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ryleyra

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Reply with quote  #46 
I found some minor typos in the code, and I also added a new feature to the Mine Layer in the Resource Gathering mission to let it clear mines as well as add a new minefield. That way if the sector generation code puts a base in the middle of a minefield, all the players will have to do is wait for the Resource Gathering mission to come up, and use it to clear out the mines. Over time, the players could potentially redesign the minefields in the sector! 😃

I had already made a change that I forgot to mention, which is that when the game is first started, the Comms buttons will continue to be refreshed, and a message sent to Comms, until the player finally decides to select the crew's faction and start the script. This means if Comms isn't logged in when the server starts, the server isn't going to have to be shut down and restarted with Comms logged in. Once the sector is generated and the missions start being generated, Comms should be able to restore the menu by docking with the base. The refresh is only needed at the start.

Between that and preventing duplicate missions from being generated, which I did mention two posts ago, the Comms interface should be a lot more robust now.

I'll also add that I have decided to start adding Exploration missions, instead of working on Diplomacy next. I'll start with Research, which is essentially going to be Thom's "The Waning Dark" without sound files, and as soon as I'm done writing it, post the finished zip file in my "Stock Missions Updated" thread. In preparation, I have already included the script and readme files in a subfolder, like the other updated missions. I had just included the files earlier, but now they should be extracted into the Missions folder, instead of a manually created MISS_SimpleSandbox folder.

Because the first post is too old to be edited, here is the link to the zip file:

ryleyra

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Reply with quote  #47 
Okay, more updates. I went back and redesigned the Construction and Peace Talk missions, eliminating some of the simpler steps. (Originally there were 3 simple steps and 2 complex steps, now there are 2 complex steps and 1 simple step on Construction, and 2 and 2 on Peace Talk. I think this is fine since Construction has a final battle and Peace Talk doesn't) This should eliminate some of the time taken by these missions. I don't think this gets them down to 15 minutes, but hopefully they should no longer take 30 minutes.

While I was at it, I corrected some bugs. I also changed the surrender code so that if the player is a Pirate, the enemies don't surrender automatically, they just stop attacking and head for the edge of the sector. They will attack if fired on, so the Pirates can try and make them surrender if they want to loot them. Pirate players can just choose TSN missions to get around this, but then they can't raid transport ships without losing access to the bases.

I also added code to make the player stay docked while the Warp Core is being built in the Construction mission. This isn't strictly necessary, but it is consistent with being unable to leave the nebula while the Beams are being tuned, and the new Research mission I'm working on also requires the player to stay docked. So the code was there, I just copied it.

I am also including the beta version with my new mission. Hopefully I will be able to finish this mission tomorrow and move it into the release, but I couldn't today because I got too involved in the other changes. I think there's enough there to playtest, although it may not be able to be completed except in a Research sector.
ryleyra

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Reply with quote  #48 
I found and fixed a few more bugs. Still haven't gotten to testing the new mission.
Xanthus

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Reply with quote  #49 
I'll probably be testing this one out with a group today, I'll let you know how it goes!
ryleyra

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Reply with quote  #50 
Thanks. I bashed a whole lot of bugs last night and ran through all of the missions to the end, so I can be fairly sure there is at least one path through each of them. There may still be errors, but the bugs I found would have been show-stoppers so it's a good thing I caught them.

I'm trying to finish writing and testing the eighth mission so I can release it today, but I want to make sure there is a version that is robust and playable for the Armada. So for now the regular script has only seven missions. If you didn't download it this morning, go ahead and download it again so you have the latest version. And thanks for giving me a report.

EDIT: I found a minor bug, but I don't intend to fix it until I'm ready to upload the eighth mission. It's not an issue, it's just whenever you dock with your command base (DS1 or Tortuga) the Abort Mission button will appear and a Comms message will appear every thirty seconds, instead of the thirty seconds expiring and the button disappearing. You can just ignore the button for now, it should disappear thirty seconds after you undock.

Since I found that bug I thought I'd warn you about it since that behavior isn't intended.
Longbowman1346

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Reply with quote  #51 
Playing the sandbox at Armada!

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jpeg F504D388-9A0D-45CA-AAEB-54066AED93D7.jpeg (1.24 MB, 20 views)


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ryleyra

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Reply with quote  #52 
Okay, I have been working like crazy to try and finish this last mission, but it is going VERY slowly. The good news is, I think I have almost all the different types of terrain to research, but I have only implemented three monsters, the Typhon, Shark and Dragon. I will still need to add several more. So for now the mission is only half finished, but I want to go ahead and put it out for testing.

This is the Research mission, which is pretty much identical to TheWaningDark. Your old friend Doctor Bernard comes on board, but instead of only scanning nebulas, he will randomly choose to research nebulas, asteroid fields, monster or the Black Hole. If there are only one or two nebulas or asteroid fields in the sector (or he picks the Black Hole) the mission will continue with the next terrain in line until you have scanned three times. The mission then ends and you can dock with the station and unload the Doc and his equipment.

The equipment causes your ship to malfunction, and different things will happen during the research. Enemies are hiding in nebulas, as in TheWaningDark, but a BioMech will attack in the asteroid fields, and in the Black Hole or Monster research you're in danger from what you're scanning. Note that the Black Hole mission requires pretty precise Helm control and feedback from Comms. If your Warp goes out while scanning the Black Hole, you could find yourself in trouble if you cross the event horizon, although you can back out and hope something else breaks when the Doc restarts his tests.

Once I finish this mission I'll post it as the "official" release.
mattssheep4

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Reply with quote  #53 
We tried this during Armada, wanted to let you know it was pretty fun, despite it's simplicity, and I'm glad you wrote it!
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ryleyra

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Reply with quote  #54 
Quote:
Originally Posted by mattssheep4
We tried this during Armada, wanted to let you know it was pretty fun, despite it's simplicity, and I'm glad you wrote it!


Thanks a lot. I'm glad it was a success, and I am sorry I wasn't able to get the full 12 missions finished in time. I'm hoping I still have time for some last minute tweaks, though.

Longbowman1346

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Reply with quote  #55 
Quote:
Originally Posted by mattssheep4
We tried this during Armada, wanted to let you know it was pretty fun, despite it's simplicity, and I'm glad you wrote it!


Agreed! It was nice to see it in action.  I downloaded the most up to date version on Saturday morning from the hotel and we played it then.   I take it that it has been updated since then?

Thanks again!

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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  #56 
Quote:
Originally Posted by Longbowman1346


Agreed! It was nice to see it in action.  I downloaded the most up to date version on Saturday morning from the hotel and we played it then.   I take it that it has been updated since then?

Thanks again!


The main version has not, but the beta version was updated on Sunday with some new code for the Research mission. I wasn't able to finish it, but I'm hoping to do that today.

ryleyra

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Reply with quote  #57 
I have finished the Research mission. Originally I was going to have the mission fail if there wasn't enough terrain in the sector for it to succeed, but I decided to just spawn a whale pod. The pod will stay in the sector if not killed, so that's a way to add whales to an empty or trade route sector. Of course a whale pod gives you plenty of targets for Doctor Bernard to scan, and they're harmless, so easy mission, right? [wink]

I have not made this "official", so it's still in the beta release, but if I can get someone to test it and make sure it works all the way to the end (preferably by researching monsters/whales) I can go ahead and release it without testing it myself. I will try to get to it as quickly as I can, but I'm having a bit of chaos in my life at the moment so it may take a couple of days.

Either way, enjoy!
ryleyra

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Reply with quote  #58 
Okay, I tested the mission, and although I ran into a bug that prevented it from being completed, I got far enough that I think with the bug fixed, it should be ready for release. If not, I'll try to test it to completion as soon as I can.

I found that the Research mission with the Charybdis is a bit difficult, almost as much as the Black Hole. The Charybdis's ability to teleport you across the map, and disrupt the test, is quite frustrating. It can be done, though, so it just takes some fast reaction time and being on top of it for the Helm. It can help to keep the Charybdis on Mainscreen even if it is on left or right views. As with the Black Hole, which system goes out can make the task harder, so sometimes being teleported across the map and switching to another knocked out system can help. (Shields is probably the best for both, since you are not being attacked)

Here's the mission, and it is the official 1.0 release. I will post it to the Updated Stock missions as well. I will also start working on the next two missions, which I will call the 1.1 release.

 
Attached Files
zip MISS_SimpleSandbox.zip (71.08 KB, 21 views)

DizzyKungFu

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Posts: 91
Reply with quote  #59 
Quote:
Originally Posted by janx
I hate to ask if this will work with the TNG mod from mark Bell.


I wanted this too because ryleyra's creation is awesome, so I took a stab at modifying this script for TNG. Here is my result, please give it a try!

 
Attached Files
zip MISS_TNG_Simple_Sandbox.zip (70.90 KB, 2 views)

Phantel

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Posts: 7
Reply with quote  #60 
Quote:
Originally Posted by DizzyKungFu


I wanted this too because ryleyra's creation is awesome, so I took a stab at modifying this script for TNG. Here is my result, please give it a try!


Awesome! What ships would you recomend to play It?

Phantel
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