I am a little worried that contacts no longer seem to have any wander options. I had used contacts to fill up the maps with some life. if they are static that will affect old missions and limit what we can do with them. I know it can be a pain to have a player give a contact some text and then have it move away from the player but I'd like to see wander added back in.
Wander is there. You just have to change their behavior to "Legacy Contact for npc's or "Legacy Combat/True combat" for groups.
Also, the legacy options are missing their description; The mission search UI keeps saying search failed :eek:
"Updated the bridge on the Odyssey to resolve some slight texture issues." (Aquarious bridge)
Still holes in mesh/textures and unfinished objects as well as the turbolift object you can view outside from front of the bridge looking at ready room and main turbolift.
a long standing issue as well but the new gorn and orion ships are listed but are now shown. the dragus fleet support ship and the dacoit fligt deck carrier for example are there but no costume.
There is an option on the storyboard where you can go to the top buttons on the left hand side. under mission there is a series of options such as add task -kill encounter or add task - talk to contact.
one of them was called add task - unlock door. i pressed it to see what happens and it crashed to desktop and my antivirus began scanning thinking it was a malicious program.
These foundry updates are excellent, and half of them aren't even in the patch notes:
Just to name a few:
You can now put titles over people's portraits in dialogue boxes.
Dialogue boxes and the mission description box now have character limit counters.
The map object limit is up to 475, with the building limit up to 64.
You can now sort your map objects by type, name, usage and unfinished task.
There's now 1 name for npcs and objects, instead of 1 name that only the author sees and one that the player sees.
That last item is the one I had a hard time explaining in the notes.
But I'll update my patch notes with the items you've put here. It's about a year's worth of code and bug fixes, so grabbing all the real changes that went in was a bit rough. Thanks!
That last item is the one I had a hard time explaining in the notes.
But I'll update my patch notes with the items you've put here. It's about a year's worth of code and bug fixes, so grabbing all the real changes that went in was a bit rough. Thanks!
Zero, do you know when the Foundry might be getting more assets? There are currently NO forms of turret models (period, not even a turret SKIN), the Sol System asset is the pre-Season 3 model, and we can't add Galaxy-Xs into anything (aside from reskinning a Typhoon). One of the missions I have planned requires a few of these, so I can't do it until they hit.
Thanks for hitting so many items in the update especially the Transphasic torpedoes. Time for yellowy death for the enemies of the Empire.
Oh it was a glorious battle in attack transports on tribble I was able to take a tactical b'rel captain in Enhanced Battle Cloak mode and disable all 6 freighters and take their cargo before the 2nd starfleet ship could warp in just using all transphasics.
Although on another topic of these patch notes regarding contraband I have a few issues I do not think I clearly touched on that need to be reviewed before this increase in contraband per turn in is put in.
#1. The feds cannot get anywhere near the amount of contraband a KDF player can get so its even punishing those people who prefer the federation even more in this regard.
#2. In regards to feds even though the slavers chance of contraband is so so small and even less than 1/4 of a percent chance and costing currently 15 turn ins for one hangar they do not even have something like this to get the contraband requirement thats being doubled.
#3. I can see the validity of doing it when some of us can get so much dilithium but in all due respect it was stated this system was designed to reward players based upon time played and it is not like I am playing 30 minutes a day with a multiple amount of KDF toons doing doff missions to get contraband it is taking an excessive amount of time to obtain it all. In which being working towards getting things with dilithium I can't stop this change but I do feel that if it is going to be increased I do believe there must be a tangible way to still acquire the contraband amounts I am spending time to get.
#4. Back on Slavers if there are not going to be more contraband missions for both sides due to this change I believe the rate in which you get contraband with the slavers is so low when people ask me if it is worth it to get them I tell them no because the rate is so low that most people are wasting their dilithium to get these pets for that.
#5. This is a long shot but I believe contraband should be rewarded more heavily due to this increase because of the fact for KDF players this was sort of our pro's vs con's of federation vs kdf in the doff system where they had refugees and we had contraband but its killing the purpose we have for it on the kdf where we do not see anything like this happening for the advantage federation side has on refugees.
Wow, updates. Will these break existing missions? I think I have quite a few dialogues set to appear using obj complete.
This also eliminates the sector space trick.
I love it that we're getting updates, but some changes are big enough that a ton of missions may need to be redone.
Most of the changes will not cause existing missions to not automatically republish. However, there are a few things that will require the author to fix up their mission first.
We ran validation on the entire Holodeck Foundry project database, so we think/hope we've got a fairly good idea of what to expect with regard to any incompatibility issues.
It's also worth noting that the options we removed weren't actually functioning correctly, at least not consistently.
And to answer your question asked in a follow-up post, there is an option to set a headshot with Dialog with Object (it's under Advanced Dialog, once you create that objective).
EDIT: Just re-read your question -- currently there are no new headshot images available.
Ok so using the Breen space set with the new transphasic shield penetration update makes them worth it now during testing I found transphasic torpedoes useful against the Borg Scimitar in Khimator Accord Normal.
The Foundry changes look good good except for the part about Dialogue pop-ups no longer being allowed to be set to Objective Complete. Yeah, it's not a change really in that it doesn't work now, but I'd have liked to see a fix rather than just having it removed.
The problem is you can't just substitute component complete, because sometimes the objective is a reach marker. And you can't always substitute component reached in that case, because that will trigger as soon as that area is entered, even if the objective to reach that area doesn't happen until later.
It's not like it changes anything as we've already had to use workarounds, but this still disappoints me.
Also has the incorrect Dialogue Pop-Up Objective In Progress error been fixed, or was that just removed too? Objective In Progress actually worked fine in testing, it just wouldn't allow testing due to that erroneous error message.
I admit, having Turn Over Contraband increasing from 3 to 5 is sorta sad. I enjoyed the relatively free dilithilum boost... but either way, it's still not much of an issue.
And all the Foundry changes look pretty good to me
The Foundry changes look good good except for the part about Dialogue pop-ups no longer being allowed to be set to Objective Complete. Yeah, it's not a change really in that it doesn't work now, but I'd have liked to see a fix rather than just having it removed.
The problem is you can't just substitute component complete, because sometimes the objective is a reach marker. And you can't always substitute component reached in that case, because that will trigger as soon as that area is entered, even if the objective to reach that area doesn't happen until later.
It's not like it changes anything as we've already had to use workarounds, but this still disappoints me.
Also has the incorrect Dialogue Pop-Up Objective In Progress error been fixed, or was that just removed too? Objective In Progress actually worked fine in testing, it just wouldn't allow testing due to that erroneous error message.
Well... I did already have to use some invisible walls that'd disappear as the game progressed - otherwise people wouldn't get to read their dialogs. Just do the same, but make the dialogs come AFTER the walls. Piece of cake!
I'm more worried about the rumors stating that "This Component Complete" and "Objective In Progress" will also die out
Comments
Wander is there. You just have to change their behavior to "Legacy Contact for npc's or "Legacy Combat/True combat" for groups.
Also, the legacy options are missing their description; The mission search UI keeps saying search failed :eek:
"Updated the bridge on the Odyssey to resolve some slight texture issues." (Aquarious bridge)
Still holes in mesh/textures and unfinished objects as well as the turbolift object you can view outside from front of the bridge looking at ready room and main turbolift.
I see it now. it was not immediately obvious. thanks.
one of them was called add task - unlock door. i pressed it to see what happens and it crashed to desktop and my antivirus began scanning thinking it was a malicious program.
personally i love this addition. its minor but it looks great.
http://i738.photobucket.com/albums/xx26/revo_2010/AWAYTEAM.jpg
Ok, that looks cool
That last item is the one I had a hard time explaining in the notes.
But I'll update my patch notes with the items you've put here. It's about a year's worth of code and bug fixes, so grabbing all the real changes that went in was a bit rough. Thanks!
Zero, do you know when the Foundry might be getting more assets? There are currently NO forms of turret models (period, not even a turret SKIN), the Sol System asset is the pre-Season 3 model, and we can't add Galaxy-Xs into anything (aside from reskinning a Typhoon). One of the missions I have planned requires a few of these, so I can't do it until they hit.
You are always so awesome comunicating with us and problem solving / bug squashing.
Thank you for all you do , I consider you one of the brightest stars in the Cryptic Universe!
UUUuuUUuuuh... uh... oh.. oh dear. I need... to take a cold sonic shower.
Just for this, coming out of my very short lived retirement!
Edit: Force warps 1 of of our team members constantly upon map entry - Dreaded 10 sec count down - Code built in for Pandas??....lol
Jorf's fault!
Edit 2: 6 times on the bounce 1 of us is forced to leave - Happens when we que or create private.
Wow, updates. Will these break existing missions? I think I have quite a few dialogues set to appear using obj complete.
This also eliminates the sector space trick.
I love it that we're getting updates, but some changes are big enough that a ton of missions may need to be redone.
I'm away from home for the next few days. Can someone tell me if there are object costumes for the dialogues?
Oh it was a glorious battle in attack transports on tribble I was able to take a tactical b'rel captain in Enhanced Battle Cloak mode and disable all 6 freighters and take their cargo before the 2nd starfleet ship could warp in just using all transphasics.
Although on another topic of these patch notes regarding contraband I have a few issues I do not think I clearly touched on that need to be reviewed before this increase in contraband per turn in is put in.
#1. The feds cannot get anywhere near the amount of contraband a KDF player can get so its even punishing those people who prefer the federation even more in this regard.
#2. In regards to feds even though the slavers chance of contraband is so so small and even less than 1/4 of a percent chance and costing currently 15 turn ins for one hangar they do not even have something like this to get the contraband requirement thats being doubled.
#3. I can see the validity of doing it when some of us can get so much dilithium but in all due respect it was stated this system was designed to reward players based upon time played and it is not like I am playing 30 minutes a day with a multiple amount of KDF toons doing doff missions to get contraband it is taking an excessive amount of time to obtain it all. In which being working towards getting things with dilithium I can't stop this change but I do feel that if it is going to be increased I do believe there must be a tangible way to still acquire the contraband amounts I am spending time to get.
#4. Back on Slavers if there are not going to be more contraband missions for both sides due to this change I believe the rate in which you get contraband with the slavers is so low when people ask me if it is worth it to get them I tell them no because the rate is so low that most people are wasting their dilithium to get these pets for that.
#5. This is a long shot but I believe contraband should be rewarded more heavily due to this increase because of the fact for KDF players this was sort of our pro's vs con's of federation vs kdf in the doff system where they had refugees and we had contraband but its killing the purpose we have for it on the kdf where we do not see anything like this happening for the advantage federation side has on refugees.
Most of the changes will not cause existing missions to not automatically republish. However, there are a few things that will require the author to fix up their mission first.
We ran validation on the entire Holodeck Foundry project database, so we think/hope we've got a fairly good idea of what to expect with regard to any incompatibility issues.
It's also worth noting that the options we removed weren't actually functioning correctly, at least not consistently.
And to answer your question asked in a follow-up post, there is an option to set a headshot with Dialog with Object (it's under Advanced Dialog, once you create that objective).
EDIT: Just re-read your question -- currently there are no new headshot images available.
If we could use a generic fed, neutral, or klingon logo in place of a face, it would mean the world to us.
The problem is you can't just substitute component complete, because sometimes the objective is a reach marker. And you can't always substitute component reached in that case, because that will trigger as soon as that area is entered, even if the objective to reach that area doesn't happen until later.
It's not like it changes anything as we've already had to use workarounds, but this still disappoints me.
Also has the incorrect Dialogue Pop-Up Objective In Progress error been fixed, or was that just removed too? Objective In Progress actually worked fine in testing, it just wouldn't allow testing due to that erroneous error message.
Sometimes it's the little things. Looks fantastic.
Sounds about right..
also..
Hoping the 40% makes transphasics awesome.
Nice, But when is someone going to do something about that mouthy B$%&H that is handling traffic control?
And all the Foundry changes look pretty good to me
Well... I did already have to use some invisible walls that'd disappear as the game progressed - otherwise people wouldn't get to read their dialogs. Just do the same, but make the dialogs come AFTER the walls. Piece of cake!
I'm more worried about the rumors stating that "This Component Complete" and "Objective In Progress" will also die out