TW Sysop Utilities/Addons
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Rave
Ambassador
Joined: Thu Feb 07, 2002 3:00 am Posts: 537 Location: USA
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I've just started working on a couple TEDIT scripts. Just recently someone was posting in one of the other forums here on EIS in regards to the old v2 extenders that several third-party developers wrote for the old door game. Some of those addons added some interesting twists to the game, and I've started putting together a couple scripts that mimic those old addons for TWGS.
Currently in the works:
Supply Ship (based on SimSoft's SUPPLY SHIP extender): About 60% finished right now. Just working on the schedule automation and game config management end of it. Resupplies a X (sysop definable) percentage of ports in a Trade Wars game, setting all inventories back to 100% on any port that it stops at. It also clears the last robbed field and the last ported field, and will deliver a load of colonists to Terra. Might be interesting for those unlimited turn games where even at 200% restock ports are drained too quickly.
Wandering Stardock (based on SimSoft's WANDERING STARDOCK for TW v1): About 50% finished. Shouldn't take much at all to finish it up though. Pretty self-explanatory. Every X (sysop definable) hours the script relocates StarDock. It does this correctly so there's no crosslinking, moves the FedBeacon, etc. Can set to always move SD every X hours or set a percentage check for each X hours.
TW-MISSIONS (can't remember who originally developed this): About 5% finished right now and by far the largest of these scripts. Will assign missions to the general public (via log announcement) or individual players (via MAIL). Current ideas for missions include destroying a specific alien (for both blue and red players), capturing a planet (for both blue and red players), doing your fed duty (blues hunt a red player), taking on contract work (reds hunt other reds or a blue player), etc. I'm still looking for additional mission ideas... This one is going to take a bit longer to finish. It's already getting pretty complex and I'm not even that far into it yet.
If these are TWX scripts that you'd be interested in using, let me know. Obviously I don't want to put to much time into them if the interest from Sysops isn't there. If you have any other ideas for sysop utilities, don't hesitate to let me know. I'd be more than happy to work up utility scripts for all of you.
_________________ Lisa M. Cutler
aka Rave
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| Wed Sep 25, 2002 6:25 pm |
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The WABBIT
Ensign
Joined: Fri Mar 02, 2001 3:00 am Posts: 227 Location: USA
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Lisa,
I would be very interested in this scripts. If you want I could help with testing them out. If not, that is fine. I'll would really like them when they are finished.
The WABBIT
_________________ The WABBIT ICQ# 12988803
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| Thu Sep 26, 2002 5:10 am |
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Shinare
Warrant Officer
Joined: Tue Aug 13, 2002 2:00 am Posts: 92 Location: USA
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BRAVO RAVE!!!
*the sound of applause and cheers in the background*
What a very wonderful undertaking. I too think this will add needed twists to the game.
---TW-MISSION ideas---
Heres an idea for a mission, and I would wonder how dificult it would be to achieve. How bout a "Stock A Port" mission? Where the trader would be hired by a port. The script would set a random port to 0% buying in one of their buying fields and your job is to restock it. Once restocked, the port you were restocking would say thanks in a nice way by a small reward.
How bout a "escort service"? hehe I know it sounds bad, but how bout a large CT or some other defencless ship needs to be escorted from one end of the universe to the other (Maximum warps or maybe set it to like 100 random warps to adjacent sectors) and you need to help get them there because its moving at like 1 warp every 1-3 minutes or something. This might be dificult as well, but have other ships that want to attack it and kill it. Your job is to stop them form doing this. If this ship makes it in one piece to its destination sector, you get a reward of some sort.
How bout defending a rogue planet from attack? Your job, "should you choose to accept it" would be to fend off attacking aliens from a planet out there generated by the script. If your successfull and the planet is not destoried, then you get a prize, perhapse the planet, or something. *shrug*
Those missions would probably be very dificult to do because of the ship interaction/generation/deletion that would be needed.
How bout some sort of mission where you would travel recon for someone and would need to check out a sector for them because probes cant get in and everyone they send in there never comes back. Your job is to recon the sector and bring back the usefull information. And just for dun, generate a KILLER sector that you can later tell them to go clear out or just leave out there for some unsuspecting newb to blindly warp into.
---OK Other script Ideas---
I remember a roaming planet script out there back in the old days that had nice goodies on it (like a huge population so that daily product would be nice), as well as what ever level cit you wanted to put on it. You could aslo dictate what type of planet it was so if you wanted it to be its own special GOLD planet with like 1 pop to 1 production in all 3 categories you could. Each night at extern it would move and change ownership so that the current holder of the planet never knew where it went off to.
It would be cool if you coold set up smarter Feds some how, or atlease did something more with the FED than you currently do. Make them a more active participant in the game. The stupid alien traders are more active then they are. (although I guess I could set up an external GOLD alien race called THE FEDS or something and give them sweet Butt ships and stuff, but it woudnt be the same). [:)]
I remember a roaming "Worm Hole" program out there that made things interresting, I'm not quite certin I remember what exactly it did, but I think I remember it was pretty cool.
This next idea could serriously unballance the game, but it also might not, depending on how you implement it. Now that V3 is more real-time and multiplayer, I think it would be cool if there was a device you could buy at the HW imporium, or perhapse in the evil area if you just want evils to have it, that could intercept private transmissions, if only for a couple or few words of them. Like take this for instance:
Incoming Descrambled transmission on the "De-Squelcher Box" (or whatever you want to call it): From Robber Boomer: ...the....after you...planet...
Might be neet, and who knows, you might get lucky and get a scetor number (or partial) out of it, or you could program it to ALWAYS miss numbers like 1234.
Ok, how bout.... ok, your probably sick of me already. I got a fount of ideas if you want to hear more of them just let me know. My work with MUDs has left me with a predisposition to adding "neet" things.[:o)]
_________________ ---telnet to telnet://bbs.angelichome.net and give my computer something to do!
[url="http://www.people.fas.harvard.edu/~pyang/base/allyourbase.swf"]ALL YOUR BASE ARE BELONG TO US![/url]
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| Fri Sep 27, 2002 8:50 am |
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Pyewacket
1st Sergeant
Joined: Tue Aug 06, 2002 2:00 am Posts: 37 Location: USA
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MOAN.. Rave, you are awesome. Absolutely yes, yes, YES!! This is the one thing I am missing so much from my early days. Count us in, and I will happily test for you. These are things I would seriously consider buying, btw. (Drooling over the idea of a wandering stardock... MUAHAHAHHA)
_________________ Pyewacket/Pagan
Stardock Omega
hubtoo.com port 2002
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| Sat Sep 28, 2002 3:56 pm |
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Rave
Ambassador
Joined: Thu Feb 07, 2002 3:00 am Posts: 537 Location: USA
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quote:Originally posted by Shinare
BRAVO RAVE!!!
*the sound of applause and cheers in the background*
What a very wonderful undertaking. I too think this will add needed twists to the game.
Yeah, missions of that level of interaction would be pretty difficult to set up and manage through a simple script. At the moment at least, I'm going to concentrate on missions where I can generate a player "request/command", send that mission to a specific player (randomly generated) or to the entire game (through log announcements) and then basically not worry about that mission for 24 to 48 hours. Success/failure would be picked up from the daily logs and from changes within TEDIT.
I could do the port restocking mission, however.
Wandering wormhole is also in the works! And Rant is working on a script called "Rant's Incredible Shrinking Universe" where every 24 hours a sysop definable range of sectors (say, 1 to 10 or 10 through 20, or something like that) are -all- blocked off from the rest of the universe. All the warps of randomly chosen sectors are blocked set to 0... if you're in one of these sectors when it happened, you're trapped. If you're outside, then they basically cease to exist. The other one he's working on is the derivative of this... Rant's Incredibly Twisted Universe, where it randomly reassigns warps from one randomly generated sector to another randomly generated sector... making warp data ever changing on a massive level.
Wandering Planets, the old addon by SimSoft is on the list of script recreations, and it shouldn't be very difficult at all.
Yes, I can make the feds smarter. I already have a realtime "extern" script that clears the Major Space Lanes of fighters, mines and planets on a regular basis. It just needs some finishing touches.
I haven't had a lot of time the last two days to work on these but I'll get back to them shortly. Problem with trying to do too many things at once is you end up getting pulled in twenty different directions at the same time. ::sigh::
_________________ Lisa M. Cutler
aka Rave
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| Sun Sep 29, 2002 1:06 pm |
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Sep
Gunnery Sergeant
Joined: Mon Jul 30, 2001 2:00 am Posts: 22
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Scripts, scripts scripts!!!
Rave, plenty of interest from me too with all the scripts... Roaming stardock... ahhh.... [:D]
Need help testing or anything, lemme know!
Sep
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| Mon Oct 14, 2002 2:05 pm |
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--drehmini--
1st Sergeant
Joined: Sun Sep 29, 2002 2:00 am Posts: 39
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yeah i will offer beta testing the scripts  rave sounds like ur hard at work and also if u will let me i will help on making the scripts (just gotta learn how)
_________________ telnet://co.servegame.com
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| Mon Oct 14, 2002 3:07 pm |
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Br Corey
Staff Sergeant
Joined: Fri Jan 11, 2002 3:00 am Posts: 15
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me three, we want to test them too.
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| Thu Oct 17, 2002 1:56 pm |
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GateKeeper
Gunnery Sergeant
Joined: Mon Mar 18, 2002 3:00 am Posts: 27 Location: Canada
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quote:Originally posted by Rave
I haven't had a lot of time the last two days to work on these but I'll get back to them shortly. Problem with trying to do too many things at once is you end up getting pulled in twenty different directions at the same time. ::sigh::
Rave, I get the sense you're pretty busy lately, but count our BBS in to test the add-ons. I too miss them from the early days when we had the old versions running. Anything our staff can do to help, let me know. We'd be glad to help.
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| Mon Oct 28, 2002 5:52 pm |
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Rave
Ambassador
Joined: Thu Feb 07, 2002 3:00 am Posts: 537 Location: USA
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Well, as a couple people have surmised, I haven't had time lately to even look at the two scripts that I had near completion before I got mauled by a lack of time. And I'm not sure when I'll have a chance to seriously consider finishing up the two scripts that I started on. I'm still holding out for TWX v2 to be released within the next month or two, which would make things a lot easier since TWX v2 will correct a lot of problems that are preventing my scripts from working the way I had intended them to.
No, this does not mean I'm abandoning the scripts. Just means they're on hold until either I have the time to write workarounds that will allow them to work in current versions of TWX or TWX v2 is released. What I have now should work perfectly with TWX v2, but since it hasn't been released yet that doesn't really help much.
_________________ Lisa M. Cutler
aka Rave
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| Thu Oct 31, 2002 7:54 pm |
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The WABBIT
Ensign
Joined: Fri Mar 02, 2001 3:00 am Posts: 227 Location: USA
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quote:Originally posted by Rave
Well, as a couple people have surmised, I haven't had time lately to even look at the two scripts that I had near completion before I got mauled by a lack of time. And I'm not sure when I'll have a chance to seriously consider finishing up the two scripts that I started on. I'm still holding out for TWX v2 to be released within the next month or two, which would make things a lot easier since TWX v2 will correct a lot of problems that are preventing my scripts from working the way I had intended them to.
No, this does not mean I'm abandoning the scripts. Just means they're on hold until either I have the time to write workarounds that will allow them to work in current versions of TWX or TWX v2 is released. What I have now should work perfectly with TWX v2, but since it hasn't been released yet that doesn't really help much.
BTW
were you able to come up with a work around for the script(s) to connect to the local server? The problem I have with any scripts connecting to a local server. Is that TWX will start the attempt. And it actually does not make the attempt. I had finally gotten to where I have the script set a trigger for when the connection is made. And then continuely atempt to connect and disconnect from the local server. Until the connection is made. With doing this I have found that TWX will finally connect to the local server as soon as the 3rd attempt. Or make 50 attempts before actually getting a connection. But, it usually is somewhere between 15 and 30 attempts before a connection is made.
_________________ The WABBIT ICQ# 12988803
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| Thu Oct 31, 2002 9:04 pm |
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Rave
Ambassador
Joined: Thu Feb 07, 2002 3:00 am Posts: 537 Location: USA
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Just an update...
I got a pre-release copy of TWX v2 from Xide a couple days ago. I haven't had the time to even install it yet, but I'm hoping this coming week I'll be able to put some time into setting it up and figuring out the scripting differences between v1 and v2. (There's no documentation for the scripting yet, so I'm pretty much blind at the moment in that regards.)
Anyways, the scripts are still something I intend on pursuing.
_________________ Lisa M. Cutler
aka Rave
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| Mon Nov 04, 2002 6:27 pm |
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Shinare
Warrant Officer
Joined: Tue Aug 13, 2002 2:00 am Posts: 92 Location: USA
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quote:Originally posted by Rave
Anyways, the scripts are still something I intend on pursuing.
Thanks Rave! Your great, we're eagerly awaiting the first betas! [:D]
Shinny
_________________ ---telnet to telnet://bbs.angelichome.net and give my computer something to do!
[url="http://www.people.fas.harvard.edu/~pyang/base/allyourbase.swf"]ALL YOUR BASE ARE BELONG TO US![/url]
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| Tue Nov 05, 2002 10:58 am |
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Toad
1st Sergeant
Joined: Sun Dec 24, 2000 3:00 am Posts: 42
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I didn't see this mentioned, but i didn't read too hard either
One of the things people really liked about the V2 add ons were the alien races. I know TWGS has the alien server and the alien AI stuff that hasn't been worked on/completed yet.... could this be another thing that could be done, or is this best left to the Alien AI that is coming one day?
quote: Originally posted by Rave
I've just started working on a couple TEDIT scripts. Just recently someone was posting in one of the other forums here on EIS in regards to the old v2 extenders that several third-party developers wrote for the old door game. Some of those addons added some interesting twists to the game, and I've started putting together a couple scripts that mimic those old addons for TWGS.
Currently in the works:
Supply Ship (based on SimSoft's SUPPLY SHIP extender): About 60% finished right now. Just working on the schedule automation and game config management end of it. Resupplies a X (sysop definable) percentage of ports in a Trade Wars game, setting all inventories back to 100% on any port that it stops at. It also clears the last robbed field and the last ported field, and will deliver a load of colonists to Terra. Might be interesting for those unlimited turn games where even at 200% restock ports are drained too quickly.
Wandering Stardock (based on SimSoft's WANDERING STARDOCK for TW v1): About 50% finished. Shouldn't take much at all to finish it up though. Pretty self-explanatory. Every X (sysop definable) hours the script relocates StarDock. It does this correctly so there's no crosslinking, moves the FedBeacon, etc. Can set to always move SD every X hours or set a percentage check for each X hours.
TW-MISSIONS (can't remember who originally developed this): About 5% finished right now and by far the largest of these scripts. Will assign missions to the general public (via log announcement) or individual players (via MAIL). Current ideas for missions include destroying a specific alien (for both blue and red players), capturing a planet (for both blue and red players), doing your fed duty (blues hunt a red player), taking on contract work (reds hunt other reds or a blue player), etc. I'm still looking for additional mission ideas... This one is going to take a bit longer to finish. It's already getting pretty complex and I'm not even that far into it yet.
If these are TWX scripts that you'd be interested in using, let me know. Obviously I don't want to put to much time into them if the interest from Sysops isn't there. If you have any other ideas for sysop utilities, don't hesitate to let me know. I'd be more than happy to work up utility scripts for all of you.
_________________ Toad Toadville TWGS and BBS Toadville.org
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| Mon Nov 25, 2002 11:58 am |
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Rippin Kittin
Staff Sergeant
Joined: Thu Oct 17, 2002 2:00 am Posts: 10
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I have one question, I remember talkin with bud awhile back an he was talking about something about a moving terra, every extern terra would move to a new location along with Stardock, its a great idea, but how does it work?
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| Wed Nov 27, 2002 6:21 pm |
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