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 Should Players be able to fire sensor probes across the neutral zone?
 Yes, it's a valid use of probes. 9 75%
 No, a sensor probe seems like a treaty violation to me. 3 25%
Total votes: 12   Please or sign up to vote.


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Mike Substelny

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Reply with quote  #1 
As Kestr described in the Armada Forum, Thom plans to release Artemis 2.7 in mid-February. This is the version that will be used at Artemis Armada IV: The One With The Whales in April.

Last Saturday we play tested Thom's latest beta, which probably looks a lot like Artemis 2.7. Many of the changes are improvements to the monsters and player interactions therewith, and so they will affect the canon. Here are some of them:

  1. Players may launch Probes to get sensor data from far-off corners of the sector.
  2. Players may drop Beacons to attract or repel Monsters from locations in the sector.
  3. Dragons are a lot more dangerous!
  4. There are variations between monsters of the same species. That is, some Dragons/Sharks/Bugs/etc. have tougher stats, some have weaker stats.
  5. Sensor scans give you some information about a monster, but to get the full story a player ship must plant a Tag on that monster.
  6. Multiple Tags may be planted on a Monster. A Tag bears the name of the tagging ship and the (real Earth) date when the Tag was planted.
  7. Many of the new fields are AVAILABLE TO MISSION SCRIPTS!
    • In your script players might scan an ancient Dragon and discover that it was tagged by Starship Lancelot many years ago.
    • You might create an Insect hive that includes a lot of weak, baby Insects plus a few drone Insects and one powerful queen Insect.
    • Other possibilities . . .
All of this is scheduled to be released in just a few weeks!

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Mike Substelny

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Reply with quote  #2 
Suggested but so far not implemented:
  1. Scouts should be the main player Science Vessels. That is, while Scouts carry no Nukes and light loads of the other torpedoes, they will carry the most Probes, Tags, and Beacons. If you want to study the mating habits of Space Sharks then the Scout is your vessel.
  2. Light Cruisers will also be pretty good Science Vessels. In the past, the Light Cruiser has always been a watered-down version of the Battleship. With Artemis 2.7 players will see the Battleship's disadvantage is fewer choices for solutions.
    • If a Bug is menacing DS1, players in a Battleship would blast it with beams. Players in a Light Cruiser could just drop a Bug-repelling Beacon.
    • With careful use of Beacons, players in a Light Cruiser may find that a school of Piranha are better than a minefield.

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ryleyra

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Reply with quote  #3 
Agreed on both of the above. Range should also be a strength of the Scout and Light Cruiser, but just giving more non-combat or indirect tactical advantages to those two classes should bring more balance and options to the game.

I am going to try and rush to complete my Simple Sandbox script prior to the next release. I can't write it to take advantage of the new features, but maybe it can be adapted easily and included in the release. My other updates to the stock scripts are available too.
LawsonThompson

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Reply with quote  #4 
Any chance the memory leak described here: https://artemis.forumchitchat.com/post/2-6-0-bugs-and-issues-8496247?trail=75&highlight=memory+leak has been resolved?

We have a convention at the last weekend in February, and having a less leaky app would be great! 

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Mike Substelny

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Quote:
Originally Posted by LawsonThompson
Any chance the memory leak described here: https://artemis.forumchitchat.com/post/2-6-0-bugs-and-issues-8496247?trail=75&highlight=memory+leak has been resolved?

We have a convention at the last weekend in February, and having a less leaky app would be great! 


That would get more attention in the Development forum. The Artemis Universe forum is all about the races, ships, characters, stories, etc. that exist in the universe. Thom doesn't visit this forum very much.

In our latest tests we spent all our diagnostic time analyzing connectivity drops, which turned out to be caused by the server's ethernet card being overwhelmed. When connecting 20-30 clients to one server (plus Twitch streaming) we were never able to keep the server going for more than 3-4 games at a time before it required a reboot.

For the record we never, ever use Artemis bridge tools in our testing. We always use the stock DMX setup that comes with the game.

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Mike Substelny

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Reply with quote  #6 
Getting back to the topic at hand, in the next release you will find that the Charybdis is more aggressive and the Classic Monster has a new name.

I am excited to report that I'm writing a new mission script in which a Ximni Scout must defend a sector without firing a shot. This should be possible with judicious use of Beacons.

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Xavier Wise

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Reply with quote  #7 
Thinking aloud: Is it possible to modify monsters extensively? I am wondering if they could be used in other ways, since it is possible to tag them, or influence them with beacons. For example, would it be possible to modify one so it was an asteroid and the tag gained sensor data about the asteroids composition and perhaps the beacon sets up an EM field that repels the asteroid so it doesn't collide with a base?
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janx

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Reply with quote  #8 
I'm fixing to get back into playing Artemis instead of lurking.  been awhile (2.0).  I see we have monsters now (please, not actual sharks swimming through space 😉

Is there a sandbox mission that would run GM-less but throw interesting events at us (like deliver milk to DS9, help the freighter USS Lolipop, stop those annoying red dots from killing everybody)?  I recall Arrew and Xavier doing a lot of interesting things with scripting sandboxes.

Looking forward to catching up on all the neat stuff in 2.6 and beyond.
Mike Substelny

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Reply with quote  #9 
The bad news is that I don't think you could make a monster into an asteroid, at least as far as the Science console is concerned. Scripts still have limited interaction with Science.

You probably could create a Shark named "Killer Asteroid," wrap it in s generic object, and give it brain stack that made it move toward DS1 but also flee from beacons that repel Sharks. Unfortunately Sharks (like most monsters) use pathing so your "Killer Asteroid" would not move in a straight line. It would also scan as a Shark. Better choices would be to:
  • Use a generic object for the asteroid and have the GM control it.
  • Simply use a Shark or Dragon with a brain stack that attacks bases but avoids beacons. Don't bother to call it an asteroid.
The good news is that different types of asteroids (and possibly nebulae) are coming as terrain features in the future. It should be possible to scan and even mine the new asteroids. Unfortunately these features will not be available until the new cargo handling procedures are ready which means they will not be included in February's release.

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Mike Substelny

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Reply with quote  #10 
In general, February's Artemis 2.7 release is intended to flesh out the monsters, which were never all that much fun, and give players more ways to interact with the terrain using Probes, Tags, and Beacons.

We had hoped for Artemis 2.7 to include more terrain details that would build habitats for the monsters, but IMO the Probes, Tags, and Beacons turned out to be even better than that. They are much more detailed and awesome than I expected!

Attendees at Artemis Armada IV: The One With the Whales will get a taste of the upcoming features while playing the scripted missions and the Murder Mystery. You may notice characters referring to various minerals that can be mined, or perhaps the Skaraan currency or an Arvonian beverage. These will be some of the items available to buy, sell, and trade in game when the cargo handling system is implemented.

Getting back to Probes, Tags, and Beacons: once the bugs are worked out they will be accessible to the mission scripting system. A script should be able to simulate an AI ship dropping a Beacon (for instance if Arvonians want to protect whales from Torgoth hunters). A script should also be able to plant a tag on a monster. Imagine a mission in which the players are searching for the missing Starship Intrepid. When they find a Shark bearing a tag placed by Intrepid yesterday that could be an important clue as to which way Intrepid went!

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Dave Thaler

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Reply with quote  #11 
In a Border War scenario, can you safely fire a probe into enemy territory before war is declared?
Mike Substelny

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Reply with quote  #12 
Quote:
Originally Posted by Dave Thaler
In a Border War scenario, can you safely fire a probe into enemy territory before war is declared?


Good question! I haven't tried it but firing a probe into enemy territory should work.

Come to think of it, has anyone tried flying a shuttle or fighter into enemy territory? Does that cause you to lose the Border War mission?

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notsabbat

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Reply with quote  #13 
I can try that this weekend during our weekly game
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ryleyra

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Reply with quote  #14 
Quote:
Originally Posted by janx
I'm fixing to get back into playing Artemis instead of lurking.  been awhile (2.0).  I see we have monsters now (please, not actual sharks swimming through space 😉


The sharks and other monster appear to be to be a derivation of the Space Whale. The Shark in particular bears more than a passing resemblance to the Whale, but covered in a hard carapace with spines sticking out of it in all directions.

Quote:

Is there a sandbox mission that would run GM-less but throw interesting events at us (like deliver milk to DS9, help the freighter USS Lolipop, stop those annoying red dots from killing everybody)?  I recall Arrew and Xavier doing a lot of interesting things with scripting sandboxes.


I am working on a script I call the "Simple Sandbox" which I am hoping to get included in the next release of Artemis. I will try to finish it within the next couple of months. My current plans are to offer a choice of Combat, Trade and Research missions, which will give you a variety of combat and non-combat choices. I will probably use a lot of concepts from Star Trek: Bridge Crew's random missions, including at least one mission where you must use a shuttle to recover the crew of a friendly ship while enemy ships attack you.

This mission will also have TSN, Ximni and Pirate modes, allowing you to fly more pirate-themed missions than what the stock game gives you.

Mike Substelny

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Reply with quote  #15 
Quote:
Originally Posted by Dave Thaler
In a Border War scenario, can you safely fire a probe into enemy territory before war is declared?


I have just tested this with the Artemis 2.63 beta software. The results:
  • You can fire a probe across the neutral zone into enemy territory. This does not end the mission.
  • You cannot send a manned shuttle across the neutral zone. If a shuttle enters the neutral zone the players immediately lose.
I do not know if this is a bug or a feature. I will mention it to Thom on Wednesday. In the mean time, what do you think?

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