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Calling Cetanu or one of the other multiplayer gurus

Goober5000

Über Goober
Okay, so we're having a heated discussion on Mantis regarding a multiplayer bug:
http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000598

So awhile back on the SCP forums, Cetanu and a bunch of other longtime multiplayer fans were really lobbying for us to restore the original FS2 AI because it screwed up multiplayer balance. Now that we've done that (as of a few months ago) they've all seemingly disappeared. :nervous:

We need someone to comment on this bug who's been with multiplayer a long time, who was around for the lobbying awhile back, and who knows what I'm talking about. ;) The only one I know of offhand is Cetanu, but maybe one of you guys could help me out. :)
 
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Cet won't be a help, because he disappeared a long time ago.
I don't know what you've fixed, because I'm unable to test it, but there were several things. for example the usage of weapons like temps or trebs in SCP. Another one was the more aggressive behaviour of AI than in retail. Well, i don't remember everything at the moment.
 
whats the problem that u need cet for? i could be of some help, been playing with fred2 for four years and have been playing multiplayer for five years.
 
Read the linked discussion in the first post.

In summary, the AI has been restored to the FS2 retail AI in every place in the code that we could think of. So the SCP should play the same as retail. However, there is one issue in particular - huge beams firing at bombs - that the coders want to fix even though it is a change from the FS2 retail AI.

What I need is someone who could provide a clear example of if and how this breaks balance.
 
I can tell you that...... A trick you can use (some missions are pretty much impossible without it, at least for me) is taking some Stilletos (stilleto 2 has the huge flag) with you. if you fire those, enemy capital ships will fire at them (or not at all) instead of at the ships you are supposed to protect, giving other players (or yourself/friendly capital ships) the time to disarm/destroy them.

for example, in the mission "breaking the seal" you have to protect a Deimos class corvette from a cain, a lilith, 2 rakshasha, 2 molochs a ravana and a Demon.... (first a wave of the cain and liltith, then the rakshasha and then the moloch. if you kill the molochs in the right order you face the demon and the ravana 1 at a time)
with 1 hectate as support. that mission would be way harder without capships firing at weapons with a "huge" flag...
 
Goober5000 said:
Read the linked discussion in the first post.

In summary, the AI has been restored to the FS2 retail AI in every place in the code that we could think of. So the SCP should play the same as retail. However, there is one issue in particular - huge beams firing at bombs - that the coders want to fix even though it is a change from the FS2 retail AI.

What I need is someone who could provide a clear example of if and how this breaks balance.

Well i dont have a login so how am i supposed to read it :P
 
Go to Mantis and log in with user ID: SCPGuest, password: password. However if you want to comment it you have to register to the Mantis or drop the comment here and someone will forward it to the Mantis.
 
Okay, well now we know one way it breaks balance. Hopefully that's enough to satisfy the other coders. Thanks. :)
 
The only problem i had with that particular bug existing is that 99% of the player base plays single-player missions and when you're 15 minutes into a mission and a beam targets the bombs you just launched you get a little angry.
 
What about fixing the 'inferno' builds with this? As they are already not compatible with multiplayer and not really heavily used ( yet ) so fixing that might not break balance in too many missions...

Just an idea, nothing else...
 
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