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| Something New to Me https://mail.black-squirrel.com/viewtopic.php?f=14&t=30855 |
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| Author: | Promethius [ Thu Jan 13, 2011 2:57 am ] |
| Post subject: | Something New to Me |
Running a fighter hit detection and found that in the current non-beta that fighter hits will sometimes be aborted by the space. I had never seen that before. It is not a display error as TWX didn't detect the hit. The caps are below: Command [TL=00:00:00]:[1] (?=Help)? : M <Move> To which Sector ? 9201 Do you want to engage the TransWarp drive? Yes Sector 9201 is 6 hops away from here. All Systems Ready, shall we engage? Yes Fighter was killed here ÛÛÛÛ WARNING! WARNING! Space Debris/Asteroids narrowly avoided! ÛÛÛÛ Sector : 9201 in uncharted space. Ports : Meginjarder Primus, Class 2 (BSB) Planets : (E) .. (O) .. Traders : Lieutenant J.G. Prom [2], w/ 225 ftrs, enemy in sector and this display showing - shouldn't in dust (Talos Scout) Annoyance chk [1], w/ 8,000 ftrs, in dust (Animoso Standard Issue) Ships : cb [Owned by] test [1], w/ 255,000 ftrs, (Kvertoo RedRum) NavHaz : 1% (Space Debris/Asteroids) Warps to Sector(s) : 9292 Command [TL=00:00:00]:[9201] (?=Help)? : L "Enemy view" You have to destroy the fighters to remain in this sector. Your fighters: 227 vs. theirs: 1 Option? (A,D,I,R,?):? A <Attack> How many fighters do you wish to use (0 to 227) [0]? 99 You lost 2 fighter(s) You destroyed 1 enemy fighters. You destroyed all the fighters. Sector : 9201 in uncharted space. Ports : Meginjarder Primus, Class 2 (BSB) Planets : (E) .. (O) .. Traders : Annoyance chk [1], w/ 8,000 ftrs, in dust (Animoso Standard Issue) Ships : cb [Owned by] test [1], w/ 255,000 ftrs, (Kvertoo RedRum) NavHaz : 1% (Space Debris/Asteroids) Warps to Sector(s) : 9292 Falcon appears in a brilliant flash of warp energies! Falcon lands on ... Falcon lifts off from ... Falcon is surrounded by a glowing corona of warp energies! Falcon's ship vanishes from scanners with a brilliant flash! Falcon's ship just exploded into a brilliant fireball! Falcon warps out of the sector. |
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| Author: | Singularity [ Thu Jan 13, 2011 3:12 am ] |
| Post subject: | Re: Something New to Me |
Promethius wrote: Running a fighter hit detection and found that in the current non-beta that fighter hits will sometimes be aborted by the space. I had never seen that before. It is not a display error as TWX didn't detect the hit. The caps are below: If you're using spaces in your macro, you can abort not only fighits, but quite a few things too. Not all of which is good. The falcon pod out is kindof interesting tho. I guess he fused on the other side, altho that's some pretty unusual timing. I have a za99999* after all of my twarp macros to prevent hanging on figs caused by exactly this issue. |
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| Author: | Reaper [ Thu Jan 13, 2011 1:26 pm ] |
| Post subject: | Re: Something New to Me |
I've had this problem when using multiple spaces in macros and scripts. |
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| Author: | Promethius [ Thu Jan 13, 2011 2:30 pm ] |
| Post subject: | Re: Something New to Me |
The detection worked probably 4 out of 5 times on the fig getting killed. I was macroing the fighter kill although I wasn't aborting any displays. I had the advantage of watching both "players" and trying the kill at different times. The colonizer was not using twarp jump verification before warping - that is an option on the script I am rewriting and meant mainly for use when your base warp point is safe. Since this is a public script, I figured someone would use it in a truce and end up getting fused when their base fighter gets taken out so I am making it as safe as I can w/o slowing it down. So far I've tested 14 different combinations of the options, and still have more to test. Good thing is once this part is done, the last half of the script should be easy. There are so many variables that affect colonizing performance, I am not sure how to get a baseline. I know the new script is faster than proEcolonizer3x with some modes active for red colonizers in head-to-head testing, and using the same jump points, move routes, and ships. What I don't know is what is considered good performance on colonist moves per second. |
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| Author: | Promethius [ Sun Jan 16, 2011 3:57 am ] |
| Post subject: | Re: Something New to Me |
Finally getting somewhere on the colonizing script rewrite. I know most people use M()M and botted colonizers, but for those that don't then this script might be of interest at some point. I still have more testing to do so it isn't ready for release. The interesting part of the testing may be the ore used for the different modes of colonizing and the actual differences in speed (which vary somewhat between tests). Changes from ProEcolonizer3: Eliminated "All Keys" More accurate ore usage estimate More accurate time estimate Addition of e-warp/e-warp mode Addition of b-warp/e-warp mode Addition of cols/second delivery info Improved colonizing summary (see below test results). Menu layout change, more intuitive (maybe) Start at Cit, Planet or Command prompts (command for multiple planets) Auto-jets 2nd ship's holds for two-ship colonizing. Insures base fig down before running cols Check port types to see if selling ore, bypasses in menu if not Base sector fig kill detection (may still fuse in BTTW mode, but less probable). Ports at Sol, or on planet at base if kill detected. Testing setup: 6 hops to Terra 6 hops to base Ships 255 holds 10k colo move, ore/beam planet being colonized EW - E-warp, TW - T-Warp, BW - T-pad/Beam Warp, BTTW - Balls-to-the-wall.
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