Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: dANGER boy on October 16, 2009, 09:31:33 pm
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This topic derives off the earlier one about SCP vs. Volition and that sort of thing. Basically I'm just interested in knowing what gameplay changes have been added (if any) other than graphics and that sort of thing such as modification of tables to change behaviors, stats, etc or any other thing.
Thanks guys!
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As far as I can tell, nothing has been changed on purpose. :) A number of things, though, seem to have been changed on accident.
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A few intentional changes (I believe) involve swapping out ship types in certain missions.
For example, at the beginning of mission 2, you now face a wing of lokis, as the briefing tells you, instead of a wing of hercs. They do this with Shivans too for at least one other mission.
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A few intentional changes (I believe) involve swapping out ship types in certain missions.
For example, at the beginning of mission 2, you now face a wing of lokis, as the briefing tells you, instead of a wing of hercs. They do this with Shivans too for at least one other mission.
These are MediaVP Changes, not SCP changes.
SCP = Base, default behaviour, that (It's aimed) should be kept as close to Vanilla as possible.
I already have a megathread on this subject, and the coders are slowly helping fix the problems, but since almost all of them are AI related and it's very subjective, it's hardwork for all of us.
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This topic derives off the earlier one about SCP vs. Volition and that sort of thing. Basically I'm just interested in knowing what gameplay changes have been added (if any) other than graphics and that sort of thing such as modification of tables to change behaviors, stats, etc or any other thing.
Thanks guys!
and the answer is: nothing noticeable.
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In final versions yes, but in some nightlies there are gameplay changes, but they're ussualy fixed. A good example would be recently corrected bug which caused torpedoes to be launched in huge salvos, that made most of missions involving bombers nearly unplayable. Fortunately it's no longer an issue, because it was fixed. Now, the only noticeable change from retail is lack of "whack", when you're hit by the beam, but somebody already started to work on fixing it.
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Don't forget stealth not working correctly. AI can see and attack stealth ships no matter what but they couldn't in retail.
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They what? Are you referring to Multi here? Because I've not noticed that in SP.
I'd say PM me the details, but as it's relevant to the topic , feel free to put it here.
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It's in mantis under "Stealth doesn't work" and yes it does do it in single as well. Easy test: Make a hostile stealth ship (Pegasus for instance) and set the player to start under AI control. Watch the player ship under AI control immediately attack the stealth ship. The regular AI do the same thing. They will see and engage a stealth ship even at 8k from target and break off their escort orders to attack them. Of course the easiest place to see a comparison is in VA2 in multi.
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But if the player ship is stealth then the AI ignores it?
I can see it would be dicey correcting this issue though, since if done wrong would break (potentially) the FS2 mission against the Delta Wing in the Pegasus Fighters.
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But if the player ship is stealth then the AI ignores it?
I can see it would be dicey correcting this issue though, since if done wrong would break (potentially) the FS2 mission against the Delta Wing in the Pegasus Fighters.
AI were never useful in that mission on retail anyway, that mission is 1000000 times easier on the SCP builds than retail, as for "no other noticeable changes" PFWAAAAHHAHAHAHA.
Right.
Okay.
If you play on very easy.
......And are bad.
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No if the player ship is stealth the AI readily attack him. It's like he's not stealthy at all.