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 Ports 
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Lieutenant J.G.
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Joined: Tue Feb 19, 2002 3:00 am
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What I am wanting to do is basicly move some ports in a game.

I know I can enter the game, destroy the port, then build the port somewhere else but its messy, radiation and nav-haz and very time consuming.

Is there a "good" way to move a port, or remove ports from a game and add them back in somewhere else? It seems the only way to do it is in the game itself and not through t-edit.

EIS Team, this would be a great feature to have, maybe have a location line in t-edit showing the sector number the port is in and that you could change like you can with planets, ships, and players.

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Wed Mar 17, 2004 5:43 pm
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Lieutenant J.G.

Joined: Fri Nov 16, 2001 3:00 am
Posts: 438
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In T-edit you can edit a sector, and in that sector edit is a port option. I wouldn't recommend doing too much of this though, it screws with the game's mind :) Heck, you can even edit the warps in the sector, but that's not a good idea either. I recommend doing it the way you said. Blow the offending port up, then build it somewhere else. As far as the debris, you can clear that in t-edit sector edit easily and you can set the "radiation warning" to reset at externals. When you do it within the game itself, you don't stand much of a chance of messing the game up, because it's designed to keep track of these things in that manner.

I find the less editing you do the better. You learn what a safe edit is from trial and error. Did you know you can safely edit the NAME of the sector (you know the name like "Slogovian Nebulae"?) This does not permanent damage to game files that I've ever seen.

I was editing certain parts of the game to customize it before Gold came along. I played incessantly with the editor in games no user was playing.

Trust me, blowing up the port with your character is the best way. Blowing up a planet yourself, instead of editing it out is best, buying a ship rather than changing a ship's class, things like that.

Rule of thumb if you can accomplish it "legally" by doing it in the game, then tweaking it, do it!




quote:Originally posted by Boss

What I am wanting to do is basicly move some ports in a game.

I know I can enter the game, destroy the port, then build the port somewhere else but its messy, radiation and nav-haz and very time consuming.

Is there a "good" way to move a port, or remove ports from a game and add them back in somewhere else? It seems the only way to do it is in the game itself and not through t-edit.

EIS Team, this would be a great feature to have, maybe have a location line in t-edit showing the sector number the port is in and that you could change like you can with planets, ships, and players.

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Mon Apr 12, 2004 1:59 am
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Lieutenant J.G.
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An update on how to do this the right way, I figured it out.
In the sector editor you can choose Port to edit the port, it asks you Edit Port Y/N? and you answer no, if you answer yes you can edit the port but not its location, it will then give you the port numbers available in the game, setting this to 0 removes the port from the game but saves at least the basic port setup info for it. If you need to move ports around, make sure you remove, set to 0, any sector you are moving a port to, then make note of the port numbers you want to move there and set them to 0 also if they are already present in the game, then set the ports in the new sectors. If you dont follow this diliberate process you will corrupt your ports. Any port has to be removed before it is moved. You can assign port numbers that have no port value to create new ports with no problem.

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Mon Apr 12, 2004 1:12 pm
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Ensign

Joined: Wed Feb 26, 2003 3:00 am
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You may want to check out this from Vid Kid
Here is a SysOp/Game Op script for setting Up ports before games. It has been requested for a long time , and now I've decided to release it to any sysop needing this help. SysOp Port Fixer
http://geocities.com/videotees/hintstips.html

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Mon Apr 12, 2004 3:25 pm
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Lieutenant J.G.

Joined: Fri Nov 16, 2001 3:00 am
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quote:Originally posted by Tradewarrior55

You may want to check out this from Vid Kid
Here is a SysOp/Game Op script for setting Up ports before games. It has been requested for a long time , and now I've decided to release it to any sysop needing this help. SysOp Port Fixer
http://geocities.com/videotees/hintstips.html


OK, now I'm confused. Why would you want to move ports around anyway? What is it about the port's location that needs fixing? I'm out of the loop completely.

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Tue Apr 13, 2004 7:03 pm
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Commander

Joined: Thu Feb 20, 2003 3:00 am
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Some sysops like to customize their universes. I remember a thread recently where someone was wanting to have clustered ports, like a 10k sector game with two 500 sector clusters that contained all of the ports. Also, if you wanted to slow down an unlimited turn game, you could eliminate all ssm pairs, even all ppt pairs, which would stop all world* scripts. Those are just a couple of reason for moving around ports that I can come up with right off the top of my head.


Tue Apr 13, 2004 7:39 pm
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Gameop

Joined: Thu Jun 06, 2002 2:00 am
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in game E at bone collector's twgs he moved the dock 1 hop from terra hoping that that would help keep people alive/get people in game and to avoid the set nav haz/figs/mines etc inbetween the two. before he did this, the game lasted an hour, after he did this it lasted almost a full day, heh.

Slim

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Wed Apr 14, 2004 5:04 am
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Lieutenant J.G.
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I beleive that is actually an option to have SD connected to Fed when you run big bang, cant remember off the top of my head for sure but I am pretty sure it is. Either way, this is not always a good thing. I can surround all of Fed with 1 macro that way and it makes it easier to do a Fed blockade that way and kill everyone more efficiently than if they were separate. And with todays scripts that doesnt even matter that much any more either.

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Wed Apr 14, 2004 1:22 pm
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Joined: Thu Feb 20, 2003 3:00 am
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There isn't a big bang setting, but it's fairly easy to just modify warps to make it that way. The advantage of having SD next to fed is that it takes more resources to effectively blockade it. This in turn gives everyone else a longer chance to get out and make some cash. Also, it makes it more difficult to respond to blockade breakers. If they're next to your current sector, you just have to move one hop. If it's the other side of fed, you have more move delays involved.


Wed Apr 14, 2004 3:23 pm
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