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 RE-PROBE 
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Sergeant Major
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Joined: Mon Oct 18, 2004 2:00 am
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Location: USA
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OK, I finally have to admit I ain't the brightest crayon in the box - Here is the scenario - Game over basically. Own all planets - have all cols on own planets - figs in 60% of uni - limpers everywhere - most enemies ##ship destroyed## - but two or three still hiding - entire universe explored.

I'm sure many of us have faced this many times ----- So, now I need a re-probe script. I use Zoc with Rev-helper and TWX. The eprobe script will probe sequential or random. It will only probe sequential for unexplored sectors.

That's fine early on, but at this stage, we're huntin' squatters with the goal of total destruction.

Any ideas?

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Fri Oct 22, 2004 3:14 pm
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Lieutenant J.G.

Joined: Wed Oct 15, 2003 2:00 am
Posts: 437
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1.) Only probe sectors you do not have figs in
2.) Check sectors with Blocked ports by gridding to them
3.) Make a list and probe those sectors, don't probe all.

Jhereg


Fri Oct 22, 2004 4:49 pm
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Sergeant Major
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Joined: Mon Oct 18, 2004 2:00 am
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OK - here is a specific game situation:

Have explored the entire 20K sector universe. Have figs in 60%. E-probes cost 1500 credits. There are exactly 3 other players who are not ##ship destroyed##.

They know they are beat - took their homeworld and one is in pod - so they just not logging in - no change in align or xp for three days.

Yesterday, i went to sd with $66 million credits (twice what it should take to run e-probe on every single sector). I ran e-probe random and avoid any sectror with probe destroyed.

$66 million credits later - nothing. No ships or enemies located, no enemy figs, no nuthin.

Enough to make a fellow want to write a different e-probe script - but then again I am more of a script user than a script writer. So I am running ssm forever - I stop ever $500 mil credits or so and add them to my cit treasury - and still nuthin'.

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You should be more careful. You never know, you could walk out of a building and a piano could fall on your head.


Fri Oct 22, 2004 5:12 pm
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Lieutenant J.G.

Joined: Wed Oct 15, 2003 2:00 am
Posts: 437
Location: USA
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I would do the following.
1.) Grid down all blocked ports
2.) Build a list of all NON figged sectors that you have. Than run an eprobe script on those. You have to be able to find them unless they are under your figs.

Jhereg


Fri Oct 22, 2004 5:14 pm
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Joined: Thu Jun 06, 2002 2:00 am
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ok, well if you are more like me and less like jher here ("leet") then you cant exactly track lost ports all that effectively as you have to do it by hand. BUT, there are easier ways to do this. if you want to probe, well, start with the dead ends that you dont have figged etc...
then you gotta think like this. you took their base. have u checked to see if they are cloaked in fedspace? also, keep in mind, a probe doesnt catch a cloaked person out in space. gridding will be the key. you can easily grid the other 40% of the universe probably as quick as you can probe them. i'd say just grid it up,(dscan of course) and even if you dont see them, if you get 100% grid, they are toast.

Slim

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Fri Oct 22, 2004 6:31 pm
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Sergeant Major
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DOH...
I musta been asleepatthe keys to miss this. I usualy use rev-help for my ztm and eprobe. Easy to read and access for me (familiar). I just keyed up the _2probe.cts script in TWX and found out it takes care of all those probe questions up front.

BTW - just an update found one last night. kaboom - now two to go.

Can't park overnight in fed so they're out there - prolly cloaked though.

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Sat Oct 23, 2004 11:44 am
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Lieutenant J.G.
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Joined: Tue Feb 19, 2002 3:00 am
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The problem with finding hold-outs...if they are smart...they are using photons and dropping limpets under lots of your fighters as they move. Then when it comes time to log off they just have to photon under your own fighters and cloak and you dont know if its a limpet or them.

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Sat Oct 23, 2004 12:26 pm
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ya but when they log in, they are toast.

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Sat Oct 23, 2004 7:09 pm
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Sergeant Major
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Joined: Mon Oct 18, 2004 2:00 am
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Got one more - leaves only one - and he hasn't logged on in six days.
game over let's play a new one.

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Sun Oct 24, 2004 4:12 pm
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