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LawsonThompson

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Reply with quote  #1 
First off, I'd like to give a big shout out to Paul Rockwell (whom I've not yet met). Our LTE Bridge team just played his script,  "The Arena", this weekend... and it was really fun! 

There's plenty to keep a crew busy: it's very well done, and we're confident experienced crews are going to have their hands full!

To provide a LOT of fighter craft and reduce possible depletion of fighters during the mission, I've edited vesseldata.xml to update the Pirate Strongbow with a whopping 6 bays.

I've also edited the Arena script to add replacement fighters to the stations.

Is there any caveat to editing vesseldata.xml like this to increase fighter bays?

Does each client need that copy of vesseldata.xml?

Also: we noted it appears that if destroyed, the player ships respawn with their full compliment of fighters restored. Is that standard behavior? (The script doesn't set any fighter bay contents.)

AND... despite the script setting pirateRepWithStations to 1.0, we found that if a ship accidentally killed its own "sensor drone" ship, the stations would assume ships are hostile and deny docking. Is there a way to use pirate ship models, but not have stations deny docking?

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ryleyra

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Reply with quote  #2 
Yes, each client needs a copy of vesselData. If the ships have different stats, and not different appearances, you may be able to get away with the stock vesselData, but inconsistencies between what the client sees versus what the server sees may cause problems. In particular, the Fighter console clients server match the server, and the Helm must match as well, if you want to use Helm to name the fighters before the game starts.

You would have to edit the script, but it you want a Pirate to be able to destroy a "friendly" ship, you should change its side so it is an enemy. For instance, in one script I gave the Pirates a "Jamming" button on the Comms console, which causes a transport to switch sides for 30 seconds. If the Pirate can destroy that transport in 30 seconds, it won't be banned from the bases. (The idea is the Pirate is jamming Comms so the transport can't send out a distress call identifying its attacked)

You can come up with your own reason for the drone to switch sides, but the idea is the Pirate will have to activate it before destroying the drone. If you want to allow "accidents", just have the drone switch sides if the player ship targets it. (if_target)

I had no idea ships respawn with a full fighter complement, but it makes sense. IIRC, they respawn with full torpedoes as well. That may only be in Single Player and Scripted modes, where when a ship is destroyed, the clients are disconnected and forced to log back in. I'm not sure if this is true in PvP or Co-Op, which has different respawn rules.

Mike Substelny

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Reply with quote  #3 
How many crews did you have playing PVP in "The Arena?" We have found that it can be a lot of fun with 3-4 full crews. Maybe my memory is wrong, but I thought Paul made "The Arena" for the Strongbow, not the Brigantine, because it would be so difficult to get numerous fairly matched crews with equal compliments of fighter pilots.
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LawsonThompson

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Reply with quote  #4 
Quote:
Originally Posted by Mike Substelny
How many crews did you have playing PVP in "The Arena?" We have found that it can be a lot of fun with 3-4 full crews.


We were running with only 2 crews (and would do so at Dragon Con), and each crew has 2 fighter positions available. 

Quote:
Originally Posted by Mike Substelny
Maybe my memory is wrong, but I thought Paul made "The Arena" for the Strongbow, not the Brigantine, because it would be so difficult to get numerous fairly matched crews with equal compliments of fighter pilots.


You're correct: the Arena uses the Strongbow. I modified the vesseldata.xml for the Strongbow to add fighters.

The 3:1 ratio of bays to Pilots are simply to have more fighters available after one is destroyed! Two pilots will have 6 fighters to share.

I'm hoping that with only two bridges fighting, the additional fighters won't skew the stats too much. I also wanted to keep the fighters as occupied as the captains are willing to!

That said... if a savvy Fighter discovers the strategy of launching, firing torpedos, then immediately re-docking and launching in another fighter (lather, rinse, repeat), it could prove to be quite the surprise to the opposing crew! There could be a salvo of dozens of torpedos flying around!



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LawsonThompson

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Posts: 586
Reply with quote  #5 
Quote:
Originally Posted by ryleyra
Yes, each client needs a copy of vesselData. If the ships have different stats, and not different appearances, you may be able to get away with the stock vesselData, but inconsistencies between what the client sees versus what the server sees may cause problems. In particular, the Fighter console clients server match the server, and the Helm must match as well, if you want to use Helm to name the fighters before the game starts.

You would have to edit the script, but it you want a Pirate to be able to destroy a "friendly" ship, you should change its side so it is an enemy. For instance, in one script I gave the Pirates a "Jamming" button on the Comms console, which causes a transport to switch sides for 30 seconds. If the Pirate can destroy that transport in 30 seconds, it won't be banned from the bases. (The idea is the Pirate is jamming Comms so the transport can't send out a distress call identifying its attacked)

You can come up with your own reason for the drone to switch sides, but the idea is the Pirate will have to activate it before destroying the drone. If you want to allow "accidents", just have the drone switch sides if the player ship targets it. (if_target)

I had no idea ships respawn with a full fighter complement, but it makes sense. IIRC, they respawn with full torpedoes as well. That may only be in Single Player and Scripted modes, where when a ship is destroyed, the clients are disconnected and forced to log back in. I'm not sure if this is true in PvP or Co-Op, which has different respawn rules.



Thanks for the pointers! My action items are:

  1. Copy vesseldata.xml to all consoles.
  2. Tweak the script to at least test to see if the pirate reputation value has hit zero, and maybe force it back to 1? Flipping the side value would be weird, because the drone is controllable via comms (accepts orders), but I'm not sure how flipping sides would affect the AI stack.

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