Quote:
Originally Posted by Ataros
I did not see any frontline on the map. I assume it should move depending on tanks progress? Moving frontline gives players incentive to fight harder.
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I was planning to create dynamic frontmarkes placed at the positions of ships&tanks and updated periodically but i had no time, this is relatively easy and not cpu intensive, will include this feature when i have time.
Quote:
Originally Posted by Ataros
Could you please write a very short briefing for the mission explaining what sides can achieve
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Mission Info is in the attachment, I had prepared a better info for mission but lost it when my raid array failed,

anyway this would be useful too.
Quote:
Originally Posted by Ataros
What are the balancing rules?
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there are two modes for balance either by fighter ratio difference or by fighter count difference. Default values are these:
- stb_FighterBalanceActive = true
used for enabling/disabling balance system
- stb_BalanceFightersByRatio = true
means balance will be checked according to ratio difference
- stb_DesiredRatio = 2.0
means if one side's fighter count is greater than 2 times the other side's fighter count, new players at the high ratio side will be blocked from spawning fighters, this scales well with changing total player count whereas setting BalanceFightersByRatio to false makes the balance system check for a current fighter count difference which is the constant value defined in DesiredDelta. For example DesiredDelta = 5 means there can only be 5 more fighters on a side regarless of total player count
- stb_DesiredDelta = 5
- stb_MinCountForBalance = 10
this means the code wont block any player(fighter) if total player count is lower than 10 even if the ratio or difference is above the desired values.
Quote:
Originally Posted by Ataros
Could you please include air kill per death,...
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collecting stats for deaths(ondead events) is a little bit more tricky, for example you damaged a ship, its burning but not dead yet, you exit and changed side, than the ship died, game's onActorDead event triggers and you seem to kill your own ship, because the parameters on this event are just references which are up to date. The same is true for reverse and opens a door for easy unfair score gain by attacking your own side, with missions allowing side change, in script there is no easy way to know "
the initiators side(army) when the related events occured" causing another event even if you recorded army change times for each player manually and checked them with event times, This is also much hard&complex to write and very cpu intensive compared to current stat collection system. The right way to go this far in my opinion is in c++ not managed c#. The game also has a nice score system for the kills in which your score increases even depending on how well you hit a target. (i got 7 score points when i killed a ship by dropping a bomb to water, a few meters next to it but it gave 17 score points when i dropped the bomb right into its belly) It also seems to resolve these conflicts. There's no need to do the same calculations on the script which the game already does, it could be a good idea to ask the devs for a tip or example about this.
About different/variated stats:
if you stop the battle, move the
"StbVolcanicIslands2_playerstats_full.txt" and
"StbVolcanicIslands2_playerstats_low.htm" files to another folder manually and restart the battle, it will create the stats from scratch. This way you can archive them daily/weekly or however you like and can give the player with most air kills a nick or award. etc. i'll write an example about the things like "tasks per placeEnters" shortly.