Co-op Ace for SFC:EAW and SFC:OP


Contents

Introduction

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!

This page originally lived at: http://khoromag.org/taldren/scripts/coopace.html


Downloads

Download Now Version 4.0

Note: FireSoul has 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.


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.]


Revision History

  • 4.0
    • January 24, 2005
    • Features and work by FireSoul:
      • Much smaller installer.
    • Lots of new options, better integration with add-on Ship Lists.
  • 3.2.1
    • July 27, 2004
    • Features and work by FireSoul:
      • Improvements to game load strategy to reduce drops.
      • Automatic red alert after 8 seconds in.
  • 3.2
    • November 25, 2003
    • Features and work by FireSoul:
      • Speed improvements! Faster load times.
      • Mod support directly in the OP customizer!
      • Maximum difficult ratio increased from 2.00 to 3.00.
      • Selectable AI enemy era.
  • 3.0.1
    • November 12, 2002
    • Features and work by FireSoul:
      • Fixed an advanced era date range handling problem (OP only).
  • 3.0.0
    • October 17, 2002
    • Features and work by FireSoul and Strafer:
      • Enhanced enemy fleet selection and generation.
      • Increased game stability.
  • 2.6.3
    • September 2, 2002
    • 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
    • August 8, 2002
    • 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
    • July 21, 2002
    • 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
    • July 17, 2002
    • 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
    • Mar 31 2001
      • 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
    • Mar 15 2001
      • Added AI Intelligence setting.
      • Changed default difficulty to 1.1.
  • 1.3
    • Mar 12 2001
      • 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
    • Mar 3 2001
      • 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
    • Feb 17 2001
      • 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.

Unable to determine the BPV of player fleets with loadouts

  • 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.
    • OP Only: the loadouts for shuttles, spareparts and mines can be detected. However, the loadouts for drones and fighters cannot.
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