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Gypsyjuggler

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Reply with quote  #1 
Just a thought about something that could be interesting in the game. (I thought of this while reading the "Autobiography of James T. Kirk") 

Kirk talked about the first ship he was stationed on after leaving the Academy, it being an old transport ship, that required alot of extra attention by the engineering crew to keep it running.

Would it be possible to have a setting of how reliable the systems of the ship would be? Maybe a sliding scale between 0 and 100 percent? the lower the setting chosen at the beginning of the scenario would indicate the chance of some random system dropping in capabilities until the Damcon crew could get in and do repairs? 

And maybe docking at a base would allow the effiency setting to go back up towards 100 percent?

It would give the engineers a little more to do, while monitoring the systems when not in battle.

Patrick "Gypsyjuggler"


ryleyra

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Reply with quote  #2 
I don't know about regular game modes, but this is a great idea for a script. In fact, in "The Sirius Feint" you're given a obsolete ship pulled out of mothballs for a suicide mission. It keeps breaking at random intervals.

This also sounds like a great idea for one of the new colors of nebula. Maybe instead of limiting you to Warp 1, yellow nebulas cause your systems to malfunction and need to be repaired. Heck, you could have a selector in the Customization screen in which you could assign various effects to nebula colors. (Or you could set it in artemis.ini, but Customization would give you more flexibility to tweak the mission to your liking)

U.E. Admiral

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Reply with quote  #3 
Cool ideas!
Mike Substelny

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Reply with quote  #4 
Quote:
Originally Posted by ryleyra
I don't know about regular game modes, but this is a great idea for a script. In fact, in "The Sirius Feint" you're given a obsolete ship pulled out of mothballs for a suicide mission. It keeps breaking at random intervals.


This does work in "The Sirius Feint" and it can be made to work in any mission script that a player might write. My caveat is that scripts cannot automatically deliver damage, heat, etc. to a player_slot. This means that the players cannot name their own ship. Your script needs to know that the ship is called Artemis or Intrepid or The Wrath of Ragnarok or whatever.

Of course if you are playing with a Game Master then the players can name their ship anything. The Game Master must merely select the ship and dish out the damage manually based on the controls written in your script and the depth of your GM's sadism.

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ryleyra

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Reply with quote  #5 
Quote:
Originally Posted by Mike Substelny


This does work in "The Sirius Feint" and it can be made to work in any mission script that a player might write. My caveat is that scripts cannot automatically deliver damage, heat, etc. to a player_slot. This means that the players cannot name their own ship. Your script needs to know that the ship is called Artemis or Intrepid or The Wrath of Ragnarok or whatever.


Yeah, now in 2.7 you can build up heat in a system as well.

Quote:

Of course if you are playing with a Game Master then the players can name their ship anything. The Game Master must merely select the ship and dish out the damage manually based on the controls written in your script and the depth of your GM's sadism.


That calls for a Bwahahahaha! My upgrade of Module_3_bases gives GMs some ability to damage systems, BTW. (I think only Beams and Warp/Jump can be affected. Shields can only be damaged directly by my script)

Gypsyjuggler

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Reply with quote  #6 
Has anyone played "The Sirius Feint"in 2.7 lately. I fired it up this evening and the server crashed three times. It seemed to always happen when I get the first notice of sensor damage.
I was running both the server and the client off the same computer. Next time I'm free and try it again using the full number of computers here and see if it still happens.
Mike Substelny

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Reply with quote  #7 
"The Sirius Feint" comes packaged with some sound effects, including blip.wav, Alert_Warning_Short.wav and fanfare.wav. If those files are missing the mission script will crash when it tries to play them. The moment of the sensor warning the script tries to play blip.wav so based on your description I'd say that file is probably missing.
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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
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ryleyra

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Reply with quote  #8 
Quote:
Originally Posted by Mike Substelny
"The Sirius Feint" comes packaged with some sound effects, including blip.wav, Alert_Warning_Short.wav and fanfare.wav. If those files are missing the mission script will crash when it tries to play them. The moment of the sensor warning the script tries to play blip.wav so based on your description I'd say that file is probably missing.


I will double check that. It's possible the file is present in the directory, but I didn't update it to point to the right directory, since that's required with 2.7.

Also, if you were trying to play the stock script, it WILL crash. You need my update.

Gypsyjuggler

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Reply with quote  #9 
I checked the files and the sound files were in the mission folder. I copied them into the dat folder where the other sound files were located and the mission ran. Granted, I didn't last long (I was alone) but the server didn't crash.
ryleyra

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Reply with quote  #10 
Quote:
Originally Posted by Gypsyjuggler
I checked the files and the sound files were in the mission folder. I copied them into the dat folder where the other sound files were located and the mission ran. Granted, I didn't last long (I was alone) but the server didn't crash.


Good. That confirms that it is possible to specify just the file name if it is in the dat folder, or you can specify the whole path to point to the mission folder. In 2.6 it was the other way around, you had to specify the full path to point to the dat folder, but only the filename was needed if it was in the mission folder. Thom switched it in 2.7, presumably to be consistent with how filenames are used in other commands.

My updates to the stock missions are correct, and point to the sound files in the mission folder.

Mike Substelny

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Reply with quote  #11 
Quote:
Originally Posted by Gypsyjuggler
Granted, I didn't last long (I was alone) but the server didn't crash.


"The Sirius Feint" is a pretty challenging mission intended to keep the entire crew busy. The canonical crew that played it at Armada One (Belisarius, I think) was successful in that they kept the enemy tied up long enough to win. Unfortunately their ship was destroyed 90 seconds before the main fleet arrived to rescue them.

I've seen crews do a lot worse. One crew was in the middle of a bombing run just as their warp drive broke down. It was a messy way to die.

Gypsyjuggler, I suggest that you and your crew try "The Sirius Feint" and see if it gives you that feeling of being aboard a breakdown-prone wreck that you want. If you like it, then I invite you to adapt the code into a new mission and present it to all of us (for example, add a Comms button at the beginning where the players can select their breakdown frequency or MTBF). If it's a lot of fun then Thom might add that setting to the stock game.

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

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Reply with quote  #12 
Quote:
Originally Posted by Mike Substelny


"Gypsyjuggler, I suggest that you and your crew try "The Sirius Feint" and see if it gives you that feeling of being aboard a breakdown-prone wreck that you want. If you like it, then I invite you to adapt the code into a new mission and present it to all of us (for example, add a Comms button at the beginning where the players can select their breakdown frequency or MTBF). If it's a lot of fun then Thom might add that setting to the stock game.


I'll definitely run the mission with my crew the next time we play. As for putting together a new mission, I have never looked at the mission editor program yet. I might have a bit of a learning curve ahead of me.
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