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SteampunkSkunk

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Reply with quote  #16 
For issue 2, no there was no final message from Weeks.  The last message from him was when he was leaving for "reinforcements".
Mike Substelny

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Reply with quote  #17 
Okay, thanks. You have found a new bug. I'll fix it when I update Hamak for Artemis Armada.
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Longbowman1346

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Reply with quote  #18 

Quote:
Originally Posted by Mike Substelny
Okay, thanks. You have found a new bug. I'll fix it when I update Hamak for Artemis Armada.


Will you be offering up all the missions for Armada for those that can't make it, once everything is said and done?


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Mike Substelny

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Reply with quote  #19 
Quote:
Originally Posted by Longbowman1346



Will you be offering up all the missions for Armada for those that can't make it, once everything is said and done?



That's the plan. Unfortunately it did not work out last year because at Armada One Thom released a new Artemis version that broke all the mission scripts (monster spawning and AI were all new). We had to run scripted missions using older versions of Artemis. Of course thereafter the released version had a serious crash bug in monster spawning that made my Armada One mission scripts unusable for many months.

This year Thom is providing me with updated beta software every few days. It makes scripting much harder because I need to revise all the scripts several times a week, but all this hard work helps to ensure that (A) the Armada Two scripts will work with the released version and (B) the released version is less likely to have crash bugs.

Because of this I am pushing for reliability more than anything else. One consequence is that I will intentionally NOT attempt to take advantage of all the new features in the released software. For example, I am currently working with a version in which the new player ship slot only works for spawning. Thom plans for the released version to be able to reference player ship slot anywhere you could reference the ship's name, which is a LOT of places. I expect to dabble in that a tiny bit in the very last script I write, but that is all.

Another consequence is that I am pulling back on the expected list of scripts to release at Armada Two. But I don't think you will be disappointed. ;-)

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Longbowman1346

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Reply with quote  #20 
Thanks Mike!  This also sounds like a new version will be coming out soon too!!

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Originally Posted by Mike Substelny


That's the plan. Unfortunately it did not work out last year because at Armada One Thom released a new Artemis version that broke all the mission scripts (monster spawning and AI were all new). We had to run scripted missions using older versions of Artemis. Of course thereafter the released version had a serious crash bug in monster spawning that made my Armada One mission scripts unusable for many months.

This year Thom is providing me with updated beta software every few days. It makes scripting much harder because I need to revise all the scripts several times a week, but all this hard work helps to ensure that (A) the Armada Two scripts will work with the released version and (B) the released version is less likely to have crash bugs.

Because of this I am pushing for reliability more than anything else. One consequence is that I will intentionally NOT attempt to take advantage of all the new features in the released software. For example, I am currently working with a version in which the new player ship slot only works for spawning. Thom plans for the released version to be able to reference player ship slot anywhere you could reference the ship's name, which is a LOT of places. I expect to dabble in that a tiny bit in the very last script I write, but that is all.

Another consequence is that I am pulling back on the expected list of scripts to release at Armada Two. But I don't think you will be disappointed. ;-)

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Captain -  TSN Belisarius BS-108
"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

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Mike Substelny

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Reply with quote  #21 
Quote:
Originally Posted by SteampunkSkunk
For issue 2, no there was no final message from Weeks.  The last message from him was when he was leaving for "reinforcements".


I found the problem here. Apparently when Thom added the side_value it changed the way if_fleet_count works. Previously if you left out the fleetnumber, if_fleet_count would count all enemies. When it reached zero the mission was over.

Now it is more complicated. I need to add a sideValue to the statement or it will include friendly ships, too. I don't want you to need to destroy all the friendly ships to win that mission!

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ryleyra

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Reply with quote  #22 
Quote:
Originally Posted by Mike Substelny


I found the problem here. Apparently when Thom added the side_value it changed the way if_fleet_count works. Previously if you left out the fleetnumber, if_fleet_count would count all enemies. When it reached zero the mission was over.

Now it is more complicated. I need to add a sideValue to the statement or it will include friendly ships, too. I don't want you to need to destroy all the friendly ships to win that mission!


Heh. I should have realized that. I think I'll need to make that change in my missions, too. It certainly would explain why Strike Force Seven doesn't seem to end when it should.

That's probably also a warning that should be added to the Mission Editor, assuming it's not already there.
Ayelis

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Reply with quote  #23 
How in the world do you destroy all the enemies in the Sirius Feint?

Hi, Steve from Portland here. My team often (nigh always) plays with a skeleton crew of 3 or 4. Sometimes 5 if we're lucky. We have 80+ people in our organization, but they all seem to want to "walk around and find new restaurants" or "value their lunch hour" more than sitting cooped up in our conference room playing Sci-fi games on our 9-flatscreen HD main-screen. And today, we decided to take the Sirius Feint for a spin.

I guess it went better than can be expected. We were quickly jumped by some bad luck, as well as an enemy ship that seemed to enjoy exploding? They made quick work of that unarmed civilian space station, so we really had nowhere to refuel or restock after that. In the end, we managed to take both of those ships out, but at the expense of our own ship.

Was that it? Sirius Feint is described as 'a suicide mission', so I guess we were successful? We certainly died. Along with 3 other Terran ships, our space station, and the 2 Skaraan ships.
Mission Success! [thumb]

It would be great to figure out what "professional crews" would do in this sort of situation where we occasionally (often) have 3 people flying the ship. Is the priority to twist the Comms officer's arm and make them taunt the enemy repeatedly with a variety of insults so they stop firing on the space station? What if the Comms officer is also the captain or some other station? If you have no space station because the enemy managed to fire too many missiles at it, should the Captain call the mission at that point, order a self-destruct, and restart the game? Or is it a great idea to fly around and try to Beam everything to death at close quarters? And what about when you've only got a lunch-hour span of time to fly? When the Engineer is also playing Science, and the ship keeps dipping down to 0 energy because the Captain won't stop ordering Warp speed, what should the priority be? There are only so many missiles to convert to energy...
Mike Substelny

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Reply with quote  #24 
Quote:
Originally Posted by Ayelis
It would be great to figure out what "professional crews" would do in this sort of situation where we occasionally (often) have 3 people flying the ship. Is the priority to twist the Comms officer's arm and make them taunt the enemy repeatedly with a variety of insults so they stop firing on the space station? What if the Comms officer is also the captain or some other station? If you have no space station because the enemy managed to fire too many missiles at it, should the Captain call the mission at that point, order a self-destruct, and restart the game? Or is it a great idea to fly around and try to Beam everything to death at close quarters? And what about when you've only got a lunch-hour span of time to fly? When the Engineer is also playing Science, and the ship keeps dipping down to 0 energy because the Captain won't stop ordering Warp speed, what should the priority be? There are only so many missiles to convert to energy...


"The Sirius Feint" takes exactly 40 minutes, if it's working correctly. The premise is that the Main Fleet is attacking the Epsilon Pegasi Sector while you keep the enemy distracted in the Sirius Sector. Your Comms Officer receives messages on the main fleet status after 1 minute, 16 minutes, and 30 minutes. If you keep the enemy distracted for 30 minutes the main fleet wins the battle of Epsilon Pegasi and you win the game - - - but you might still die. If you survive another 10 minutes (total play time 40 minutes) the Main Fleet returns to rescue you and you survive; the mission ends.

It is very important to protect the base. If you lose the base you will probably lose the mission. Also note that is is almost impossible to protect the base.

Note that "The Sirius Feint," like all the Canonical Battles, is intended to be very challenging for even the most elite and experienced crew. With Canonical Battles the best crew in the world should still lose half the time.

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
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