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 How to Read Game Edits. 
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Ensign

Joined: Sat May 21, 2005 2:00 am
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Location: USA
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I would like to know all the current edits that are out there and what their characteristics are. BTW, all of these threads I am currently starting is for other noobs to view in the archives later too. That is why I am asking questions that aren't covered at the Cabal's Hideaway website nor already in the TW School archives.


Thu Aug 25, 2005 10:23 pm
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Lieutenant

Joined: Sat Nov 06, 2004 3:00 am
Posts: 600
Location: USA
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lol, there are way to many different edits to get into here. Have a look at Vaders site for alot of them..its umm http://blacksuntwgs.com/edits.htm ... heh, don't just use blacksun.com, total different site...lol
You want info on certain edits I can help, or others that play them regular can... Main ones I know are CTB, SZ, and Pirates, but have played alot of them. VidKids Desert Storm is cool too although I never won it.

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Fri Aug 26, 2005 3:30 pm
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Gameop

Joined: Thu Jun 06, 2002 2:00 am
Posts: 2371
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lol.
it would be better if you just learned to read edits, then you wouldn't have to know each and every edit.
also, when someone makes a new one, it won't throw you off.
hahahaha.
thats a good post akor :)

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Fri Aug 26, 2005 10:18 pm
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Commander

Joined: Tue Mar 26, 2002 3:00 am
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Noobs? Archives? BWAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHA
anyways... Slim is right, good post. ;)


Fri Aug 26, 2005 11:10 pm
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Ensign

Joined: Sat May 21, 2005 2:00 am
Posts: 260
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quote:Originally posted by Slim Shady

lol.
it would be better if you just learned to read edits, then you wouldn't have to know each and every edit.
also, when someone makes a new one, it won't throw you off.
hahahaha.
thats a good post akor :)

Thanks for the compliment. As for learning how to read the edits. I know that with ships stats, the tpw, twarp and holds are important when deciding to get a trading/colonizing ship. Twarp, ptorp, max amount of figs and max # of figs per attack are important when deciding to get killer ship. And twarp and tpw are important when deciding on a gridder/hunter ship. If the hunter is also the killer then the ptorp ablility and max fig stats are important too.
Is there anything I am overlooking?

All this is obtained by looking in the onboard catalogue. But not the planet edits. That is one of the important characteristics of each edit that isn't included on the onboard computer and I don't know where I could get any info on any but Vader edits so in order to find out what they are I have to just make some and see how they do. But I shouldn't have to do that since here is this forum to discuss stuff like edit characteristics. This is primarily why I asked for a good list of edit characteristics.


Sat Aug 27, 2005 1:35 pm
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Commander

Joined: Thu Feb 20, 2003 3:00 am
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There are thousands (if not more) possible edit combinations. It is impractical to try to list all of those combinations.


Sat Aug 27, 2005 1:48 pm
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Ensign

Joined: Sat May 21, 2005 2:00 am
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quote:Originally posted by Harley Nuss (teamEIS)

There are thousands (if not more) possible edit combinations. It is impractical to try to list all of those combinations.

But how does one know what the planet characteristics are? Things like how much product or figs each makes is not in the ship's catalogue; at least in the edit I was in. How do you know before hand what the planets would be like to farm?


Sat Aug 27, 2005 4:53 pm
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Commander

Joined: Thu Feb 20, 2003 3:00 am
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You hope the sysop has the edits posted, you check and see if vader has them posted, and if no one has them posted, then you just figure them out as you go. Listing various edits here wont' do a lot of good, considering any sysop can make his planets however he wants them.


Sat Aug 27, 2005 10:37 pm
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Ensign

Joined: Sat May 21, 2005 2:00 am
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I'm begining to get a handle on this topic.

Most of what you need to know about ship edits you can get either from your ship's onboard computer or by going to Stardock. The only thing you can't know by doing those are alien ship stats if the edit has them in it.

As for the edits themselves, most are posted currently on Vader's site at http://www.blacksuntwgs.com/edits.htm. May his site say up for a 1000 years so that the noobs who come after us can get them too.

As for the planets, if it isn't a Vader edit, the noob needs to get a server to d/l the .twa files and run extern on the games until the planet is lvl 6. If it is a Vader edit, the stats is on a seperate web page for each edit.

As for reading the edits, that is the topic the rest of this thread will be concentrating. For that I changed the thread title (again) to reflect what the main topic of this thread is coming to.

Now, down to work. I would first like some feedback on the info gained by hitting the "*" at the game entry prompt. There is so much in the dump that I will be breaking it up. Here is the first piece info it generates:

Game Stats:
[Version]
Major Version=3
Minor Version=13

This is the current version. Am I right in assuming the other versions have exploitable bugs and if one was playing them one usually plays using them?


Sun Aug 28, 2005 1:16 pm
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Lieutenant

Joined: Sat Nov 06, 2004 3:00 am
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Ok, at game entty, these are things I look at for a New bang, I'll pulling this off a real game.
MBBS Compatibility=True Mega-Rob or Not
Show Stardock=True heh heh hate seeing that as False
Ship Delay Mode=None
Ether Delay Mode=1 Sec
Turn Base=1440 Turns
Time Online=Unlimited
Colonist Regen Rate=50000
Max Planet Sector=3
Max Corp Members=4
FedSpace Ship Limit=2
Photon Missile Duration=3 Sec
Tournament Mode=1
Max Times Blown Up=10
Trade Percent=100%
Steal Buy=True
Production Rate=50
Max Production Regen=100
Multiple Photons=True
Clear Bust Days=1 Days
Steal Factor=70%
Rob Factor=50%
Rob Delay=False
Port Production Max=32760
All of those settings normally affect how u start/play
alot of it is also Personal Prefence...
I think Most Peeps use that screen to see if they even wanna try the edit
Some don't like ship delay
Some don't like Aliens
Some want High turn or low turns
Then theres the fact that its an old game, u can see amount of ftrs, age of game and all.
Some of the stuff u can pull up once in the game, but why make another database to get in the game just to find out u don't wanna play it.
Although I think some of those settings are unchangable if its MBBS
and feel free to hit me up on ICQ if I'm on

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Its not the Kill, Its the Thrill of the Chase
S: Min: 297 Max: 437 Average: 410 -- Just here to attack aliens
S: High/Low Removed   Average: 421
          


Sun Aug 28, 2005 3:36 pm
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Joined: Mon Feb 09, 2004 3:00 am
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quote:Originally posted by Akor

quote:Originally posted by Harley Nuss (teamEIS)

There are thousands (if not more) possible edit combinations. It is impractical to try to list all of those combinations.

But how does one know what the planet characteristics are? Things like how much product or figs each makes is not in the ship's catalogue; at least in the edit I was in. How do you know before hand what the planets would be like to farm?


This is why I put the planet characteristics in the Greek Gods edit that Vulcan is running. The CJ commands will get you stats on all of the planets within the game itself: max cols, production rates, build times to each cit level......

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Sun Aug 28, 2005 4:13 pm
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Commander

Joined: Thu Feb 20, 2003 3:00 am
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CJ by default shows no useful information, but if a sysop takes the little extra time to put it in the cj listing, it's great for the players.

Incidentally, if you have the .twa and a twgs, you can just look at all the edits in tedit, you don't have to actually go in the game. Additionally, players don't upgrade with extern, they upgrade at midnight. I think traitor has listed on tw-cabal.com the things that happen at extern and the things that happen at midnight.


Mon Aug 29, 2005 2:20 am
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Ensign

Joined: Sat May 21, 2005 2:00 am
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quote:Originally posted by Harley Nuss (teamEIS)



Incidentally, if you have the .twa and a twgs, you can just look at all the edits in tedit, you don't have to actually go in the game.

I tried to import one of the .twas that I got from Vader's site but had some difficulty. What are the steps to importing the .twa file?


Mon Aug 29, 2005 8:34 am
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Veteran Op
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Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
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Lots of sysops adjust details when importing a TWA. Find that alot, so the TWA might not accurately reflect the game you're in. But importing one is simple. First start twgs...

Click on Stop Server (if it's on)

At the top: Server -> Configure.

Games tab -> New game. Give it a description, admin password, etc.
Click Ok.

Back the first menu:
Click on Command Center

Click on the new game name in the left hand list of games. Highlight it.

Now, at the top: Archive -> Import Game.

Give it the filename, click ok.

It'll uncompress the file and ask for you to confirm.

Click OK when you're ready. Data is imported. You may want to rebang, however. So with the game highlighted, click on the "BIGBANG!" option on the right. It'll ask you to confirm, click yes. Then tell it to use existing data in the next option. Banging a game involves many many details, far beyond the scope of this post. Lots of settings to be found there.

Anyway. Once it's loaded, from the command center. Highlight the game name in the left hand menu again. Click on the "Editors" in the right hand side. Right hand options, think it's called "gold editors" or something. Ships, planets, lots of different things you can scroll thru. You probably don't have to rebang for this, I don't know for sure... I just always do as I don't like importing used player data.

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Mon Aug 29, 2005 5:57 pm
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Ensign

Joined: Sat May 21, 2005 2:00 am
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Singularity, that brings up what you said one time. You said that once a player has an edit mapped out which would be the same as haveing a ztm of the game in the TWX database, when he plays another game that has the same edit, the map will still be the same. Banging, as I understand from that, is nothing more than changing the sectors of the dock, Class 0s and maybe alien planets around. Am I right on this?


Mon Aug 29, 2005 9:02 pm
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