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 Breaking Reactive Scripts 
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Unread post Re: Breaking Reactive Scripts
John Pritchett wrote:
If it's possible to do what Cruncher wants, it won't effect anyone who doesn't want to be effected. Those who are opposed to it just seem offended that someone doesn't like to play the way they like to play. And that's not a constructive dialog.

No those of us that find it silly, think your resources could be used on something actually useful, like botlink. Or chasing any other bugs that are still on the list. If it is a toggle I could careless, it's your time if you wish to implement something that will never be used have fun.

John Pritchett wrote:
By the same token, the only point of starting this argument is to drum up controversy.

You might want to talk with your Ambassadors as they seem to be the ones that constantly beat the dead horse, the rest of us are content not to discuss it. But if there is no response the fear is there that you might think it is something most players want so the discussion starts. I moved it out of Kav's since he felt I was hi-jacking his thread and the title did not warrant this particular conversation.

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Mon Mar 12, 2012 6:49 am
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Unread post Re: Breaking Reactive Scripts
John Pritchett wrote:
Thank God for private servers.

I really think the only reason this argument continues is because people here just like to argue about stuff. It's such a moot point. If it's possible to do what Cruncher wants, it won't effect anyone who doesn't want to be effected. Those who are opposed to it just seem offended that someone doesn't like to play the way they like to play. And that's not a constructive dialog.

By the same token, the only point of starting this argument is to drum up controversy. For those who want to see this kind of change, I'm the only one you need to discuss it with. You don't need to seek the approval of anyone here. As an option, it's just between you and me. These discussions can be constructive in terms of analyzing the issue and figuring out what might or might not work, but too often they are not constructive. They degenerate into a shoving match about who's way to play is the RIGHT way. There is no RIGHT way. It's just a game. It's supposed to be fun. You can't tell people how to have fun. Either they do or they don't, and they won't stick around long enough to figure out HOW to have fun. There are too many other options today.


You're right, we do like to argue. Kav was set-off by recent posts he's seen in newsgroups. I've asked him to post the links and posts, to give a voice to those who are of another opinion, who don't post here. (baby seals)

Not everyone has the tenacity to fight for an unpopular opinion. These debates are fun as well. As long as they remain civil, it's all fun. People can always ignore the threads, but as long as they jump in with a comment, they are in the debate. If it's not fun for them, they can stop reading and posting to certain threads.

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Mon Mar 12, 2012 7:33 am
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Unread post Re: Breaking Reactive Scripts
Cruncher wrote:
Promethius wrote:
Cruncher wrote:
If you wanted to play during that time-period, you had to adapt or die, you did not have a choice. Today, we do have choices.


Yes, and I fail to see why so much drama continues. Make those choices, and be happy they are there. Seems like I keep hearing, "if I had just one more option".


The more I learn about TWX and what it's capable of accomplishing, the more I want that one more toggle to put an end to the aggressive reactive scripts.


Correct me if I am wrong on the following: The problem with the toggles is that they create a frankenstein game where the player may not know what will happen. That which they could do on one server, they find restricted on another. Wouldn't this make learning the game even more difficult?

The only thing I can see is game bangs posted similar to what proGameInfo does and includes all toggle settings to give full disclosure of what the player is getting into. The ability to do this (without a TWX script) would be a very nice enhancement for game bang notices. If anyone wants the source to proGameInfo (for v1.03) to rewite it, I am more than happy to release the script in .ts format.

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Mon Mar 12, 2012 11:29 am
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Unread post Re: Breaking Reactive Scripts
Cruncher wrote:
Helix wrote:
I know this will sound crazy but why haven't we discussed turning off fighits, limphits and armid messages? It could be a switch used in a n00b game and means you would have to spend more time updating your figs, limps and armids but would kill reactive scripts depending on those hits.

Is it too crippling? Would a player learning or relearning the game be too crippled? Would it be worth the trade off? Like a new player learning in unlimited turn games vs turn games. Could they even play in a normal game after learning inside such a crippled environment?

H


Crippling the game isn't the answer. The "builders games" on Ice-9 feel crippled to me, with the maxed ports in open space, 10k sectors partrolled fed space (play pen). Don't kill a toll fig there! Cracks me up that they will kill you for killing a single toll fig, but leave you alone for paying tolls. Just until they get tired of you, then the next toll you pay... is your last. But that's where players have gone, seeking a safe haven only to become guppies in the shark pond for anyone who wants some easy prey.

Don't poke the bear! LOL

Returning players are going to feel a lot of disorientation, that's why I run mainly stock games. Give them time to get their bearings again, re-learn the game at the basic level, forge some friendships then maybe try to take on the task of learning TWX.


Crippling the game for newbies ?.... Isn't that what you site is all about... Delays and toggles for everything... to run Merch is painful on your site with all the planet delays

How can you criticize V'ger's building games ? He has more player in one of his building games than you have on your whole site... All his games are labelled either Kill games or Builder... Maybe instead of mocking his site maybe learn from him ...he runs a very successful site for all types of players... And all types of players play there...


Mon Mar 12, 2012 11:34 am
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Unread post Re: Breaking Reactive Scripts
Orion is right.

It is up to JP to give Sysops the tools to attract players.
It is not up to the Sysops to criticize each other over what works and what doesn't.

Obviously players vote with their feet, and Ice-9 and UTW are filling a need that players have. It is up the the Sysops to find out what that need is and accommodate those users. If Cruncher wants to play to the manual crowd fine- but do not demean those who actually want to have players play how they want.

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Mon Mar 12, 2012 11:42 am
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Unread post Re: Breaking Reactive Scripts
I'm definitely trying to capitalize on what Ice 9 and some other sites have done. They are definitely a model for how to run an active site. Unfortunately, the things they do are beyond the ability of a lot of gameops. I'm hoping to provide ways for ops like that to provide tools for others to use, they they have provided TWA edits for those who are less able to create a balanced game edit.

As for the Frankenstein thing, that's TradeWars. It's been like that for years. There are just a lot of settings. Adding one or two new ones won't put it over the edge. Of course I see the need to simplify the process of finding games and configuring games, and I intend to address it. Things are progressing, however slowly.

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Mon Mar 12, 2012 11:58 am
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Unread post Re: Breaking Reactive Scripts
John Pritchett wrote:
.....

As for the Frankenstein thing, that's TradeWars. It's been like that for years. There are just a lot of settings. Adding one or two new ones won't put it over the edge. Of course I see the need to simplify the process of finding games and configuring games, and I intend to address it. Things are progressing, however slowly.


I would agree based on the messed up edits I have ran into over the years - expecting a game based on the name, and finding that it has been altered is frustrating. That was part of the reason I wrote the script to display the settings - let people know what they were getting into. The script that Vid has done a great job modifying was the second part to provide information to the players and somewhat level the knowledge of an edit.

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Mon Mar 12, 2012 12:17 pm
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Unread post Re: Breaking Reactive Scripts
Mongoose wrote:
Kavanagh wrote:
It is very simple to render the TWX reactive attack scripts inoperable, without affecting anything else that TWX scripts can do.


I'm sure it would be simple to render the existing, public TWX reactive attacks scripts inoperable. But I do not believe it's possible to prevent script writers from working around any changes you might make. Break the public scripts, and script writers would enjoy even greater dominion at the expense of the players you're trying to help.


It is impossible to cope with the change that I have in mind to break the reactive attack scripts, by editing scripts. The only way would be by editing the twx source code and there are few if any who could do that, apart from Mulder (Xide) and perhaps EP. It is actually an extremely simple change and could probably be done in a few minutes. Simply changing the course plot format to the HVS format prevents twx from acquiring intersector warp data. Bang goes much of the internal database.

Doing the same for port reports would destroy most of the rest, but that would be wrong to do.

I tried to get twx working on HVS a couple of years ago to no avail and then went back and forth with Sing about the problem, the conclusion was, aint no way, because of the difference in format HVS-TWGS.

I had the reverse problem years ago when TWGS came out, the offline database I use, twassist couldn't read the course plots. I had to parse the capfiles so it would work, difference is, it is offline and just reads a text file.

Even importing warpdata (in the correct format) into twx does not work.

Let me try to explain this again. I am solely concerned with getting an environment for newbies and retreads set up. I know that there are great tools and aids available for them, in many cases written or maintained by those here on the opposite side of the debate from me, much to their credit. Problem is, the newbies for sure don't know where to look or even if they need to.

I am absolutely not anti script, and have zero problem with other players using anything they can throw at me. I am not anti twx, heck I tried to get it to work on HVS for god's sake.


Last edited by Kavanagh on Mon Mar 12, 2012 3:05 pm, edited 2 times in total.



Mon Mar 12, 2012 2:19 pm
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Unread post Re: Breaking Reactive Scripts
T0yman wrote:
I moved it out of Kav's since he felt I was hi-jacking his thread and the title did not warrant this particular conversation.


If I gave that impression it was not my intention and I apologize. Threads always drift, the original poster often gets interested in the drift, if they don't, all they need do is reply with a quote to the last on topic post and drive on.


Mon Mar 12, 2012 2:23 pm
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Unread post Re: Breaking Reactive Scripts
Cruncher wrote:
You're right, we do like to argue. Kav was set-off by recent posts he's seen in newsgroups. I've asked him to post the links and posts, to give a voice to those who are of another opinion, who don't post here.


Did I miss where Kav posted those links, would speak volumes to your claims if you shared the wealth of players who are upset over and about the current state of the game.

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Mon Mar 12, 2012 4:06 pm
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Unread post Re: Breaking Reactive Scripts
Kavanagh wrote:
I tried to get twx working on HVS a couple of years ago to no avail and then went back and forth with Sing about the problem, the conclusion was, aint no way, because of the difference in format HVS-TWGS.


In it's current inclination Yes you are correct. However it would not be a complete rewrite of the TWX database. The thing about Boolean logic is that once you have mastered one language the rest come more naturally.
I have never written in Delphi before,I'm also not a programmer by trade.

However in one night I was able to load TWX 2.05 into a compiler and get a basic understanding of how it works internally. Imagine if any one of user's decided to spend some actual time with it. I'm sure what Sing meant was in it's current implementation.

It's up to John to decide what to spend his time on, I personally don't really care what his focus is on as long as he is still supporting the game. The issue as I see it and how I took Toy's statement is WHY.

Even if John took the time to rewrite the database and no one was able to adapt the TWX database to the new format you'd still have programs like swath that can run adaptive and responsive scripts. Swath run's faster than a human, responds faster than a human and can burst similar to TWX. It's also a harder language to script in which is why it is not nearly as popular.

So what's the point of pushing this issue if the end result is you still have the same problems just with a different database. That in my opinion is much less dynamic and robust as this versions.

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Mon Mar 12, 2012 4:18 pm
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Unread post Re: Breaking Reactive Scripts
Kaus,

No argument there, sure the source code can be edited. I probably could even, but I'm not interested in spending time on the learning curve.

The object of the exercise is not to render TWX inoperable. That would be impossible; the TWGS versions that support it as is are on the street. The objective is to make a version wherein the reactive attack scripts do not work.

It is utterly and absolutely beyond me why this is seen as threatening. There is no way that people could be forced to play it, if it came to pass.

Regarding the usenet etc posters complaints, I have not posted the links, and see no point wasting my time doing so right now, simple google searches should bring them up. There were some here even.


Mon Mar 12, 2012 5:27 pm
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Unread post Re: Breaking Reactive Scripts
Kavanagh wrote:
Kaus,

No argument there, sure the source code can be edited. I probably could even, but I'm not interested in spending time on the learning curve.

The object of the exercise is not to render TWX inoperable. That would be impossible; the TWGS versions that support it as is are on the street. The objective is to make a version wherein the reactive attack scripts do not work.


But it won't make them "not work" it will delay them from working till someone corrects the situation. As I mentioned SWATH is still faster than either me or you, you failed to address the capacity of Swath reactive scripts. Should we contend for those also?

Kavanagh wrote:
It is utterly and absolutely beyond me why this is seen as waste of time.

Fixed and answered in your post above

Kavanagh wrote:
Regarding the usenet etc posters complaints, I have not posted the links, and see no point wasting my time doing so right now, simple google searches should bring them up. There were some here even.


That's a cop out, hopefully since Cruncher volunteered you she will make good on these links. Your right we have seen a-few post's about TW's steep learning curve for re-entry. However we have also heard from re-treads and newbies that it's not so bad once you get past the initial shock of the pace of 2012.

Again it's not this banging a door down trying to get a fair game that's happening, and until you can post links from the last year in multitude of users who are both upset an unwilling from usenet to learn the new gamepath I will have to sick with... Lame; as my response.

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Mon Mar 12, 2012 5:56 pm
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Unread post Re: Breaking Reactive Scripts
-=orion=- wrote:
Crippling the game for newbies ?.... Isn't that what you site is all about... Delays and toggles for everything... to run Merch is painful on your site with all the planet delays

How can you criticize V'ger's building games ? He has more player in one of his building games than you have on your whole site... All his games are labelled either Kill games or Builder... Maybe instead of mocking his site maybe learn from him ...he runs a very successful site for all types of players... And all types of players play there...


V'Ger has done the best he can with what he's had to work with. He's gone beyond many other sysops have done with his server side scripts. He has a great place with a nice variety of games to play. And he's very tollerant, he saw me through my "re-entry" period when I was raising all sorts of heck.

My aim is not to have the most popular server. My goal is to have a "safe-haven" for returning and new players to learn the game away from the deadliest of scripts and most ruthless of players. A public server that's easily accessable, and a fresh reset at least monthly.

Once the players have re-learned the game, and have had some time to get used to the new scripts, then they may feel confident to go out and explore other servers with more competition, and then see what it's like to swim with the Sharks.

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Mon Mar 12, 2012 10:09 pm
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Unread post Re: Breaking Reactive Scripts
Kaus wrote:
That's a cop out, hopefully since Cruncher volunteered you she will make good on these links.


http://hackaday.com/2009/08/28/tradewars-2002-lives/

I don't know what newsgroups Kav reads.

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Mon Mar 12, 2012 10:29 pm
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