatar / Picture

Registered:
Posts: 457
Reply with quote  #6 
Easy/hard is difficult to quantify. The various ships have different strengths and weaknesses. Skaraan vessels in particular can be difficult to judge due to their random abilities. However, one place to start is this interactive ship recognition chart I made a while ago. It allows you to sort the various ships by shield strength, beam damage per minute, and max impulse speed, which might help you get a sense of which ships might be more difficult to fight than others. Click on a ship to see its stats and compare them against the stats of another vessel.
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,404
Reply with quote  #7 
Welcome. Leaola.

Question 1 has no hard and fast answer to this for two reasons: 1) players using a Missile Cruiser will have a lot more trouble with drones than with other enemy weapons. 2) Skaraan ships can be a lot stronger or weaker depending on their elite abilities. But in general the Torgoths are the kardest to kill and the Kraliens are the easiest.

Question 2 may be a bug. The final score of enemies killed/survived, bases lost, etc. is usually correct but sometimes off by a bit.

Question 3: In mission scripts you can spawn NPC ships of any kind in any place at any time. But at this time mission scripting does not work very well for more than one player ship.

Question 4: You can find a list of the default hotkeys in controls.ini. This is also where you can change the keymappings.

Question 5: There is no "official" repository of mission scripts. I've written a lot of them, but most have been made unplayable by changes to the game.

Question 6: I believe the beam weapon arcs have no vertical limits.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
leaola

Registered:
Posts: 268
Reply with quote  #8 
wow thanks tons of good answers. pause / break I cant find it in the ini file.
pupbrad

Avatar / Picture

Registered:
Posts: 889
Reply with quote  #9 
Yea, don't think anyone really knows what's going on with the pause/break key at the moment. It's not listed anywhere as far as I can see, so that's rather confusing.
__________________
Captain of the USN Basroil.
"I am a leaf on the wind. Watch how I soar." - Hoban Washburne
"Give me a ship to fly and I'll make it sit up and beg, roll over (but NEVER play dead), and even do the jitterbug if you so fancy." - Unknown
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #10 
I'll answer all questions, but really my main answer is about multiple ships in mission scripts. 

1. Always hard to say. In general the heavier and harder to kill ships are Torgoth and Arvonians. Torgoths have high shields, lots of beams and fire drones. Arvonians launch fighters and have decent shields. Skaraans are tough nuts to crack, with elite abilities and high shield strength. The only good point is they usually fly solo, so you only have to deal with one at a time. Kraliens of all types are relatively easy to kill, with low shields and relatively few weapons. Mike made the point about the Missile Cruiser too. Torgoths become a real pain for a Missile Cruiser as they launch drones at you and you have nothing to shoot them down with. An EMP blast will take them out if the EMP detonates close enough to the drones.

2. I think you got a negative value because you spawned the enemies after the script started. I think that the script starts with enemy ship count set to 0 if there are no enemies on the map when you start up the mission. Each enemy that you spawn whilst the simulation does not add one to the ship count, however each enemy you kill subtracts one off that ship count. This is what I figure is happening anyway. I assume that if you spawn enemies in the start block, they will be counted and therefore increase the value that the enemy ship count is set to. It is a bug though, so ignore the end game screen I say.

3. It is possible for mission scripts to support multiple vessels, though it is a pain to write them. I have written a couple myself and they have worked well enough. The TSN RP Community uses a specially written GM script that supports multiple ships. Artemis itself doesn't really support multiple ships in missions but you can work around that with a little bit of creative scripting. When you write a script, only have one Create Player action to create the Artemis (or Ship 1). If you want other ships to join, then there is a process you must follow.
  • Start the game with just the Artemis (Ship 1);
  • Have the other players ready on the other ships, but make sure they have not checked "Ready to Play";
  • For a ship to spawn, one client on that ship must have the Mainscreen selected;
  • That client then hits "Ready to Play" and the ship will spawn;
  • All the other clients can then hit "Ready to Play" and join the ship.
It takes a little time for the correct position and name to update on the science console and captain's map, but it will eventually. All new ships spawn by a starbase as long as there is one in the sector. If not, they spawn in the top right corner of the sector.  There are ways to you can set the positions of new ships that spawn if you want them elsewhere.  You can also have a ship join at any point during the game. You cannot get a ship to leave unless you destroy it as a GM, scripting its removal using a Destroy action, or it is destroyed in game.

You need to factor in the multiple ships when writing your script, which is what makes it difficult. Client keys are not ship specific, incoming comms messages will go to all ships, and ship names have to be set and not changed. You can script with different ship names (e.g. change the Artemis to the TSN Reliant) but then when you run the script, the name of Ship 1 must match EXACTLY. 

If you need anything clarifying, give me a shout. I'd be happy to help.

4. That has already been answered - HotCursors is an awesome site to look at the key maps. Reference charts can also be found on the wiki. Someone created some pretty good documents on there that are worth checking out. They include quick reference charts for use at conventions. 

5. You have to do a little work to find new scripts. As mentioned, there is no one place where they are gathered. Check out the forums for mission scripts, most can be found in the Mission Scripting section. There are posts by Alice, Chas and myself with some downloadable scripts. There was also a mission script website that might still be running, although you will have to trawl the forums to find its location. I think there are a couple in the Off Topic section too, designed for mods such as the BSG mod and the ST mods. 

6. Answered already, although personally I do not know so cannot say whether Mike or pupbrad are correct. 

__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
pupbrad

Avatar / Picture

Registered:
Posts: 889
Reply with quote  #11 
About missile cruisers dealing with drones, it MAY be possible to shoot down the drones with homings, though this is a bit of a waste. I haven't confirmed, but there have been times in which my weapons officer would target an enemy ship and fire off a homing just to later realize it was a drone he had targeted and the drone was then destroyed.
__________________
Captain of the USN Basroil.
"I am a leaf on the wind. Watch how I soar." - Hoban Washburne
"Give me a ship to fly and I'll make it sit up and beg, roll over (but NEVER play dead), and even do the jitterbug if you so fancy." - Unknown
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.