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At least it lets them know there is another patch coming.
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I have no idea what is or isn't planned in terms of future OP patches. I wouldn't hold my breath for another one, that's for sure.
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Do you know if the Romulan cloak issue going to be fixed?
Quote:Quote:
Do you know if the Romulan cloak issue going to be fixed?
Unless something obvious pops up that'll tell Taldren patches (DavidF) exactly where the problem is? .. no.

Quote:
that would be complex.
You would need to be able to select the swordfish, pick it's target, and launch it. There's no interface to do that.
Creating a drone that matches speed of target and generates a constant ECM stream would be easy enough I imagine, getting it out the launch tube would be hard.
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Firesoul, is there any chance your OP+ shiplist will be official in the new patch? Besides the neutral coop DV fix, that would make the OP patch really cool.
I'll keep my fingers crossed!
Quote:
Actually - I can tell you that the LWX arc is fixed, and some other arcs requested by Firesoul have been implemented besides (The graphics depictions of the new arcs on your ship weapons overlay will not be right, but that would require making new graphics - not gonna happen). That will allow him to do some pretty wonderful stuff to his custom shiplist.
Quote:
I asked David Ferrell if it was allright to let people know about the patching work currently in progress for SFC:OP. I just got the OK from David Ferrell:Quote:
At least it lets them know there is another patch coming.
Well, we've been at it for a few weeks now. DavidF has been swamped with bugfix requests and .. well.. just plain old requests... but I think all the issues have been mentioned so far. Currently we, the testers, have a debugging serverkit up which logs massive amounts of data after each mission. The goal is to collect hard valuable data about the "Neutral Coop Bug", and possibly any Pirate Map layer interaction bugs. It could be that both are related and are one and the same.
This post is in reaction to something I spotted lately in the forums:Quote:
I have no idea what is or isn't planned in terms of future OP patches. I wouldn't hold my breath for another one, that's for sure.
You can breathe now.![]()


Quote:
So would an empire attacking an empire hex affect a cartel hex now? And vice versa?
Quote:
And make the cartel DV's visible too.
Quote:
So would an empire attacking an empire hex affect a cartel hex now? And vice versa?
Quote:
A much more extreme change would be to add empty but configurable (playable) race slots or moving the pirates to the empire map. These would also have side-effects that give modders more options.

Quote:
My request, FireSoul, then would be can we have the accessor methods in the OP API working for all types of loadouts including shuttles, fighters, drones and PF's. By accessors, I mean the 'gets' and 'sets'.
The other thing on my OP wishlist is a working SQL for the serverkit of course.
Quote:
How about making all the ship's displays universal so they can be used with any race, like the xmmer, xsmer, etc... They already work just about everywhere in the game. That way the WYN could have their pirate ships, for example, and you'd be able to see the display in the "shipyard".
Quote:
Sorry guys..
.. David isn't taking requests. He told me that any requests people make through me should be declined.
Quote:Quote:
How about making all the ship's displays universal so they can be used with any race, like the xmmer, xsmer, etc... They already work just about everywhere in the game. That way the WYN could have their pirate ships, for example, and you'd be able to see the display in the "shipyard".
That's in sprites.q3, I think. No can do.
Sorry. :-/
Quote:Quote:
My request, FireSoul, then would be can we have the accessor methods in the OP API working for all types of loadouts including shuttles, fighters, drones and PF's. By accessors, I mean the 'gets' and 'sets'.
The other thing on my OP wishlist is a working SQL for the serverkit of course.
I already asked.
.. basically mSetFighters works for both fighters and PFs, but there's no mGetFighters.
mGetDrones works well, but mSetDrones doesn't.
I think there is a mSetShuttles, but no mGetShuttles.
If all 6 of the above would work, the scripters would rock.![]()
Quote:Quote:Quote:
My request, FireSoul, then would be can we have the accessor methods in the OP API working for all types of loadouts including shuttles, fighters, drones and PF's. By accessors, I mean the 'gets' and 'sets'.
The other thing on my OP wishlist is a working SQL for the serverkit of course.
I already asked.
.. basically mSetFighters works for both fighters and PFs, but there's no mGetFighters.
mGetDrones works well, but mSetDrones doesn't.
I think there is a mSetShuttles, but no mGetShuttles.
If all 6 of the above would work, the scripters would rock.![]()
Sounds good, looking forward to it. Thanks FireSoul.
Quote:Quote:
A much more extreme change would be to add empty but configurable (playable) race slots or moving the pirates to the empire map. These would also have side-effects that give modders more options.
*DING*
I'd love to see this. A .gf setting that determines whether a race is on the Pirate Map or Cartel Map. The next logical step from here would be a .gf setting that allows server admins to choose what color or color pattern (from a .gif perhaps) a race uses on the map.
This would allow admins to use OP to have a server with 15 races and still have a single pirate cartel on the cartel map - if that is what they want to do.
Quote:
No. Instead the cartel layer should stay, and be fixed.
I really don't know why people want to remove the cartel layer. Seriously. Just fix it.
Besides, what is "Orion Pirates" without pirates? No, it's the product that was sold and it should just be fixed.
Quote:
Has anyone asked Dave about adding more hardpoints to UIs, or the ability to add hardpoints to them in a mod, so a number of ships don't have to use incorrect arcs and cram multiple weapons into fewer hardpoints?
The Klingons seem most affected by this, but they aren't the only ships that have to approximate arc and hardpoint combinations due to the limits on certain UIs.
Quote:
* K-B10 (and variants, including B11): the SFC UI does not have enough phaser hardpoints, nor are there the appropriate arcs available even if there were sufficient hardpoints. Therefore, I have followed Taldren's example in assigning the phaser type placement and arcs. Instead of 7 Ph1s, 8 Ph2s, and 6 Ph3s, the B10 has 9 Ph1s, 6 Ph2s, and 6 Ph3s. I've adjusted the phaser arcs on the B11K, but they are still inaccurate due to the restrictions of hardpoints and arc availability.
Quote:
<To be delivered in the hushed but excited voice of David Attenborough>
.... and if you listen very carefully you can hear the faint cries of a frustrated Hydran player. Sometimes they will come out into the open and you can see them trying to herd their fighters towards the enemy. And rarely, very rarely, you will see a full wing execute a perfect attack, all firing their fusions and hellbores at the target at the optimum range and returning to re-arm. Truly spectacular stuff, now over here we have a ......
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One could say that I have to play to test, but it DOES get very boring when there are specific things to test, over and over..
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Oh, did I mention the Doomsday Device? Hehe!

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Based upon what I've heard and seen. I'm getting very excisted about the coming OP patch....
No, that is NOT a cucumber in my pocket...
Quote:
A lot more players play EAW. OP is superior in design and has more material, weapons, etc.
Most EAW players didn't think there was enough of a difference between EAW and OP to wararnt spending.
I picked OP. I support OP. I work a lot for OP. I did a lot of stuff for OP. I say: OP.![]()

Quote:Quote:
A lot more players play EAW. OP is superior in design and has more material, weapons, etc.
Most EAW players didn't think there was enough of a difference between EAW and OP to wararnt spending.
I picked OP. I support OP. I work a lot for OP. I did a lot of stuff for OP. I say: OP.![]()
FireSoul, thanks a lot for keeping us informed.
I think many EAW players actually have acquired OP and just did not play there as much because of the issues related with the map.
Form what we gather here, this patch may actually establish OP as the platform of choice and combine large portions of the two player list into OP.
I am looking forward to the patch.
Thanks
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1. Not as ridiculous as you think. In SFC terminology, a mauler system is indestructable.
Quote:
(BTW, calling them MIRV is rather a misnomer, MIRV = Multiple Independent Reentry Vehicles, usually used in ICBMs. These really are just cluster missiles. Even though you can fire them at a planet, it's not their intended purpose.)
Quote:
Nod to 3Dot.
A Mauler is not a system of a starship, but a weapons system with a starship built around it.
Quote:A huge what?Quote:
Nod to 3Dot.
A Mauler is not a system of a starship, but a weapons system with a starship built around it.
Another way to look at it is that it's a big freaking hole at the bow of the ship. The only way you could board it is with a *huge* cork.
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Can somebody tell us if this patch is scheduled to be released in less than 30 days?
If not, EXACTLY WHOM do I request to be a tester from to help out? I'm here multiple times each day and my wife can attest to how much time I spend tweaking this game, its ships and spec files EVERY night, LOL.
Qapla!
KF
Quote:Quote:
Can somebody tell us if this patch is scheduled to be released in less than 30 days?
If not, EXACTLY WHOM do I request to be a tester from to help out? I'm here multiple times each day and my wife can attest to how much time I spend tweaking this game, its ships and spec files EVERY night, LOL.
Qapla!
KF
Come to think of it, what IS required? I have signed the NDA that was required for SFC3 to become a beta tester (I was not chosen due to a snafu with e-mail addresses), is that the main requirement?
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Spam testers?
Wot a revoltin' development.
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Any News at all?
Update please.
KF
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It's really almost there, but it will be done when it's done.
Quote:Quote:
It's really almost there, but it will be done when it's done.
I couldn't have said it better.![]()
Quote:Quote:Quote:
It's really almost there, but it will be done when it's done.
I couldn't have said it better.![]()
Well, I think it could have been said better. The work and support for this patch is very much appreciated but I find such a condescending response inappropriate. This is not 10-yr-olds asking,"are we there yet?" ,it's consumers that have chosen to purchase and support this product. I don't see anything unreasonable about inquiring about an approximate time frame in terms other than "soon" or "almost there".
I also hope that the beta-testing involves more than just those just concerned with SFB standards.In other words , let's not forget the X-ships/weapons this time around.(phaser G2!).
Quote:Quote:Quote:Quote:
It's really almost there, but it will be done when it's done.
I couldn't have said it better.![]()
Well, I think it could have been said better. The work and support for this patch is very much appreciated but I find such a condescending response inappropriate. This is not 10-yr-olds asking,"are we there yet?" ,it's consumers that have chosen to purchase and support this product. I don't see anything unreasonable about inquiring about an approximate time frame in terms other than "soon" or "almost there".
I also hope that the beta-testing involves more than just those just concerned with SFB standards.In other words , let's not forget the X-ships/weapons this time around.(phaser G2!).
OP has X-Ships and G2s? Since when and has anyone told the beta testers yet?
Best,
Jerry
Quote:
"are we there yet?"
Quote:
"are we there yet?"
Quote:
"are we there yet?"
Quote:
"are we there yet?"
Quote:
Well, I think it could have been said better. The work and support for this patch is very much appreciated but I find such a condescending response inappropriate. This is not 10-yr-olds asking,"are we there yet?" ,it's consumers that have chosen to purchase and support this product. I don't see anything unreasonable about inquiring about an approximate time frame in terms other than "soon" or "almost there".
Quote:
I will consider the patch a success if the Cloak works like it does in SFC3, anything else is extra tasty gravy to me.
Qapla!
KF
Quote:
That's the whole thing. I would like to say it will be done within the next two
weeks, but what if it isn't?
We've smashed some very big bugs in this patch and the Dynaverse is now working
nearly flawlessly for both Empires and Cartels. However, when you make this many
changes, some items will break and you have to go back and fix them, which takes
an unknown amount of time.
Thanks,
Dave

Quote:
KF,
A true Klingon never uses a cloak...even when flying them pink-ish Rom things they call a ship.
On a serious note: I think you and many fans of the Romulan way will find the cloak "very effective" now. In some aspects, and in my humble opine, I think the implementation of the cloak now will add a dimension to combat that SFC/EAW/OP Romulan player only dreamt about in the past.
Quote:Quote:
KF,
A true Klingon never uses a cloak...even when flying them pink-ish Rom things they call a ship.
On a serious note: I think you and many fans of the Romulan way will find the cloak "very effective" now. In some aspects, and in my humble opine, I think the implementation of the cloak now will add a dimension to combat that SFC/EAW/OP Romulan player only dreamt about in the past.
Since the cat's out of the bag for cloak, I would like to say this before naysayers and doubters say anything about the cloak: it has been implemented to the closest of SFB specs as possible without changing the inner engine involved. However, it is still being tweaked due to discovered bugs.
In otherwords, the cloaking ships' BPVs will be a lot more accurate, and the cloak itself is a lot better. It's definitely not impossible to beat, but it does do its job well.
-- Luc


Quote:
Please, what ever you do, do NOT patch the rear ISC plasmas like you did in EAW. You only get one shot in the entire scenairio.
Quote:It's a pity really, the EAW version, when working correctly, is the most approperiate version of plasI.
Please, what ever you do, do NOT patch the rear ISC plasmas like you did in EAW. You only get one shot in the entire scenairio.
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Looking forward to the patch - but definitely willing to wait until Taldren is ready to release it.
The more bugs they have time to squash, the better.
Quote:
I am an infrequent visitor to these forums, so bear with me if this is an established fact:
Will there be any further EAW patches to incorporate some if the additions to OP, namely the work on the Rom cloak?
Thanks
Quote:Quote:
Looking forward to the patch - but definitely willing to wait until Taldren is ready to release it.
The more bugs they have time to squash, the better.
(Wonders if Sethan is regrowing pointy ears and dreaming about plasma bolts and plasma sabot)
Plasma Sabot we already have after a fashion, with Plas-X.Quote:
I don't actually need to sleep, do I?
Quote:
...the cloak has been implemented to the closest of SFB specs as possible without changing the inner engine involved. However, it is still being tweaked due to discovered bugs.
-- Luc
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Oh yeah, FireSoul, I wonder if you could remind the Circle people that Suicide Shuttles are incapable of losing lock-on to a cloaked ship.
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Hmm, doesn't sound like they used my suggested quick fix of R*2 + 6 instead of R*2 + 5.
Quote:Quote:
Hmm, doesn't sound like they used my suggested quick fix of R*2 + 6 instead of R*2 + 5.
Not to pick nits too much - but it is (R+5)*2 not R*2 + 5.

Quote:
The range penalty modifier (G13.302) is applied after the effects of No Lock-On (G13.301), so the +5 occurs after the range doubling.
Quote:
Quote:
The range penalty modifier (G13.302) is applied after the effects of No Lock-On (G13.301), so the +5 occurs after the range doubling.
Wait a minute!!!! That rule only applies during a leap year according to the new rule G13.301.2.![]()
Quote:Quote:Quote:
Hmm, doesn't sound like they used my suggested quick fix of R*2 + 6 instead of R*2 + 5.
Not to pick nits too much - but it is (R+5)*2 not R*2 + 5.
The range penalty modifier (G13.302) is applied after the effects of No Lock-On (G13.301), so the +5 occurs after the range doubling.
Quote:
The real shame is that the ISC rear plasma will probably never work exactly the way intended. As such, they get some bloated BPVs for a weapon that many of the captains don't even charge that often due to their power curves.
Quote:
I am an infrequent visitor to these forums, so bear with me if this is an established fact:
Will there be any further EAW patches to incorporate some if the additions to OP, namely the work on the Rom cloak?
Quote:Quote:
The real shame is that the ISC rear plasma will probably never work exactly the way intended. As such, they get some bloated BPVs for a weapon that many of the captains don't even charge that often due to their power curves.
Having flown ISC rather extensively on both OP and EAW, recently, I find that the I-plasma is quite useful and not all that burdensome when used in certain ways. The worst part, obviously, is that it gets jammed up and becomes useless. After that, the fact that you have to go very slow at the start of a mission to get things charged is the next most burdensome thing. Once you have them full charged AND they don't jam up, Plasma-I is pretty darned cool, in my book.
To put it another way, when offered a plasma-D variant of the CCZ (replaces I-plas with 4xD-plas), I stick with the I-plasma armed CCZ.
Quote:
I've got my OP...just wanted to have that info as a stick to encourage those in my league to switch to what truly looks like the better game now
Quote:Quote:Quote:
The real shame is that the ISC rear plasma will probably never work exactly the way intended. As such, they get some bloated BPVs for a weapon that many of the captains don't even charge that often due to their power curves.
Having flown ISC rather extensively on both OP and EAW, recently, I find that the I-plasma is quite useful and not all that burdensome when used in certain ways. The worst part, obviously, is that it gets jammed up and becomes useless. After that, the fact that you have to go very slow at the start of a mission to get things charged is the next most burdensome thing. Once you have them full charged AND they don't jam up, Plasma-I is pretty darned cool, in my book.
To put it another way, when offered a plasma-D variant of the CCZ (replaces I-plas with 4xD-plas), I stick with the I-plasma armed CCZ.
It would be nice if F/I torps came into the script fully charged like they're supposed to. Who knows, maybe they will?
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That would definitely be nice...
Quote:Quote:
That would definitely be nice...
Unless you're on a receiving end of a R-SPZ mere seconds in the game.![]()
http://www.toasty0.com/images/OPThanks.png
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I'd rather just send a cheque, with an accompanying legal document requiring the money to be spent on premium beer.

Quote:
Vaiyo A-O
A Home Va Ya Ray
Vaiyo A-Rah
Jerhume Brunnen G
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I'd rather just send a cheque, with an accompanying legal document requiring the money to be spent on premium beer.
Quote:Quote:
I'd rather just send a cheque, with an accompanying legal document requiring the money to be spent on premium beer.
Well, cool, then I guess you won't be using the graphic to say thanks.
*makes note to self not to get torqued at folks who use nice gestures as a launching pad for their pointless jokes*
**sigh**
Best,
Jerry
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Dave and testers, I almost forgot this one and I don't know if it's in the bug reports, but you cannot remap the Orion Engine Doubling hot key (O). It just won't accept the input. If you try you lose the hotkey entirely as it won't re-accept (O) either.
Don't know if it can be fixed or not, but I thought I'd bring it up.
Quote:
And do what? Take it off "Read Only"? Been doing that since the game came out. That is for all the hotkeys. If it is like that they will re-map, but you will lose them when you quit the game. The (O) key is entirely different. The slot will not accept any input at all. When you try, the (O) disappears (loses it's preset) and nothing will show up in the slot and the key(s) don't activate Engine Doubling. This condition also happens with the (\) key if you try to map it to anything, but at least the key does function when remapped, the slot just looks empty.
Quote:Quote:
And do what? Take it off "Read Only"? Been doing that since the game came out. That is for all the hotkeys. If it is like that they will re-map, but you will lose them when you quit the game. The (O) key is entirely different. The slot will not accept any input at all. When you try, the (O) disappears (loses it's preset) and nothing will show up in the slot and the key(s) don't activate Engine Doubling. This condition also happens with the (\) key if you try to map it to anything, but at least the key does function when remapped, the slot just looks empty.
I believe the same happens for "Deselect".
But really, it's not an earthshattering thing. Especially considering it can be manually edited in binging.ini.
If you want to remap the keys, just open binding.ini find the Engine double line. and Enter your value.
It works, I have the Doubling mapped to NUM2 (Numpad 2)right now.
Quote:Agreed. and that's what we are for, to provide the technical info should the need arise.
I realize that 3.14, but that really isn't the point is it? Remapping should be fully functional. I'm sure most people don't know about bindings.ini.
Quote:Quote:Agreed. and that's what we are for, to provide the technical info should the need arise.
I realize that 3.14, but that really isn't the point is it? Remapping should be fully functional. I'm sure most people don't know about bindings.ini.
What I meant was when prioritizing, a bug that has an easy and accessible workaround is not as serious as one that has no workaround (i.e. Fighter stopping). Something like this might not rate important enough to hold up patch.
But Firesoul has passed the info on, let's hope David is in a good mood.
Quote:
There is a bug that has existed from the beginning of OP, I have mentioned it before every patch yet it still survives (MagnumMan even acknowledged it before one patch yet it remained unfixed). The bug is when you make a group of heavy disruptors(and only heavy disruptors) and then try to set them to any power level. The UI simply doesn't work in that situation.
Quote:
It didn't survive.
Quote:Quote:
There is a bug that has existed from the beginning of OP, I have mentioned it before every patch yet it still survives (MagnumMan even acknowledged it before one patch yet it remained unfixed). The bug is when you make a group of heavy disruptors(and only heavy disruptors) and then try to set them to any power level. The UI simply doesn't work in that situation.
It didn't survive.
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I know how it works in Canada. You just put a dead mouse in a bottle of beer, and take it back and say it was in there when you bought it and they give you free beer.
Quote:
You can send thank you notes to me via Paypal @ davidf@taldren.com
Thanks,
Dave

Quote:
At least it lets them know there is another patch coming.
Quote:
I have no idea what is or isn't planned in terms of future OP patches. I wouldn't hold my breath for another one, that's for sure.
Quote:
Do you know if the Romulan cloak issue going to be fixed?
Quote:Quote:
Do you know if the Romulan cloak issue going to be fixed?
Unless something obvious pops up that'll tell Taldren patches (DavidF) exactly where the problem is? .. no.

Quote:
that would be complex.
You would need to be able to select the swordfish, pick it's target, and launch it. There's no interface to do that.
Creating a drone that matches speed of target and generates a constant ECM stream would be easy enough I imagine, getting it out the launch tube would be hard.
Quote:
Firesoul, is there any chance your OP+ shiplist will be official in the new patch? Besides the neutral coop DV fix, that would make the OP patch really cool.
I'll keep my fingers crossed!
Quote:
Actually - I can tell you that the LWX arc is fixed, and some other arcs requested by Firesoul have been implemented besides (The graphics depictions of the new arcs on your ship weapons overlay will not be right, but that would require making new graphics - not gonna happen). That will allow him to do some pretty wonderful stuff to his custom shiplist.
Quote:
I asked David Ferrell if it was allright to let people know about the patching work currently in progress for SFC:OP. I just got the OK from David Ferrell:Quote:
At least it lets them know there is another patch coming.
Well, we've been at it for a few weeks now. DavidF has been swamped with bugfix requests and .. well.. just plain old requests... but I think all the issues have been mentioned so far. Currently we, the testers, have a debugging serverkit up which logs massive amounts of data after each mission. The goal is to collect hard valuable data about the "Neutral Coop Bug", and possibly any Pirate Map layer interaction bugs. It could be that both are related and are one and the same.
This post is in reaction to something I spotted lately in the forums:Quote:
I have no idea what is or isn't planned in terms of future OP patches. I wouldn't hold my breath for another one, that's for sure.
You can breathe now.![]()


Quote:
So would an empire attacking an empire hex affect a cartel hex now? And vice versa?
Quote:
And make the cartel DV's visible too.
Quote:
So would an empire attacking an empire hex affect a cartel hex now? And vice versa?
Quote:
A much more extreme change would be to add empty but configurable (playable) race slots or moving the pirates to the empire map. These would also have side-effects that give modders more options.

Quote:
My request, FireSoul, then would be can we have the accessor methods in the OP API working for all types of loadouts including shuttles, fighters, drones and PF's. By accessors, I mean the 'gets' and 'sets'.
The other thing on my OP wishlist is a working SQL for the serverkit of course.
Quote:
How about making all the ship's displays universal so they can be used with any race, like the xmmer, xsmer, etc... They already work just about everywhere in the game. That way the WYN could have their pirate ships, for example, and you'd be able to see the display in the "shipyard".
Quote:
Sorry guys..
.. David isn't taking requests. He told me that any requests people make through me should be declined.
Quote:Quote:
How about making all the ship's displays universal so they can be used with any race, like the xmmer, xsmer, etc... They already work just about everywhere in the game. That way the WYN could have their pirate ships, for example, and you'd be able to see the display in the "shipyard".
That's in sprites.q3, I think. No can do.
Sorry. :-/
Quote:Quote:
My request, FireSoul, then would be can we have the accessor methods in the OP API working for all types of loadouts including shuttles, fighters, drones and PF's. By accessors, I mean the 'gets' and 'sets'.
The other thing on my OP wishlist is a working SQL for the serverkit of course.
I already asked.
.. basically mSetFighters works for both fighters and PFs, but there's no mGetFighters.
mGetDrones works well, but mSetDrones doesn't.
I think there is a mSetShuttles, but no mGetShuttles.
If all 6 of the above would work, the scripters would rock.![]()
Quote:Quote:Quote:
My request, FireSoul, then would be can we have the accessor methods in the OP API working for all types of loadouts including shuttles, fighters, drones and PF's. By accessors, I mean the 'gets' and 'sets'.
The other thing on my OP wishlist is a working SQL for the serverkit of course.
I already asked.
.. basically mSetFighters works for both fighters and PFs, but there's no mGetFighters.
mGetDrones works well, but mSetDrones doesn't.
I think there is a mSetShuttles, but no mGetShuttles.
If all 6 of the above would work, the scripters would rock.![]()
Sounds good, looking forward to it. Thanks FireSoul.
Quote:Quote:
A much more extreme change would be to add empty but configurable (playable) race slots or moving the pirates to the empire map. These would also have side-effects that give modders more options.
*DING*
I'd love to see this. A .gf setting that determines whether a race is on the Pirate Map or Cartel Map. The next logical step from here would be a .gf setting that allows server admins to choose what color or color pattern (from a .gif perhaps) a race uses on the map.
This would allow admins to use OP to have a server with 15 races and still have a single pirate cartel on the cartel map - if that is what they want to do.
Quote:
No. Instead the cartel layer should stay, and be fixed.
I really don't know why people want to remove the cartel layer. Seriously. Just fix it.
Besides, what is "Orion Pirates" without pirates? No, it's the product that was sold and it should just be fixed.
Quote:
Has anyone asked Dave about adding more hardpoints to UIs, or the ability to add hardpoints to them in a mod, so a number of ships don't have to use incorrect arcs and cram multiple weapons into fewer hardpoints?
The Klingons seem most affected by this, but they aren't the only ships that have to approximate arc and hardpoint combinations due to the limits on certain UIs.
Quote:
* K-B10 (and variants, including B11): the SFC UI does not have enough phaser hardpoints, nor are there the appropriate arcs available even if there were sufficient hardpoints. Therefore, I have followed Taldren's example in assigning the phaser type placement and arcs. Instead of 7 Ph1s, 8 Ph2s, and 6 Ph3s, the B10 has 9 Ph1s, 6 Ph2s, and 6 Ph3s. I've adjusted the phaser arcs on the B11K, but they are still inaccurate due to the restrictions of hardpoints and arc availability.
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<To be delivered in the hushed but excited voice of David Attenborough>
.... and if you listen very carefully you can hear the faint cries of a frustrated Hydran player. Sometimes they will come out into the open and you can see them trying to herd their fighters towards the enemy. And rarely, very rarely, you will see a full wing execute a perfect attack, all firing their fusions and hellbores at the target at the optimum range and returning to re-arm. Truly spectacular stuff, now over here we have a ......
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One could say that I have to play to test, but it DOES get very boring when there are specific things to test, over and over..
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Oh, did I mention the Doomsday Device? Hehe!

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Based upon what I've heard and seen. I'm getting very excisted about the coming OP patch....
No, that is NOT a cucumber in my pocket...
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A lot more players play EAW. OP is superior in design and has more material, weapons, etc.
Most EAW players didn't think there was enough of a difference between EAW and OP to wararnt spending.
I picked OP. I support OP. I work a lot for OP. I did a lot of stuff for OP. I say: OP.![]()

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A lot more players play EAW. OP is superior in design and has more material, weapons, etc.
Most EAW players didn't think there was enough of a difference between EAW and OP to wararnt spending.
I picked OP. I support OP. I work a lot for OP. I did a lot of stuff for OP. I say: OP.![]()
FireSoul, thanks a lot for keeping us informed.
I think many EAW players actually have acquired OP and just did not play there as much because of the issues related with the map.
Form what we gather here, this patch may actually establish OP as the platform of choice and combine large portions of the two player list into OP.
I am looking forward to the patch.
Thanks
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1. Not as ridiculous as you think. In SFC terminology, a mauler system is indestructable.
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(BTW, calling them MIRV is rather a misnomer, MIRV = Multiple Independent Reentry Vehicles, usually used in ICBMs. These really are just cluster missiles. Even though you can fire them at a planet, it's not their intended purpose.)
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Nod to 3Dot.
A Mauler is not a system of a starship, but a weapons system with a starship built around it.
Quote:A huge what?Quote:
Nod to 3Dot.
A Mauler is not a system of a starship, but a weapons system with a starship built around it.
Another way to look at it is that it's a big freaking hole at the bow of the ship. The only way you could board it is with a *huge* cork.
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Can somebody tell us if this patch is scheduled to be released in less than 30 days?
If not, EXACTLY WHOM do I request to be a tester from to help out? I'm here multiple times each day and my wife can attest to how much time I spend tweaking this game, its ships and spec files EVERY night, LOL.
Qapla!
KF
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Can somebody tell us if this patch is scheduled to be released in less than 30 days?
If not, EXACTLY WHOM do I request to be a tester from to help out? I'm here multiple times each day and my wife can attest to how much time I spend tweaking this game, its ships and spec files EVERY night, LOL.
Qapla!
KF
Come to think of it, what IS required? I have signed the NDA that was required for SFC3 to become a beta tester (I was not chosen due to a snafu with e-mail addresses), is that the main requirement?
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Spam testers?
Wot a revoltin' development.
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Any News at all?
Update please.
KF
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It's really almost there, but it will be done when it's done.
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It's really almost there, but it will be done when it's done.
I couldn't have said it better.![]()
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It's really almost there, but it will be done when it's done.
I couldn't have said it better.![]()
Well, I think it could have been said better. The work and support for this patch is very much appreciated but I find such a condescending response inappropriate. This is not 10-yr-olds asking,"are we there yet?" ,it's consumers that have chosen to purchase and support this product. I don't see anything unreasonable about inquiring about an approximate time frame in terms other than "soon" or "almost there".
I also hope that the beta-testing involves more than just those just concerned with SFB standards.In other words , let's not forget the X-ships/weapons this time around.(phaser G2!).
Quote:Quote:Quote:Quote:
It's really almost there, but it will be done when it's done.
I couldn't have said it better.![]()
Well, I think it could have been said better. The work and support for this patch is very much appreciated but I find such a condescending response inappropriate. This is not 10-yr-olds asking,"are we there yet?" ,it's consumers that have chosen to purchase and support this product. I don't see anything unreasonable about inquiring about an approximate time frame in terms other than "soon" or "almost there".
I also hope that the beta-testing involves more than just those just concerned with SFB standards.In other words , let's not forget the X-ships/weapons this time around.(phaser G2!).
OP has X-Ships and G2s? Since when and has anyone told the beta testers yet?
Best,
Jerry
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"are we there yet?"
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"are we there yet?"
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"are we there yet?"
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"are we there yet?"
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Well, I think it could have been said better. The work and support for this patch is very much appreciated but I find such a condescending response inappropriate. This is not 10-yr-olds asking,"are we there yet?" ,it's consumers that have chosen to purchase and support this product. I don't see anything unreasonable about inquiring about an approximate time frame in terms other than "soon" or "almost there".
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I will consider the patch a success if the Cloak works like it does in SFC3, anything else is extra tasty gravy to me.
Qapla!
KF
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That's the whole thing. I would like to say it will be done within the next two
weeks, but what if it isn't?
We've smashed some very big bugs in this patch and the Dynaverse is now working
nearly flawlessly for both Empires and Cartels. However, when you make this many
changes, some items will break and you have to go back and fix them, which takes
an unknown amount of time.
Thanks,
Dave

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KF,
A true Klingon never uses a cloak...even when flying them pink-ish Rom things they call a ship.
On a serious note: I think you and many fans of the Romulan way will find the cloak "very effective" now. In some aspects, and in my humble opine, I think the implementation of the cloak now will add a dimension to combat that SFC/EAW/OP Romulan player only dreamt about in the past.
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KF,
A true Klingon never uses a cloak...even when flying them pink-ish Rom things they call a ship.
On a serious note: I think you and many fans of the Romulan way will find the cloak "very effective" now. In some aspects, and in my humble opine, I think the implementation of the cloak now will add a dimension to combat that SFC/EAW/OP Romulan player only dreamt about in the past.
Since the cat's out of the bag for cloak, I would like to say this before naysayers and doubters say anything about the cloak: it has been implemented to the closest of SFB specs as possible without changing the inner engine involved. However, it is still being tweaked due to discovered bugs.
In otherwords, the cloaking ships' BPVs will be a lot more accurate, and the cloak itself is a lot better. It's definitely not impossible to beat, but it does do its job well.
-- Luc


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Please, what ever you do, do NOT patch the rear ISC plasmas like you did in EAW. You only get one shot in the entire scenairio.
Quote:It's a pity really, the EAW version, when working correctly, is the most approperiate version of plasI.
Please, what ever you do, do NOT patch the rear ISC plasmas like you did in EAW. You only get one shot in the entire scenairio.
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Looking forward to the patch - but definitely willing to wait until Taldren is ready to release it.
The more bugs they have time to squash, the better.
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I am an infrequent visitor to these forums, so bear with me if this is an established fact:
Will there be any further EAW patches to incorporate some if the additions to OP, namely the work on the Rom cloak?
Thanks
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Looking forward to the patch - but definitely willing to wait until Taldren is ready to release it.
The more bugs they have time to squash, the better.
(Wonders if Sethan is regrowing pointy ears and dreaming about plasma bolts and plasma sabot)
Plasma Sabot we already have after a fashion, with Plas-X.Quote:
I don't actually need to sleep, do I?
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...the cloak has been implemented to the closest of SFB specs as possible without changing the inner engine involved. However, it is still being tweaked due to discovered bugs.
-- Luc
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Oh yeah, FireSoul, I wonder if you could remind the Circle people that Suicide Shuttles are incapable of losing lock-on to a cloaked ship.
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Hmm, doesn't sound like they used my suggested quick fix of R*2 + 6 instead of R*2 + 5.
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Hmm, doesn't sound like they used my suggested quick fix of R*2 + 6 instead of R*2 + 5.
Not to pick nits too much - but it is (R+5)*2 not R*2 + 5.

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The range penalty modifier (G13.302) is applied after the effects of No Lock-On (G13.301), so the +5 occurs after the range doubling.
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The range penalty modifier (G13.302) is applied after the effects of No Lock-On (G13.301), so the +5 occurs after the range doubling.
Wait a minute!!!! That rule only applies during a leap year according to the new rule G13.301.2.![]()
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Hmm, doesn't sound like they used my suggested quick fix of R*2 + 6 instead of R*2 + 5.
Not to pick nits too much - but it is (R+5)*2 not R*2 + 5.
The range penalty modifier (G13.302) is applied after the effects of No Lock-On (G13.301), so the +5 occurs after the range doubling.
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The real shame is that the ISC rear plasma will probably never work exactly the way intended. As such, they get some bloated BPVs for a weapon that many of the captains don't even charge that often due to their power curves.
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I am an infrequent visitor to these forums, so bear with me if this is an established fact:
Will there be any further EAW patches to incorporate some if the additions to OP, namely the work on the Rom cloak?
Quote:Quote:
The real shame is that the ISC rear plasma will probably never work exactly the way intended. As such, they get some bloated BPVs for a weapon that many of the captains don't even charge that often due to their power curves.
Having flown ISC rather extensively on both OP and EAW, recently, I find that the I-plasma is quite useful and not all that burdensome when used in certain ways. The worst part, obviously, is that it gets jammed up and becomes useless. After that, the fact that you have to go very slow at the start of a mission to get things charged is the next most burdensome thing. Once you have them full charged AND they don't jam up, Plasma-I is pretty darned cool, in my book.
To put it another way, when offered a plasma-D variant of the CCZ (replaces I-plas with 4xD-plas), I stick with the I-plasma armed CCZ.
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I've got my OP...just wanted to have that info as a stick to encourage those in my league to switch to what truly looks like the better game now
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The real shame is that the ISC rear plasma will probably never work exactly the way intended. As such, they get some bloated BPVs for a weapon that many of the captains don't even charge that often due to their power curves.
Having flown ISC rather extensively on both OP and EAW, recently, I find that the I-plasma is quite useful and not all that burdensome when used in certain ways. The worst part, obviously, is that it gets jammed up and becomes useless. After that, the fact that you have to go very slow at the start of a mission to get things charged is the next most burdensome thing. Once you have them full charged AND they don't jam up, Plasma-I is pretty darned cool, in my book.
To put it another way, when offered a plasma-D variant of the CCZ (replaces I-plas with 4xD-plas), I stick with the I-plasma armed CCZ.
It would be nice if F/I torps came into the script fully charged like they're supposed to. Who knows, maybe they will?
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That would definitely be nice...
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That would definitely be nice...
Unless you're on a receiving end of a R-SPZ mere seconds in the game.![]()
http://www.toasty0.com/images/OPThanks.png
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I'd rather just send a cheque, with an accompanying legal document requiring the money to be spent on premium beer.

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Vaiyo A-O
A Home Va Ya Ray
Vaiyo A-Rah
Jerhume Brunnen G
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I'd rather just send a cheque, with an accompanying legal document requiring the money to be spent on premium beer.
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I'd rather just send a cheque, with an accompanying legal document requiring the money to be spent on premium beer.
Well, cool, then I guess you won't be using the graphic to say thanks.
*makes note to self not to get torqued at folks who use nice gestures as a launching pad for their pointless jokes*
**sigh**
Best,
Jerry
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Dave and testers, I almost forgot this one and I don't know if it's in the bug reports, but you cannot remap the Orion Engine Doubling hot key (O). It just won't accept the input. If you try you lose the hotkey entirely as it won't re-accept (O) either.
Don't know if it can be fixed or not, but I thought I'd bring it up.
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And do what? Take it off "Read Only"? Been doing that since the game came out. That is for all the hotkeys. If it is like that they will re-map, but you will lose them when you quit the game. The (O) key is entirely different. The slot will not accept any input at all. When you try, the (O) disappears (loses it's preset) and nothing will show up in the slot and the key(s) don't activate Engine Doubling. This condition also happens with the (\) key if you try to map it to anything, but at least the key does function when remapped, the slot just looks empty.
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And do what? Take it off "Read Only"? Been doing that since the game came out. That is for all the hotkeys. If it is like that they will re-map, but you will lose them when you quit the game. The (O) key is entirely different. The slot will not accept any input at all. When you try, the (O) disappears (loses it's preset) and nothing will show up in the slot and the key(s) don't activate Engine Doubling. This condition also happens with the (\) key if you try to map it to anything, but at least the key does function when remapped, the slot just looks empty.
I believe the same happens for "Deselect".
But really, it's not an earthshattering thing. Especially considering it can be manually edited in binging.ini.
If you want to remap the keys, just open binding.ini find the Engine double line. and Enter your value.
It works, I have the Doubling mapped to NUM2 (Numpad 2)right now.
Quote:Agreed. and that's what we are for, to provide the technical info should the need arise.
I realize that 3.14, but that really isn't the point is it? Remapping should be fully functional. I'm sure most people don't know about bindings.ini.
Quote:Quote:Agreed. and that's what we are for, to provide the technical info should the need arise.
I realize that 3.14, but that really isn't the point is it? Remapping should be fully functional. I'm sure most people don't know about bindings.ini.
What I meant was when prioritizing, a bug that has an easy and accessible workaround is not as serious as one that has no workaround (i.e. Fighter stopping). Something like this might not rate important enough to hold up patch.
But Firesoul has passed the info on, let's hope David is in a good mood.
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There is a bug that has existed from the beginning of OP, I have mentioned it before every patch yet it still survives (MagnumMan even acknowledged it before one patch yet it remained unfixed). The bug is when you make a group of heavy disruptors(and only heavy disruptors) and then try to set them to any power level. The UI simply doesn't work in that situation.
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It didn't survive.
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There is a bug that has existed from the beginning of OP, I have mentioned it before every patch yet it still survives (MagnumMan even acknowledged it before one patch yet it remained unfixed). The bug is when you make a group of heavy disruptors(and only heavy disruptors) and then try to set them to any power level. The UI simply doesn't work in that situation.
It didn't survive.
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I know how it works in Canada. You just put a dead mouse in a bottle of beer, and take it back and say it was in there when you bought it and they give you free beer.
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You can send thank you notes to me via Paypal @ davidf@taldren.com
Thanks,
Dave
