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ryleyra

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Reply with quote  #16 
Okay, I have uploaded an update to the Simple Sandbox for Artemis 2.7. This required quite a few changes, including removing my code to make the Icarus pick up anomalies (that now happens automatically) and varying the nebula colors. (It doesn't do anything right now, but one of the Exploration missions I'm planning to add will make use of it)

This biggest challenge I had to face, though, was allowing the Pirates to dock at a base, when there aren't any enemies to destroy. I decided to have Tortuga base throw a single scout ship at you as a ruse to get you access to the TSN bases. I had originally planned to have Tortuga on your side, while the TSN bases would turn against you if you engaged in any piracy, but looking at how the new pirate access feature works, I decided that Tortuga would have to pretend to be a TSN base and turn you away if the other bases did.

However, if you do things right, you can make the friendly ships switch sides, allowing you to kill them without losing access to the base. This is part of the "Comms Jamming" code I had written into the script. Now if you jam the TSN Comms, your target will switch sides, meaning if you destroy it the base won't turn you away, because it can't prove you had anything to do with it. If the jammer runs out, though, the target returns to being friendly, and if you accidently kill it, you lose access to bases.

I think this will work well and give the Pirates another layer to the script. You can go totally hostile and be banned even from Tortuga base, or be sneaky and raid the sector while not losing your access. I also made sure things like the Parley Ship (which is friendly when it appears) doesn't ruin your access if you choose to destroy it. Of course, you will have to choose the Pirate menu option with a pirate ship, but that should be fine.

The side missions have also had their dialog changed for pirates to match the main game, although as I said you have to choose the Pirate side for this to work. That means if you choose to play a Pirate in a TSN ship, the bases will berate you for stealing their stuff!

One interesting thing I haven't looked into is that since all of the enemies surrender at the end of the Combat missions, the Pirates will have a lot of targets to raid for extra torpedoes and energy. I'm not sure what to do about this. I suppose it is possible to have the surrender feature only occur with TSN or Ximni, the Pirates will have to fight the enemies to the finish. That would defeat the purpose of the Parley Ship though.

I have not actually added anything new to the script, other than making it work with 2.7 and fixing some bugs. I plan to add the Trade missions next, but I would like for folks to test out what I have so far and make sure it works.
ryleyra

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Reply with quote  #17 
Oh, and I temporarily put in place a fix for the bug that changes the location of wrecks. This will also effect the starting location of monsters, but that's random anyway. Hopefully, once Thom fixes the bug I can remove the code as it won't be needed any more. Basically, I create an anomaly in the right location and relocate the actual wreck on top of it. This may look a little funny on the main screen, but it works.
Longbowman1346

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Reply with quote  #18 
Would you recommend that we keep a 2.6 version of this sandbox mission until all of the bugs of 2.7 are tweeked and fixed?


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ryleyra

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Reply with quote  #19 
Quote:
Originally Posted by Longbowman1346
Would you recommend that we keep a 2.6 version of this sandbox mission until all of the bugs of 2.7 are tweeked and fixed?


Hm, I'm not sure. The 2.6 version actually had more bugs in it than the version I updated to 2.7, and as I continue to work on it, I expect more bugs to show up. It would probably be easier going forward to test it out on 2.7 only.

However, I was planning to release a 2.6 version once I am done, just in case we end up with a repeat of the 2.2 situation. And I am positive that the 2.7 version won't work with 2.6, just because there are a lot of things that break under 2.6. I've already fixed the bugs I found in the last 2.6 version, so maybe I should post it as a stable release that won't undergo any more changes from now on.

If you think that's a good idea, let me know and I'll post an extra zip file.

Longbowman1346

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Reply with quote  #20 
Please!  As of now, I have a very stable version of 2.6 that has resizing of ships and stations and cleans up the taunts and science dialog to something less snarky and more realistic.  I would like to keep that version working with this sandbox and 2.7 separate until I feel that 2.7 is more stable and has fixes applied.   Thanks so much!
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Captain -  TSN Belisarius BS-108
"Pax per consilia et maxime armis." -  "Rescindentes venator ad venationem." 

(Deane Geiken)
ryleyra

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Reply with quote  #21 
Quote:
Originally Posted by Longbowman1346
Please!  As of now, I have a very stable version of 2.6 that has resizing of ships and stations and cleans up the taunts and science dialog to something less snarky and more realistic.  I would like to keep that version working with this sandbox and 2.7 separate until I feel that 2.7 is more stable and has fixes applied.   Thanks so much!


Good point. I had not thought about mods, but that's another good reason to have multiple versions. Of course, this script is still in development, but I can go ahead and post my latest 2.6 version.

I suppose I could write a 2.5 or 2.4 version, but it would be extremely difficult due to the lack of the Comms interface. (I would hate to have to implement this with client keybinds 😃)
mandash

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Reply with quote  #22 
Tried the script out with a group of folks on Monday. Many of them were new, so it's hard to judge. The comms officer was new and that made it difficult for the Captain to understand the missions. The group thought it was weird that the space monsters would just fly to the corners and sit there. 

In one case, the comms message said there were three mission option, but only two showed on the screen. I wish I had written down when that occurred, but I can't remember. 

Overall I though they were great missions and helped new players get a firm grasp on the game. I'll definitely be looking to include this script when I run the game at a convention this spring.
ryleyra

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Reply with quote  #23 
Thanks a lot for the feedback, that'll help me make the mission better.

Quote:
Originally Posted by mandash
Tried the script out with a group of folks on Monday. Many of them were new, so it's hard to judge. The comms officer was new and that made it difficult for the Captain to understand the missions. The group thought it was weird that the space monsters would just fly to the corners and sit there. 


The monsters aren't being controlled by the script, they should act as they do in the game, unless that doesn't function properly in scripts. I'll do some testing, and if there's something wrong with the monster AI, control them directly as I do with the BioMechs.

Quote:

In one case, the comms message said there were three mission option, but only two showed on the screen. I wish I had written down when that occurred, but I can't remember. 


I note this in the ReadMe, but since there are only 4 missions available, sometimes the game chooses the same one twice. That results in only 2 missions being displayed. Hopefully that will stop being a problem once there are a full 12 missions.

Quote:

Overall I though they were great missions and helped new players get a firm grasp on the game. I'll definitely be looking to include this script when I run the game at a convention this spring.


Thanks. The Combat missions are all kind of like mini versions of the standard game modes, in which you can cut the battle short after a time. So I can see them as preparing you for the full game. I'm hoping the remaining missions give you a lot of non-combat exploration missions that will be just as fun or even more fun. 😃

Did you play the standard TSN or Ximni missions? I don't expect you tried out the Pirates on your first try, but I was wondering what you thought of the dialog. Did anything seem to be written in a confusing way?

ryleyra

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Reply with quote  #24 
Okay, I've uploaded a few more bugfixes to both the 2.6 and 2.7 versions of the script, but still haven't added any new missions. I found these bugs and wanted to take care of them before I did anything new. Since they are just bugfixes, they should not cause the game to crash, so I'm not including a "beta" version in 2.7.

The actual fixes are:

- All TSN Command messages are once again "ALERT" instead of "SIDE". (I misunderstood the purpose of that message type)
- The Comms message will no longer say that there are exactly three missions to choose from. It is possible for there to be two or even only one.
- Changed name of Hera to "Niobe". This is to prevent a second player ship from potentially using the same name. I wanted a name with similar implications to "Kobayashi Maru", but from Greek myth.  
- It is now possible to Abort the Crew Rescue mission after you start it, so you aren't forced to use the Fighter station. A separate option explains how to call up the Fighter station.
- Abort Mission, whether called up by docking or in the Crew Rescue mission as above, will disappear after 10 seconds. It will appear again if you undock and dock again.
- The 2.7 version will use the "not" argument to if_docked instead of a timer. This makes the docking behavior (abort or refresh missions) slightly more responsive.
- My fix to the wreck bug in 2.7 was unnecessarily elaborate. 😃 I didn't have to create a second object, mere use set_object_property to move a wreck to the proper location after creating it.

BTW, I intend to eventually remove the Abort Mission option, since it is really only there for testing. It will still be there for Crew Rescue and other shuttle missions, so that's the reason I added that functionality to the mission introduction.

ryleyra

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Reply with quote  #25 
The "not" argument to if_docked is not working (I tested it to make sure) so I have removed the code that used it in 2.7. I'm still working on the first of the Trade missions, which I've named "Construction".
ryleyra

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Reply with quote  #26 

Never mind, I didn't seem to successfully upload the file last time.

Hnefatafl

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Reply with quote  #27 

There might be something wrong in the "Sector Defense" mission. Each time I select it, no matter the sector type chosen, the "Parley Vessels" spawn, and they Just. Don't. Stop.

I've had to halt the game each time because the mouse stops responding. 

I don't know which ship to talk to!  😃 They also start launching drones or fighters at enemies in their midst, which are gone very quickly. 
secdef_01.png  secdef_02.png 




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ryleyra

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Reply with quote  #28 
Thanks, I'll look into it. There's supposed to be only one vessel spawned, of course. Looks like something broke since the last time I tested it.

Oh yeah, that's DEFINATELY wrong. It's not supposed to spawn at the beginning of the mission.

Okay, it was a relatively simple but stupid bug. I used "EQUAL" instead of "EQUALS" as a comparator. Apparently that makes a comparison always return true. 😃 I fixed that, plus I also found some issues with checking whether the player ship was docked with Tortuga base when it doesn't exist. (i.e. you're not playing a Pirate) I uploaded the new version, so download it and check it out.

Oh, and the "beta" version is the one I mentioned above, with the new Construction mission. You can try it out if you like, but it will end after delivering the first system, so you can't finish it.

I should also check on the Parley Ship attacking other enemies, although since they should all have surrendered I don't THINK that will be a problem. I may have to deal with it if I make the enemies not surrender automatically for a Pirate, though...


ryleyra

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Reply with quote  #29 

Okay, there's a bit more of the Construction mission now. (in the "beta") This is turning out to be the longest mission in the script so far, possibly the longest of them all. Although I haven't tested it yet and it will almost certainly break, it might be worth trying out. It's basically a combination of Mike's ideas in this post and this post. You'll definitely see signs of this as you do the mission.

Note that just as suggested in the second post, you have to look for things, the target won't just announce itself over Comms as "Hey, I've got some of that, over here!" 😃 You may also notice that the mission changes depending on the terrain. If there are asteroids in the sector you go mining, but if there aren't you have to search the transports.

Note to self: I need to set the hailtext back to the original text after I'm done.
Hnefatafl

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Reply with quote  #30 
Thanks for your work on this script. We have a training and gaming session this weekend, and I'm going to be putting this through a workout. 😉  If we find anything else, I'll post.
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