suBB
06-29-06, 07:32 PM
Hey hey hey!
Just checking in....
My 'puter took a lightening hit(and the mobo/PS/vid card/cpu/HDD actually survived LOL) but it's back online and I lost all of my IM contacts and I forgot who is who on what IM. So, please PM me for contact info.
Soooo, ummmmm, lemme see, where we with map progress:
1. Detectable ambient noise / onboard freak accidents - some additions being added in the areas of sub detection I.E. Freak accident in the galley where utensil storage rack fails and crashes on floor, or a reactor noise transient, mechanical failure, hull popping, etc..
I can make these things random events(of course) and detectable(for breif moments, as they should be and if close enough) but I can't remember what was decided on as to what exactly to add, but whatever seems practical will suffice.
2. RU win conditions - problem was traced down to a corrupt trigger causing game to crash - now its working.
3. ROE - Might be an old issue but ROE conditions / violation is working now, including general qtrs once ROE conditions change from peacetime to wartime and authorized release of weapons for either player controlled/ai platforms or both. Or if violated means mission can't be completed for side 0, and win-by-default for the other side 1.
4. AI scripting - in the absence of players, all controllables are scripted to carry out tasking: including interception, prosecution, departure, escort, engagement, attack/defend/avoid, disengagement and return to minimum safe distance.
5. Platform repair: playable platform can either return to base and wait for 100% repairs and depart, or depart with partial repairs and return for the remaining repairs and depart once again.
6. trigger refire times - minor tweaks here and there.
7. Miscellaneous - such as other possible win conditions, multistation mode, any other hang-ups we come across and resolve.
8. Bottom type - map has been calibrated and decided on based on the given circumstances, and seems reasonable.
That's all for now... See ya soon
Just checking in....
My 'puter took a lightening hit(and the mobo/PS/vid card/cpu/HDD actually survived LOL) but it's back online and I lost all of my IM contacts and I forgot who is who on what IM. So, please PM me for contact info.
Soooo, ummmmm, lemme see, where we with map progress:
1. Detectable ambient noise / onboard freak accidents - some additions being added in the areas of sub detection I.E. Freak accident in the galley where utensil storage rack fails and crashes on floor, or a reactor noise transient, mechanical failure, hull popping, etc..
I can make these things random events(of course) and detectable(for breif moments, as they should be and if close enough) but I can't remember what was decided on as to what exactly to add, but whatever seems practical will suffice.
2. RU win conditions - problem was traced down to a corrupt trigger causing game to crash - now its working.
3. ROE - Might be an old issue but ROE conditions / violation is working now, including general qtrs once ROE conditions change from peacetime to wartime and authorized release of weapons for either player controlled/ai platforms or both. Or if violated means mission can't be completed for side 0, and win-by-default for the other side 1.
4. AI scripting - in the absence of players, all controllables are scripted to carry out tasking: including interception, prosecution, departure, escort, engagement, attack/defend/avoid, disengagement and return to minimum safe distance.
5. Platform repair: playable platform can either return to base and wait for 100% repairs and depart, or depart with partial repairs and return for the remaining repairs and depart once again.
6. trigger refire times - minor tweaks here and there.
7. Miscellaneous - such as other possible win conditions, multistation mode, any other hang-ups we come across and resolve.
8. Bottom type - map has been calibrated and decided on based on the given circumstances, and seems reasonable.
That's all for now... See ya soon