Pugwash
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Jo ok till she open her mouth no pun intended her high pitched Essex girl voice is a real turn off (for me anyway) [This message has been edited by Pugwash (edited 03-11-2001).]
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First complete draft of the script is finnished just updated the site. On the main page is a link to download all files needed (it will download script 3 and files but its actually script 4) (just download the file click on the self extracting archive and point it to your scripts folder in the BC300AD instalation folder) Link is on post above I'll start to play it latter and see if it works if I find any errors I'll correct them if you find errors please e-mail them to me [email protected] many thank to anyone who plays this script
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Foe those who can not wait I knocked together the website address below http://www.cmdrpugwash.pwp.blueyonder.co.uk the script is not finnished but is playable I still have to work out the logic for the resolve and add some more events for the events after Arenis [ 10-18-2002, 01:23 PM: Message edited by: Pugwash ]
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Nice pic of Derek in this months PC Gamer :)
Pugwash replied to fistmaster's topic in General Chatter
Ok Sc I'll post you my copy Just walked down to the village Post Office only its closed yes we still have half day closing. to late to get the car out and go to town so I'll post Thursday. Posted mid morning thurs so should get to you early next week [This message has been edited by Pugwash (edited 03-09-2001).] -
Major breakthrough I think the problem was some extra commas? But anyway script is developing nicely got abit carried away with some of the Hostiles Had a blast taking out Spectre Hq or in my case not I scripted to many insurgent "Scum" (that will ruffle some insurgent feathers) scripted 2 carriers 6 cruiser and 20 fighters to launch from Spectre and 4 BC Mk II with 64 fighters jump into region. I'll put a web site together with the scripts and how they have developed my scripts for download no official download or copyrighted material Not sure if I need permission from SC I'll include BC300AD copyright info on main page.
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Nice pic of Derek in this months PC Gamer :)
Pugwash replied to fistmaster's topic in General Chatter
I know I shouldn't do it but couldn't resist here's an extract from page 112 of March 2001 PC Gamer (UK) (before you ask I havent got permission to reproduce the extract) "SUPPOSEDLY A GAME Grand Designs, in my opinion, is a great way for the average person to get their ideas reviewed and analysed. Obviously someone who makes a living from creating games is going to be an excellent candidate to review our innovative ideas. However, I was surprised how harshly the ideas in the January issue were received by Derek Smart. There was an idea in particular that caught my attention and that was DNA: Pick ÔÇÿNÔÇÖ Mix, which detailed you using gene splicing to create new units. But, contrary to my opinions, Mr Smart stated that: "There is no real premise here and certainly not one which would sell." Then, while browsing through the preview for games that will be released in 2001, I came across Sigma. Sigma is supposedly a game in which you create new units by combining genes of other animals. Similar, in fact, to the idea of DNA: Pick ÔÇÿNÔÇÖ Mix. Relic, who are developing Sigma, obviously believe their title will have enough premise to sell or they wouldnÔÇÖt be spending time making it. So was Mr Smart (Dr, actually - Ed) simply unaware of Sigma and could not recognise the basis of a good idea? Or was he trying to ruffle some feathers at Relic by indirectly criticising their innovative ideas? David Norris, Hertfordshire While Dr Smart is one of the industryÔÇÖs more outspoken developers, itÔÇÖs pretty unlikely that comment was aimed at Relic. Sigma uses its genetic-blending unit-creation as an element to generate units in an RTS separate from the traditional tech-tree, rather than as the core part of the game, as the suggested DNA: Pick ÔÇÿNÔÇÖ Mix does. Ed" They must be talking about someone else our beloved SC is never outspoken he never ruffles anyone feathers and contary to the editor statement he not "one of the industryÔÇÖs more outspoken developers" ` -
How about instant Hull armour upgrade Heres how to do it At the start of a new game sell all spares, weapons,most of the nutripacks so that you have enougth money to buy Trellis,Numega,and a Linea IV now launch. Set ten engineers upgrading the reactor (you need the power as soon as possible) 5 engineers upgrading the engine 5 engineers upgrading the shield Now dock at Galcom immediately Sell the old reactor,shield and engine that have just been upgraded and buy the titanium V launch from Galcom Now upgrade your Hull armour but donot set any engineers to install/repair it exit logistics and look at the hull armour display it will be at half then jump to full check BC status hull is now 2500 but logistix will shows Hull/armour[titanium/v] 100% but hilighted in white repair suspended or not scheduled still what ever happens do not set any engineers to repair it even if they are free because once you take some damage to the hull the white will be removed and if you have taken 1 or 2% damage that is all you will have to repair without any time penalty. Once the armour was fitted dock at Galcom sell the old armour and buy what spares you can with the 2-3000,000 you have left Tried this to get instant reactor upgrade but did not work, their are prob other variations of this method. Game exploitation is not cheating.
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Glad to here your ok and no fatalities We had a major train crash at Selby about 60 miles from here.Look like the train company was not to blame this time. Very strange set of events someting like this landrover pulling trailor with car on leaves motorway (crashes) leave some 30m from bridge over railtrack just before safety barriers that prevent vehicles landing on railtracks vehicle continues down embankment and lands on track driver gets out and phones emergency services as he is on phone express comuter train arrives at 125 mph hit landrover train is derailed but stayes intact and upright train continues 1/4 mile down track still at speed 1500 ton coal train aproaches at 75 mph from opposite direction and hit express engine shattering and scattering train 13 confirmed dead many more injured some serious all this happened within a few seconds of each other at 125mph thats 2 miles every min and train only got another 1/4 mile down track impact must have been massive with a combined speed of upto 200mph. whats even stranger is that the engine of the express is said to be the same engine that pulled the train at Hatfield last year when a railtrack shattered as train passed at over 100 mph that time train derailed and scattered killing and injuring many. My sympathies go out to all those and their families who have been injured or killed today both hear in the Uk and in Seattle. ------------------
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I know keep it simple but I think the basic backbone of the script is very simple even using wings (some of the syntax for the flags was trial and error until the parser would except it and it would also work in a trial script) I agree BC/Player can not capture _ods but ag actors often do and in the script you looked if I destroyed the _ods before the ai actor with the capture command got to it, it would be captured by somthing of the same caste as the capture ai may have been coincidence but it happened several times without the script crashing. the script started to crash once I had added another 9 ai actors (hostiles). I am scripting and play testing on my old PII 350 machine and only when attacking capturing space stations do you get frame rate slow down(havent installed dos support for sound on the Intel840 Dual PIII 800 soundblaster live platinum or 815 PIII866 ON BOARD SOUND) (I will have to buy a switch or router as the omni cube is playing up and I am loosing keyboard when switching comp only have a printer if the workstations switched on) Just played the following stripped down script twice, this will play all the way to cygni with Ardent docking dont know about the resolve logic couldn't wait that long coms from Ark royal work and if I destroy it then Karl is "transported" and I have fleet control. because I have stripped out all the aggressors you only have ag's to fight especially in hostile regions with space stations, you very soon lose most of the convoy. the convoy tends to spread out to far to protect without multiple jump orders and signal events to let the convoy reform. eg signal order1,5 adding other ai actors is simple (or not as it seems) but I still think it's this that makes the script crash? this is a very basic script which still needs alot of event writing in but if anyone wants a copy to try or adapt or finish they are quite welcome just send requests to [email protected] sorted I had put some extra comma's in , the phraser does not pick them up as errors but it seems to cause game crashes [This message has been edited by Pugwash (edited 03-11-2001).] [ 10-18-2002, 01:22 PM: Message edited by: Pugwash ]
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A work of caution to all budding scripters make sure your useing the correct scripting doc for you GBS I have 2 copies 07/14/98 and 12/28/99 the earlier one has a bit more detail on syntax extra paramiters etc but some of the command have changed. now back to this topic I may be wrong but my probs seem to be conected to the number of active scripted actors in the region I come to this conclution from many hours and I do mean many hours of writing and rewriting this script In my script I have a convoy of 11 actors and the BC (4*lrt10, generis, jenstar, canlon, scarier, 2*sentry + 40 different cargo item ) The skeleton script creating the actors with cargo and writing all the jumps to the final destination work if I don't launch any shuttles if I launch shuttles to retrieve cargo from the actors all goes well for a start but after 2 or 3 jumps (earth, jupiter, lyrius, lennen) the game will crash these crashes seem to happen when events are triggered ie say,broadcast or when the screen changes ie after a hyperjump or changing to and from shuttles If I script any other actors/events mainly hostiles then the script will always crash after a few mins, now if I remove some of the actors from the convoy ie 4 actors 2 transports and 2 escorts the script is stable again. I know when attacking starstations you have many ai ag actors on screen many missiles many craft of all descriptions I'm not getting any near this many actors so whats going wrong? Anyone Know if there is some sort of limit or what else could be going wrong. I have tried the script on 2 other pcs(without sound as I dont have the dos support enabled) with the same results all other scripts free flight etc work fine [ 10-18-2002, 01:20 PM: Message edited by: Pugwash ]
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Nice pic of Derek in this months PC Gamer :)
Pugwash replied to fistmaster's topic in General Chatter
I should read all post before I reply Sc PC Gamer has a 1 page spread in their section "latest on" page 42 top 8cm is titles next 10 cm 5 pick 1 larger 4 small larger pic (13.5*9.1 corner cut out)depicts photo093.jpg enlarged and centered image of marine with weapon in hand in space outside Galcom photo109.jpg 5.3* 4.1cm full image location Midae photo048.jpg 5.3*4.1cm full image exploding zodiac photo031.jpg 5.3*4.1cm full image Vindicator with worm hole in background photo037.jpg 5.3*4.1cm full image Vanguard/Ronus IV because of the small size of the photos justice is not done to the true images as can be seen on the screen shots section of this site 300-350 words with a couple of quotes from SC proud of "AI and freeform nature" "Darrin's new terrain technology" "massive amounts of gameplay options" Although a positive review on the work in progress the is nothing striking in the layout or review itself that would attract a reader. I only read the piece as I'm a BC fan.(the review was written by James Rossignol) Hopefully they will have a multipage spread on release which will attract new fans and players. Is the release date still April -
Nice pic of Derek in this months PC Gamer :)
Pugwash replied to fistmaster's topic in General Chatter
Many thanks found it looked in Febs and March and from the date of the post didn't look any earlier just sitting down to read it. -
Nice pic of Derek in this months PC Gamer :)
Pugwash replied to fistmaster's topic in General Chatter
Are we talking PC Gamer(DVD) March (UK)with one page spread page 44 Lates on BCM. can't find any other article or photo of SC? May be I missed it! I'v just spent another 6 hours trying to get my script to run chopped it back to 500 line but still crashes out. Got a migrain and having a rest -
Reinstalled (without mappak not needed with 208 cd. Gallion's script runs fine as does free flight but mine still crashes randomly ? still looking for an answer
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I'm still working on my convoy protection script I'm on the second major rewrite after taking onboard Gallion's comments on wings and CPU overhead that AI controlled ships use. done away with a large wing and now have craft playing follow my leader but have run in to a couple of problems the major one being that when running the script Bc crashes out to the desttop at irregular intervals easy you say rephrase the script and watch for errors, yes but the phraser scrolls to fast and off the page, search the forum and find the following link http://www.bc3000ad.com/downloads/scrollit.zip but the link is broken Sc please fix or can someone point me to a similar prog so I print out the scr file and with multi couloured pens work my way through the script but to a first timer at scripting everything looks ok I'm going to reinstall BC208,patch209,mappak and gbs just incase I've damaged or altered one of the files. anyone got any other ideas on how to cure this problemn? EDIT Thanks for the files SC. You can find them here : Under tools on this page [ 10-18-2002, 01:18 PM: Message edited by: Pugwash ]
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Help In the script I'm writing the convoy is to travel a very long distance 24 regions patrol each region 5-10 mins then set off to the next (no short mission where commanders can use the docking loop hole forrepairs and r&r) Following is a much simplified version of the convoy script. problem the convoy just flies about earthz for awhile then returns to base. tried various variations of patrol and patrolz no solution what am I doing wrong? . :101,earthz,setup_tod1m1,begin_tod1m1,resolve_tod1m1,tod1m1tick,5,240,15 # [dynamic] :Transport terran,military,5,con1,scarier.3dc,Arkroyal,Mark Stryker terran,military,5,con2,sentry.3dc,Cumberland terran,military,5,con3,sentry.3dc,Shropshire terran,Explorer,5,con4,Generis.3dc,Ardent terran,scientist,5,con5,Jenstar.3dc,Brazen terran,trader,5,con6,Canlon.3dc,Codrington terran,paramedic,5,con7,Lrt10.3dc,Duncan RN terran,worker,5,con8,Lrt10.3dc,Encounter terran,Commercial,5,con9,Lrt10.3dc,Fearless terran,Colonist,5,con10,Lrt10.3dc,Garland [AI] .Transport,100,100,100,100,100,100,0 start inactive in earthz stop events 101 !begin_tod1m1 signal convoystart,5 broadcast TO "The Convoy Will Depart In Five Mins" !convoystart activate this !detect bc Patrol Patrolz this lv103z !arrived lv103z IF EXIST cygni THEN broadcast "arrived" dock cygni,30 ELSE RTB ENDIF !RESOLVE_tod1m1 broadcast "well done" acm_off,military endevents # [event] # # --tod1m1 !convoystart $
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Just junked an old TRS 80 II (well last year) I'd dammaged the keyboard in storage so time for the junkyard. Still got a working 486 DX2 that I play Dos games on (Elite,FFE)and its original 386 board somewhere cost over £2200 new. If your talking "toys" got a Vic 20 (taught myself basic on that)and many Amstrad CPC464/6128 Remember the good old days when a 3" external drive cost £200 plus
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I,m trying to write a script with a group of 9 capital ships (mainly transports) and fighter escort which traverse from Earth to Grammula to resupply a space station. With such a large distance to travel the convoy will need to be resupplied with weapons fuel spares to prevent ships RTB when they are damaged or run out of stores. The way to proceed and keep it simple would from what I ve read (scripting docs 07.04.98 4.2 Classes, Wings and Units) be to use a Wing containing a carrier wing, cruiser wing, transport wing and fighter wing(s) with the BC flying along side as escort, this would make the script far simpler to write and keep track of. I ve seen from the SC script how build wings but what is the syntax to produce a collection of wings with multiple unit types within it (Exploration,supply and Evac units) ------------------
