Forums » General
It's the weirdest thing. When the escort mission starts, my corvus standing goes *UP*! If I execute the code by hand, it works. I should really go to bed, but I dont want this to be broken for 7 hours.
Edit:
I found the problem, but I'm not going to try to fix it right now- it's some sort of special casing of Corvus on the sector side. Waylon's code I believe ;)
So, unfortunately, the escort mission will not lower your corvus standing, but rather raise it (actually it depends on what it already is, so it might work for some people).
Now I'm reeeeally going to bed.
Edit:
I found the problem, but I'm not going to try to fix it right now- it's some sort of special casing of Corvus on the sector side. Waylon's code I believe ;)
So, unfortunately, the escort mission will not lower your corvus standing, but rather raise it (actually it depends on what it already is, so it might work for some people).
Now I'm reeeeally going to bed.
The corvus thing is, unfortunately, not likely to get fixed until we fix the faction system :( Basically I was being prevented from making you hated by corvus because you need to remain not-hated by *someone*, or we have nowhere to send you when you die. Obviously your radar should reflect your/your-faction's esteem for a given ship, rather than theirs for you. I hope we can get to this soon; I know how frustrating it is to escort the convoy when the pirates are green on your radar.
--overall--
- i hate waiting 2 minutes
--escort--
- if you shoot the people you are escorting, nothing happens.
- one of the convoy slammed smack into a roid at the destination station, blasting itself to bits instantly.
- it says '1 ship is still back in ...' sometimes its confusing and appears incorrect. i was in azek and it was reporting a ship still back in b8.
- when in a storm, my exit point was like 2k from the point the other ships warped... it appeared as though they had a different exit point from me.
- some of the other ships didnt warp, they wandered around like idiots in the storm getting shot at
--hive hunt--
- the AI on my team just sat there staring at me. it didnt
go attack or anything. is that supposed to be my wingman or what?
- i hate waiting 2 minutes
--escort--
- if you shoot the people you are escorting, nothing happens.
- one of the convoy slammed smack into a roid at the destination station, blasting itself to bits instantly.
- it says '1 ship is still back in ...' sometimes its confusing and appears incorrect. i was in azek and it was reporting a ship still back in b8.
- when in a storm, my exit point was like 2k from the point the other ships warped... it appeared as though they had a different exit point from me.
- some of the other ships didnt warp, they wandered around like idiots in the storm getting shot at
--hive hunt--
- the AI on my team just sat there staring at me. it didnt
go attack or anything. is that supposed to be my wingman or what?
Ananzi, thanks for the report. I do wish you had used the mission bug submission system I talked about it the first post. It makes a snapshot of your mission state, which makes it much easier for me to see what was going on at the time.
I'm particularly concerned that nothing happened when you killed a trader or escort, because that isn't something I've seen any problems with. Did you get other messages about convoy member deaths? For instance, when that trader (I assume that's what you meant by convoy) rammed the roid, it should have said "*botname is having issues" in your mission computer.
The waiting two minutes thing: These are group missions. If the mission starts as soon as the first player joins, they would never include more than one player. Any suggestions about how to do this a different way are welcome. For some missions, like a future border patrol/skirmish, or an updated HiveHunt, I intend to make them continuously available, each new player just going to join the fray, and aborting without consequence whenever they like.
The 'one ship is back in', is meant to address situations where a trader damages itself docking a couple times and winds up being so far behind that the player is confused when what they think is the whole convoy arrives and they aren't rewarded. At the moment there seems to be a bug making ships disappear occasionally; if this happens to a trader, you'll be told that is still where it disappeared. Hopefully we'll fix the disappearance problem, but we're also going to rig something up so that the mission knows if it does happen.
It used to be that every ship in the ion storm got a different exit point. Now the convoy shares one. We havent extended it to the players taking the mission, yet, but we intend to.
On the HiveHunt mission, do you mean 'one of the ai' or all of them just sat there?
Again, if you or anyone else encounters such a problem: type 'bug - short description' into the mission computer. Please don't use any single or double quotation marks.
I'm particularly concerned that nothing happened when you killed a trader or escort, because that isn't something I've seen any problems with. Did you get other messages about convoy member deaths? For instance, when that trader (I assume that's what you meant by convoy) rammed the roid, it should have said "*botname is having issues" in your mission computer.
The waiting two minutes thing: These are group missions. If the mission starts as soon as the first player joins, they would never include more than one player. Any suggestions about how to do this a different way are welcome. For some missions, like a future border patrol/skirmish, or an updated HiveHunt, I intend to make them continuously available, each new player just going to join the fray, and aborting without consequence whenever they like.
The 'one ship is back in', is meant to address situations where a trader damages itself docking a couple times and winds up being so far behind that the player is confused when what they think is the whole convoy arrives and they aren't rewarded. At the moment there seems to be a bug making ships disappear occasionally; if this happens to a trader, you'll be told that is still where it disappeared. Hopefully we'll fix the disappearance problem, but we're also going to rig something up so that the mission knows if it does happen.
It used to be that every ship in the ion storm got a different exit point. Now the convoy shares one. We havent extended it to the players taking the mission, yet, but we intend to.
On the HiveHunt mission, do you mean 'one of the ai' or all of them just sat there?
Again, if you or anyone else encounters such a problem: type 'bug - short description' into the mission computer. Please don't use any single or double quotation marks.
Currently there is something causing the Hive to retreat too quickly on the HiveHunt and Guard missions. I'll hopefully get it fixed before I go to bed, but here's notice that it's a known bug.
OK, that is fixed.
Unfortunately it seems that in our efforts to fix the mission posting bug(s) of friday, we made it worse in some respects. It may be that at some point while I sleep, sedina k13 or any other station, may end up with nothing but old missions listed that just get canceled right away with a message like 'this mission is no longer available'.
If you work around this and manage to take HiveHunt or Guard the miners, you may see some improvements. For one thing, the Guard/Mining missions should now end when the Hive retreats.
There is also a problem with escort missions sometimes not starting after the initial 'welcome to the group' message. If this happens, please do a mission-computer bug report as described in the first post of this thread. You should probably then go to another station if you'd like to take the escort mission; it usually does work.
I did some work today on a sort of simple parallel faction system, for use in a few areas of deliverator before we replace the whole faction system with something more permanent. The primary effect it will have, is that players and npcs who destroy ships on missions, will gain or lose reputation and faction with their own and the victim's party depending on the victims reputation with those two factions. This means that if you kill an npc pirate that scored 3 moths in a XangXi convoy first, you'll get more $ and rep increase from XangXi than one that hadnt killed any. And if a player has taken 30 escort missions and killed countless npc pirates, Corvus will be very grateful if you toast them. At the moment you'll only be paid if you're on a mission (though it doesnt matter which- for instance you'd get paid by corvus for killing your own escort group. For now, the system doesn't know anything about you apart from what it records from these encounters. It also doesnt know that a queen should be worth more than an assault, but it will likely pay you more because the queen killed more of your team than the assault did. Anyway, it should provide some fun, and it was very easy to make. I'm not quite sure how well it's working, but my first few tests have been successful.
Goodnight :)
Unfortunately it seems that in our efforts to fix the mission posting bug(s) of friday, we made it worse in some respects. It may be that at some point while I sleep, sedina k13 or any other station, may end up with nothing but old missions listed that just get canceled right away with a message like 'this mission is no longer available'.
If you work around this and manage to take HiveHunt or Guard the miners, you may see some improvements. For one thing, the Guard/Mining missions should now end when the Hive retreats.
There is also a problem with escort missions sometimes not starting after the initial 'welcome to the group' message. If this happens, please do a mission-computer bug report as described in the first post of this thread. You should probably then go to another station if you'd like to take the escort mission; it usually does work.
I did some work today on a sort of simple parallel faction system, for use in a few areas of deliverator before we replace the whole faction system with something more permanent. The primary effect it will have, is that players and npcs who destroy ships on missions, will gain or lose reputation and faction with their own and the victim's party depending on the victims reputation with those two factions. This means that if you kill an npc pirate that scored 3 moths in a XangXi convoy first, you'll get more $ and rep increase from XangXi than one that hadnt killed any. And if a player has taken 30 escort missions and killed countless npc pirates, Corvus will be very grateful if you toast them. At the moment you'll only be paid if you're on a mission (though it doesnt matter which- for instance you'd get paid by corvus for killing your own escort group. For now, the system doesn't know anything about you apart from what it records from these encounters. It also doesnt know that a queen should be worth more than an assault, but it will likely pay you more because the queen killed more of your team than the assault did. Anyway, it should provide some fun, and it was very easy to make. I'm not quite sure how well it's working, but my first few tests have been successful.
Goodnight :)
The corvus thing is, unfortunately, not likely to get fixed until we fix the faction system :( Basically I was being prevented from making you hated by corvus because you need to remain not-hated by *someone*, or we have nowhere to send you when you die.
We tested that a while back with [syn]n00b. RelayeR (I think) set his Corvus standing to -601 and I killed him. He bounced allllll over the place until RelayeR reset his Corvus standing to -600.
We tested that a while back with [syn]n00b. RelayeR (I think) set his Corvus standing to -601 and I killed him. He bounced allllll over the place until RelayeR reset his Corvus standing to -600.
Just for fun, and to add a little fuel to the Moth-nerfing flame-fest ;) I changed all the mission NPCs to Moths. Just letting you know that this is not a bug. :)
Haha. Awesome. I'm gonna go play with that sometime tonight... ^^
It turned out pretty lame. The Moth pirates didn't fly right- I'm not sure why- they strafed toward their prey, and never caught them. Also it caused a few other undesirable behaviors, so I put it back to normal. Well, almost normal. I took the moth out of the set of possible trade ships. So we'll see how things are with no moths now:)
Just your regularly scheduled bedtime status report.
The pirates in the escort mission I just took only pursued for one jump. I'm not sure if this happens all the time because of something I just broke, or if it's a more rare occurance that could have been happening for a long time. Info on the subject would be helpful.
Hmm, what else is still broken... the Mission Menu- mostly right now it leaves old missions up and nothing short of the sector shutting down will get it to update. I'm sure this will be fixed tomorrow, but it may cause you some trouble tonight. At least if you take a stale mission, you'll be told now, rather than it saying 'welcome to the group, the mission will begin shortly' and then doing nothing.
There's still a problem with bots disappearing occasionally, which can cause escort, guard, and mining missions to fail to end. I expect this to be fixed tomorrow as well.
A few of the things still listed as bugs in the first post have been fixed, but I'm too tired to update it right now. I'll do so some time tomorrow, unless all the bugs are already fixed, which is quite possible.
The pirates in the escort mission I just took only pursued for one jump. I'm not sure if this happens all the time because of something I just broke, or if it's a more rare occurance that could have been happening for a long time. Info on the subject would be helpful.
Hmm, what else is still broken... the Mission Menu- mostly right now it leaves old missions up and nothing short of the sector shutting down will get it to update. I'm sure this will be fixed tomorrow, but it may cause you some trouble tonight. At least if you take a stale mission, you'll be told now, rather than it saying 'welcome to the group, the mission will begin shortly' and then doing nothing.
There's still a problem with bots disappearing occasionally, which can cause escort, guard, and mining missions to fail to end. I expect this to be fixed tomorrow as well.
A few of the things still listed as bugs in the first post have been fixed, but I'm too tired to update it right now. I'll do so some time tomorrow, unless all the bugs are already fixed, which is quite possible.
I found a bug!
I took a Hive Hunt mission and we killed enough bots... So it said something like "The bots are bugging out. Good work". Then I killed this Overseer that I had been engaging, and received the following message:
10000 credits received
Unaligned Standing increased significantly
I took a Hive Hunt mission and we killed enough bots... So it said something like "The bots are bugging out. Good work". Then I killed this Overseer that I had been engaging, and received the following message:
10000 credits received
Unaligned Standing increased significantly
All right. Hive Hunt mission is broken in several ways:
1) Groupmates do not consistently engage targets. They all were just floating in space during my most recent mission.
2) Rewards are screwy. For every bot, I was rewarded at least 3 separate times (5-10k each). So, for killing 4 Collectors, 3 Assaults, and 1 Observer, I recieved a little over 250,000cr.
3) No in-space interface. I can type to the mission computer all I want, but it doesn't do anything. No help, no abort, no nothing. At least the old missions had a rudimentary interface
4) Hive bots are as dumb as rocks. Fly up behind a bot that isn't already attacking you (ANY bot). Engage it. Shoot it. It just keeps flying. It doesn't react to your attack, doesn't stop boosting in a straight line, doesn't turn around and shoot you. Or find a bot that isn't turboing (collectors work) and sit right in its path. It ignores you. So dumb!
5) Mission doesn't always end properly. For example, in this last mission (E-3, I think), after about the 10th kill, they stopped showing up on mission computer (the little "So-and-so killed Bot such and such. 10 bots remaining in this sector" message). Clearing the sector did nothing. I had to go manually abort. All while my groupmates floated in space.
6) Killing bots gives faction with Unaligned, but not with Xang Xi. Pretty self-explainatory....
1) Groupmates do not consistently engage targets. They all were just floating in space during my most recent mission.
2) Rewards are screwy. For every bot, I was rewarded at least 3 separate times (5-10k each). So, for killing 4 Collectors, 3 Assaults, and 1 Observer, I recieved a little over 250,000cr.
3) No in-space interface. I can type to the mission computer all I want, but it doesn't do anything. No help, no abort, no nothing. At least the old missions had a rudimentary interface
4) Hive bots are as dumb as rocks. Fly up behind a bot that isn't already attacking you (ANY bot). Engage it. Shoot it. It just keeps flying. It doesn't react to your attack, doesn't stop boosting in a straight line, doesn't turn around and shoot you. Or find a bot that isn't turboing (collectors work) and sit right in its path. It ignores you. So dumb!
5) Mission doesn't always end properly. For example, in this last mission (E-3, I think), after about the 10th kill, they stopped showing up on mission computer (the little "So-and-so killed Bot such and such. 10 bots remaining in this sector" message). Clearing the sector did nothing. I had to go manually abort. All while my groupmates floated in space.
6) Killing bots gives faction with Unaligned, but not with Xang Xi. Pretty self-explainatory....
Thanks for the report Rogue. Yea, the bots are pretty dumb. Unfortunately, that's unlikely to change before release. The multiple reward thing is due to some changes I made for generally rewarding people regardless of their mission. I forgot to take the explicit reward out of hivehunt. I don't know why the xangxi npcs failed to engage, or why the mission didn't end. I'll look into it. What exactly did you expect the mission computer to do? The one thing it will do, right now, is make a useful bug report; did you use it?
Well, for example, if I type /mission help, the mission could tell me what sector to go to and how many bots are left in said sector. /mission abort could abort the mission. /mission backup could send additional NPC units.
And I did type /mission bug description, but I'm not sure it actually did anything. No feedback, ya know?
And I did type /mission bug description, but I'm not sure it actually did anything. No feedback, ya know?
Hmm, I don't know why the bug report didnt work. It isnt in the db, and there is one from last night by someone else. Also, it is supposed to give feedback.
I could fairly easily implement the stuff you suggest, but we're planning on making a real always-available mission pda-type-thing. I just don't really think it's worth doing when there are so many other things to fix or add that wouldn't have to be redone in a month.
I could fairly easily implement the stuff you suggest, but we're planning on making a real always-available mission pda-type-thing. I just don't really think it's worth doing when there are so many other things to fix or add that wouldn't have to be redone in a month.
bug report submitted:
completed hive hunt mission...accepted protect the convoy mission...no feedback, leave station button didn't work. Log off/on corrected and missions became available again.
completed hive hunt mission...accepted protect the convoy mission...no feedback, leave station button didn't work. Log off/on corrected and missions became available again.
old or new client?
Updated the first post with the latest info on bugs fixed and outstanding.
Old client, Michael.