MagnumMan’s Multiplayer Scripts for EAW

Looking for Co-op Ace?  Try here.

Sector Assault for SFC II – Updated Apr 14 2001

This script is designed primarily for campaign systems.  Using this script and the included configuration program you can set up a scenario with:

Any starbase playable by the host with some loadout support (shuttles and fighters cannot be configured due to game limitations).
Option of zero to eight DefSats optimally placed around the base.
Option of zero to three FRDs placed behind the base.
Option to have no planet, a light planet, or a heavy (Ph4 armed) planet placed behind the FRDs or base.
Option of disabling the host’s selected space dock ships.

If you are updating there is no need to uninstall the previous release; the installer will update your files.

Reviews and Comments

If you have a comment about Sector Assault, submit it for review to MagnumMan.
Revision History

0.9
FIXED incorrect team assignments
Fixed ring planets destroying all defending ships at startup (ring planets 2,6 no longer used)
Added more detail to result file including captures
Added on-screen messages of ships destroyed / disengaged / captured.
0.6
Added details on disengaged and destroyed ships to the result file; added ship names to result file.
Starbase marine/mine/repair loadout implemented.
Fixed planet too close to FRDs causing explosions.
0.5
First Release.
Known Bugs
None.

MagnumMan’s Co-op Ace

Co-op Ace for EAW and OP – Updated

Note: I have made a single installer that will install Co-op Ace for either EAW, OP, or both depending on which games you have installed on your computer.  You only need to download and run this installer once even if you have both games.
In this multiplayer script up to 6 people confront a massive randomly generated enemy armada.  The enemy is customizable my the game host through an external configuration program.  The enemy’s difficulty level, race, and hull class can be controlled.  This script is absolutely excellent for race-specific training as well as team action training – plus it’s a ton of fun!

Reviews and Comments

“‘The Co-op’ script developed for Starfleet Command II: Empires at War, is a must-have training tool for those who enjoy group actions within SFC2. Not only will it be useful for Dynaverse II and other ‘Campaign’ systems, but it’s fun as hell to play to boot! With a completely configurable setup to enable anyone from the newbie first timer to hardend veteran, it’s guaranteed to satisfy! Although it can be used for solo setup, it truly shines when you get a bunch of your buddies together for some old fashioned butt [sic] kicking fun.” – Dennis Greene, aka SFCShadow, author of Star Trek Starfleet Command II: Empires at War Official Strategy Guide

“MagnumMan has managed to not only master the scripting API, but deliver to us possibly the best player made script for SFC2, the Multiplayer Co-op Ace script.” – RedHotChiliDog Guest Review, Black Ops Station.

“I would have to say that MagnumMan-iCoP has scored a huge hit with this script.” – Captain Stoneyface, Black Ops Station.

“MagnumMan once again delivers in this script! Perfect for those nights when FFA just isnt enough – now the whole fleet can get gutted together ! Top notch Work!” – Admiral Frey_XC, XenoCorp® Inc.

If you have a comment about Co-op Ace, submit it for review to MagnumMan.
Revision History

3.0.1
Features and work by FireSoul:
Fixed an advanced era date range handling problem (OP only).

3.0.0
Features and work by FireSoul and Strafer:
Enhanced enemy fleet selection and generation.
Increased game stability.

2.6.3
Features and work by FireSoul:
Fixed problem where game started with no enemy ships in EAW if OP was not installed.
Fixed game startup sequence to reduce the number of drops.

2.6
Features and work by FireSoul:
Fixed early game end bug.
improved SpareParts calculations.
‘zombie’ AI on host drops fixed.
Terrain: Dust Clouds added.
Terrain: Asteroid Belt improved.
Era-based enemies: now uses the game setting for era [OP Only]

2.5.2
Features and work by FireSoul:
Enemy Team selection optimized further.
Faster entry into the game (less crashes due to timeout).
Enemy ships would get no loadouts if enemy ships BPV after selection was ‘0’ (no leftovers).
CoopAce for EAW loaded OP’s coopace customizer settings.
New terrain. “Asteroid Belt”.

2.5
Features and work by FireSoul:
More intelligent ship selection!
Ship selection is based on the years the latest ship in the fleet is available, not by era alone.
Hull sizes probabilities have been spread in a way to reflect fleets better: many small ships, some normal-sized ships, and few large-sized ships.
Enemy fleet loadouts and fighter upgrades implemented. (OP Only)
Fixed crashing problems.
Logfile written to C:\Coop.txt has more detail.
Capturing an enemy ship will cause it to self-destruct.

Features and work by MagnumMan:

Combined EAW/OP installer.

1.5
Added era selection logic to ensure the enemy armada is picked from the correct era.
No more late era enemies in an early or middle era game, etc.
1.4
Added AI Intelligence setting.
Changed default difficulty to 1.1.
1.3
Fixed a bug where the game generated no enemies.
Fixed a bug where the game would not end if you captured an enemy ship.
1.2
Fixed a bug where the game ended prematurely if someone dropped.
Fixed a bug where the game would not end if the last player disengaged.
Fixed a bug where the game hangs on launch if more than 9 enemy ships are created.
Added a new feature to limit the enemy by specific races.
Added a new feature to limit the enemy by specific hull classes.
Added a new configuration program.
Added an installer.
1.1
Fixed a hanging problem when more than 3 or more people join.
1.0
First Release.
Known Bugs

EAW host changes effects on enemy carriers: If there’s a host change, carriers on the enemy team will generate new fighters to release. This is because there is no “mSetFighters” function in the SFC:EAW API.
The game itself has a bug making it impossible to determine the bpv of each player’s fleet with loadouts. The bpv calculation is unfortunately based on the stock ship configurations without custom loadouts. You can compensate by raising the difficulty.

MagnumMan’s Single-Player

MagnumMan’s Single-Player Scripts for EAW

I have packaged both of my single-player scripts into a single installer program that will do everything for you.  Just download the OSL Installer using the link below and then you’ll be able to access the scripts from single-player skirmish mode.
Download the OSL Installer with single-player Base Raid 1.4 and Random Encounter 1.3
(SFC II 2.0.0.5+ Compatible!!)
Orion Base Raid – Updated Feb 9 2001
One of our allied cartels reports that a Federation Base Station has been crippled in a recent Klingon attack. This Base Station is carrying sensitive Federation weapons research information that would fetch a very high price on the black market.

The stabilizing servos are completely destroyed, and the base has drifted too close to a nearby star. There are currently few Federation ships in this quadrant; as a result the Base Station will most likely be destroyed by the star’s ionic energies.

An Assassin-class War Cruiser has been assigned to you for this mission: Retrieve the weapons information and return safely. Good luck!
Revision History

1.4 SFC II 2.0.0.5 Compatibility Changes
1.3 All bugs fixed, extraneous code items removed.
1.2 Code cleaned up and simplified.
1.1 Added support for Deep Scan, added support for difficulty level.
1.0 First Release.
Known Bugs

-None.

Single Player: Random Encounter – Updated

A ship has been detected on long range sensors! Intercept and capture if possible!
Revision History

1.3 SFC II 2.0.0.5 Compatibility Changes, also fixed crash if other custom API or FMSE scripts are installed with this one.
1.2 Fixed random ship generator (I wrote my own which will appear in a separate library someday…)
1.1 Fixed problems with additional ships appearing.
1.0 First Release – non-functional.
Known Bugs

Carriers are not created with fighters as they should be – in fact nobody knows if Orion fighters work at all.  Jinxx said in the mplayer lobby that Orion fighters were fixed in 2.0.0.5?

Notes

To compile this script you’ll need the ShupList library which provides a convenient way to read and use the ship specification files.  The SFC2 API’s calls that are supposed to randomize ship creation don’t work as well as I would have liked, so I made my own.

Project FAQ

sfc

SFC2 Maintenance Project FAQ

Q: Are these guys Taldren?

A: No. We are independent contractors. The only reason we have any sort of contract status is to protect Taldren and it’s code. Nothing we say should be construed as coming from Taldren, or being the viewpoint of Taldren. James and I are working together informally as KhoroMag Gaming Services.

Q: How does this work? Are these guys just gonna start changing the game to suit themselves?

A: No. Even if we were so inclined, Taldren retains control over the code. James and I will have a copy of the code. We’ll make changes, turn them into Taldren, and Taldren will implement what it feels needs to be implemented.

Our goal is to get rid of the bugs in this game as well as fix any remaining balance issues. With the help of the testing circles and feedback from the public, this is entirely possible. We intend to uphold the spirit of the game, and we will not play games or take license to do things just because they are “cool”.

Q: What kind of changes?

A: Good question. I ran a basic plan past the Trilogy, and I didn’t get any “no, you can’t do that”s back. Here’s basically what we hope to do:

Right now, we are setting up our own bug tracking database, prioritizing, and trying to separate the “this is a bug” from the “it should really work like this instead”.

After Taldren issues the 2.007 patch, we will go through and verify what’s been fixed, and what hasn’t. Once we have the code, James is going to concentrate primarily on stomping bugs. I’m going to back him up on that, try to stay as much out of his way as possible, and work with the Inner Circle on the “this should work like this insteads” to decide how they really should work. Some general enhancements might find their way in here too. Note that I’m speaking of relatively SMALL enhancements, around the scope of things like adding the Defense Shift to the HUD, not large enhancements.

As bugs are fixed, and things added, we hope to use the Middle Circle for QA and testing. I’ve asked DJSatane to organize that for me, as I think that DJ has demonstrate a great aptitude for that sort of work.

When we feel we’ve gotten a substantial amount of work done, we’ll send the changes to Taldren for approval, and they’ll issue a patch with the changes they want.

Q: What about balance? What about the {insert favorite balance issue here}?

A: I hope that in remembering me from my various posts, that everyone will play “connect the dots” a bit, and realize my views on changing the game. I’m a big believer in player adaptability, and not just making changes to make it easier on players. So I don’t intend to make balance changes lightly.

My hope is to take a D2 server, and set it up to gather statistics, such as what ships were involved in a match, the ratings of the players involved, and the outcome of the match. Then, using the IC, MC, and perhaps the OC, I want to generate statistics to use in determining what, if any, changes need to be made. Remember, any changes we make, we have to justify to Taldren, and that’s what I intend to do.

Q: Do you think Taldren would ever open source the code?

A: I find it very unlikely, if for no other reason than so many different entities own portions of the code. (That’s my understanding. I do not know for a fact!)

Q: How do you feel about SFC staying close to SFB?

A: I think common sense says SFB should always be used as a starting point. It’s silly to throw away 20+ years of development and testing. However, SFC IS a different game. The maps are different, movement is different, the playing environment is different. So at some point, what works in SFB may not work in SFC, and a uniquely SFC solution has to be sought. When this happens, testing will determine what it is.

Q: What about expansions, add-in packs, community supplied models, etc.?

A: Well, I’m sure adding some ships is possible. But if we add a ship, I want it to be because there’s a need for it, not just because someone wants a nifty-keen new kick ass ship. I would like to see the various BPV gaps plugged, but I don’t want to go overboard.

As to larger things, simply put – I don’t know. There are a lot of issues involved in that, such as licensing, etc. Right now, to be honest, we’re worried about making the existing game as solid as possible. Once we’ve gotten close to that, then maybe we’ll approach Taldren about add-ins.

Q: What about OP?

A: The code bases for EAW and OP are very similar, so I imagine syncing OP up with any changes we make will be fairly simple.

Long term, our hope is that once we’ve proved to Taldren that we can handle SFC2, that they’ll offload maintenance of OP to us as well.

Q: What about D2?

A: James and I don’t have anything to do directly with D2, however, we have been an occasional thorn in TheBeast’s side for months. In fact, this whole idea originally started out as James and I trying to get the ability to work closer with Taldren on increasing D2s user extensibility and just general capability.

Q: You guys have a web site yet? Will we interface with it? Will other websites be used to collect bug data (like the Taldren Bug Forum and some private ones…)

A: We intend to have our bug database browsable by the public, so you guys know if a bug has been reported, etc. Reported bugs will still need to be posted to either to the Bug Forum here, or DJ’s site. I haven’t got it in blood yet, but I’m hoping to have DJ handle the incoming bugs, so that we can cut down on duplicate reports.

Our web site is located at http://www.khoromag.com.

Q. At what point will you decide enough work has been done to actually release a patch? Who decides this?

A: This will probably be decided by Mags and myself, with input from the IC, MC, etc.
Since we’re not on any deadlines, I want to have as much as possible, because I want the public to like me and Mags so Taldren keeps letting us do this.

Q. Patch 2.0.0.7 will bring SFC2 and SFC OP closer together. Will any efforts be made to keep close or will OP and SFC2 go their separate ways?

A: My understanding is that SFC2 will get all the fixes from OP, but not the extra features, like the Orions, or Advanced Era.

However, let me add that I think the dynamics of the community will cause a polarization in the two in any case. I think as time goes by, more and more people will move to OP for online play, and keep SFC2 for the single player missions. I’m not trying to position it that way… I just believe that’s how the community will eventually migrate.

Q. What will be the role of the Inner Circle? Same as before?

A: Design input, condensed consumer feedback, and firstline testing. I’ve worked with most of these guys too closely not to have an awful lot of respect for their abilities, and I’d be a fool to not use a resource like that.

At the same time, noone in the IC claims to be always right, so I want to back everything with lots of solid testing.

Basically, do what Taldren didn’t have the luxury of time to do.

Q. Will or can the Orions in SFC2 be made playable?

A: Not through the SFC2 Interface, no.

Q. Where does MagnumMan find the time to volunteer his services for the Starlance site AND do this? Will there anyone wlese involved in this?

A: That’s one reason we have the stipulation of no hard and fast deadlines, and a big reason I want to focus Mags on the main bugs, and leave the other stuff to me.

MagnumMan replies: I spend a lot of time playing games right now, so if I reduce my game playing time and convert it into productive engineering time, great things will happen for sure.

Q. Balance Issues: Concerning BPV’s of ships. The SFB BPV system used in SFC2 has worked well for some races and been a disaster for others when it comes to league and ladder matches. Does the scope of the contract allow for any changes in this area?

A: As mentioned above, we’ve not been told that we can’t do anything, and balance testing was one thing that I mentioned specifically to the Trinity.

This is one reason I see for new ships – to plug the various BPV gaps that exist in every race.