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 Good World SSM and World SST scripts? 
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You may also look at World SST by Minddagger. It is a java tool made for Swath. It can be found at http://www.grimytrader.com if I remember correctly. It is not as fast as Turbo SST but very reliable and has nice features like dropping cash at a specific planet or cloak at a given sector. I got it from Stormrider and love it.

As with every world sst it needs turns to run to a class 0 port to refurb. This pain isn't that big because you can define at how many holds it refurbs, so that not each bust results in a run to the next class 0 port. Depends on turns per warp though. At least with my still limited knowledge I think I can recommend it for mid and high turn games if you use swath.

Regards from germany, bavaria, next to the alps


Wed Jul 04, 2007 7:28 pm
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Lieutenant J.G.

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In any low or mid turns game I'd have to say running to a class 0 to furb is going to put you at a HUGE disadvantage over a team or a stronger script, even a solo one that'll hop in a CorpFlag and bring you your own furb and tow.  I don't know about games with silly amounts of turns like 20k, but 10k or less using a script like that is going to leave you with far less cash than your rivals.

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Wed Jul 04, 2007 10:55 pm
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Xentropy wrote:
In any low or mid turns game I'd have to say running to a class 0 to furb is going to put you at a HUGE disadvantage over a team or a stronger script, even a solo one that'll hop in a CorpFlag and bring you your own furb and tow. 


I play solo mostly, so I need to refurb myself or play blue. In a low turn like 1000k or below I would prefer to use a script that only SSTs between specific ports, pick up fuel and jump next to a class 0 to save turns. But I don't want to invest the time to do that with 2000k turns and above. . What are the stronger scripts you are talking about, do I miss something?

Xentropy wrote:
I don't know about games with silly amounts of turns like 20k, but 10k or less using a script like that is going to leave you with far less cash than your rivals.


Yes, it's less cash than a corp can make. But I think the disadvantage is not that big in low TPW ships. Remember you don't refurb for every bust but typically every 3 or 4 busts. Also when have busted at many ports around a class 0 you can switch to the other class 0 or 1 and than need less warps again to refurb. I can't tell a specific number but when I want to guess I think it's overall something like 10 or 15 % in a 1 or 2 TPW ship. Stock games are a pain to play SST solo though, I avoid them.


Thu Jul 05, 2007 5:35 am
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Stronger scripts... there are several. Less about scripts, more about better techniques.

If you don't furb after each run you can't steal max holds but once every few runs. This will reduce your creds per turn. Running to anywhere for furbing, especially in a turns game, is just bad news. Someone could really screw w/ you, at the very least it's pretty costly.

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Thu Jul 05, 2007 7:25 am
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In regards to turboSST, I got the script from the sourse release, but wasn't sure where to place it in my existing TWX directory.  I tried putting it in an 'Extras' folder off of the root, but when I ran it, it just moved about the universe without ever initiating the SST cycle.
Perhaps it needs to go in the 'Scripts' folder instead?  Or 'Includes'?
BTW, I have tried the Java script previously mentioned...it's ok, but I really want the speed I'm hoping for from the TWX script.


Thu Jul 05, 2007 7:10 pm
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Ensign

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Havok, i believe it goes in the scripts folder, that's where I have it on my system anyway, and it seems to work ok


Thu Jul 05, 2007 10:06 pm
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Scripts folder, but there are includes.

The script won't run (will exit w/ error) if you don't have the files in the right spot.

TurboSST does some initial exploration when you start it up in order to find ports. This can take a few minutes and is the slowest part of the script. Otherwise it's pretty fast.

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Thu Jul 05, 2007 11:52 pm
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Lieutenant J.G.

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Tyrian wrote:
Xentropy wrote:
In any low or mid turns game I'd have to say running to a class 0 to furb is going to put you at a HUGE disadvantage over a team or a stronger script, even a solo one that'll hop in a CorpFlag and bring you your own furb and tow. 


I play solo mostly, so I need to refurb myself or play blue. In a low turn like 1000k or below I would prefer to use a script that only SSTs between specific ports, pick up fuel and jump next to a class 0 to save turns. But I don't want to invest the time to do that with 2000k turns and above. . What are the stronger scripts you are talking about, do I miss something?

Xentropy wrote:
I don't know about games with silly amounts of turns like 20k, but 10k or less using a script like that is going to leave you with far less cash than your rivals.


Yes, it's less cash than a corp can make. But I think the disadvantage is not that big in low TPW ships. Remember you don't refurb for every bust but typically every 3 or 4 busts. Also when have busted at many ports around a class 0 you can switch to the other class 0 or 1 and than need less warps again to refurb. I can't tell a specific number but when I want to guess I think it's overall something like 10 or 15 % in a 1 or 2 TPW ship. Stock games are a pain to play SST solo though, I avoid them.

Unless the 250-hold casher in your edit is 2TPW or something, it's costing you more than you think.  The following calcs are all based on stock, because any edit has the possibility of changing just about anything.
Even assuming you only use ports an average of 5 hops from a class 0 (say a cloud of ports within 8 hops of a class 0)--in itself dangerous since you're much more likely to be caught by another player while cashing--it'll cost you 61 turns to warp a Colt 5 hops to a class 0, port for new holds, then 5 hops to the new xxB.
By self-furbing, you spend 15 turns per furb moving them from Stardock to a storage sector, then on bust you:
Transport into CorpFlag.
3 turns to move CorpFlag to bust sector.
15 turns to tow Colt to new xxB.
4 turns to buy fuel. (worst case, assuming the above tow cost you too much to reach your garage and the new xxB is BxB not SxB)
3 turns to warp to garage.
1 turn to pickup fuel (garage is on Sxx or at planet w/ excess ore).
7 turns to tow Merf to Colt.
4 turns to refresh fuel for next furb run. (worst case, assuming warp from Colt to Sxx and buy)
1 turn to transport to Colt.
That's 39 turns to furb; 54 including the garage-filling step.  If you're in a low-competition game and can safely visit Stardock as a red, you can use SD as a garage and it just adds 3 turns to the 38 (to warp from SD-adj to SD after the twarp) and a turn to "build" each Merf.
By towing to class 0, assuming you can keep one figged:
Transport to CorpFlag.
3 turns to move CorpFlag to bust sector.
15 turns to tow Colt to class 0.
1 turn to xport to Colt.
1 turn to buy holds.
1 turn to xport back.
7 turns to buy new fuel (warp out, buy, warp in)
15 turns to tow Colt to new class 0.
4 turns to buy new fuel for next bust.
1 turn to transport to Colt.
That's 48 turns to furb, no garage needed.  Also more costly to furb, though, since part of the point of using Merfs is those last holds in a Colt cost way more to buy directly.
Either way is cheaper than express-warp-to-0 for any case where the trip between your bust port, the class 0, and your new xxB port is longer than 8 total warps.  And again, if you're that close to a class 0, you're either gonna get found and pounced on while cashing or your competition isn't too serious and you can probably use Stardock as a garage and furb in 42 turns anyway.
Note too that the tow of the Colt itself is optional; if the new xxB is 1 to 3 sectors away you can manually move there *then* do the merf part with a CorpFlag, saving 3 to 19 turns depending on distance and whether the first tow would result in a need to refuel to reach the garage.  If the Colt just needs to move adjacent and you can use Stardock as a garage, it'll only cost you:
6 Move Colt to new port.
1 Xport to CorpFlag.
3 Warp to adj. SD Sxx.
1 Refuel.
3 Warp to SD.
7 Tow Merf to Colt.
4 Refuel.
1 Xport to Colt.
27 turns (adding the one you spent beforehand putting the proper # of holds on the Merf).  Via the warp your Colt to class 0 method, both ports would have to be 2 warps away to be more efficient, and would still require a higher hold expense.
As for "stronger scripts" I was referring to one that'd automate handling of the whole "complex cheap refurb" listed above, towing you to new port w/ a CorpFlag and grabbing you a merf, refueling as needed.  Whether a script like this exists in the public domain or not, I don't know.  Probably not, since it would be too useful, and the scripter mentality seems to be "throw the public a few bones and hoarde the best stuff".  There's also the fact 99% of scripts out there assume you're in a corp because solo players are already going to lose so why help them?
Running w/ less than max holds (i.e. not furbing after every bust) is inefficient on several levels; you'll bust more often with too much XP for the amount you're stealing, basically increasing bust rate if SSTing non-optimally.  (Handy thing about the SD-garage trip is you can also halve your XP while you're there up to once a day if it's prudent...and if you've offloaded the cash somehow before hand.  Expensive mistake if you forget that part.)
(This entire post is based on solo play, of course.  Corps make everything exponentially more efficient for each player you add.  Even a 2nd corpie playing red would mean you could clear each other's busts and eliminate the need to *ever* move the Colts.)

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Fri Jul 06, 2007 12:06 am
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Quote:

Unless the 250-hold casher in your edit is 2TPW or something, it's costing you more than you think.  The following calcs are all based on stock, because any edit has the possibility of changing just about anything.



Interesting comparision indeed. I agree that in a stock game using a colt a self refurbing script would be horrible. But as you said "any edit has the possibility of changing just about anything", and I mentioned before I wouldn't use that in a stock game. And scripts for smarter refurbing aren't available.

Currently I'm in a game with 10k turns and 1 TPW ships with 255 holds. What else can I do than use World SST? I can't imagine to sit there for hours and squeeze out the last buck out of every turn. That doesn't mean you or Singularity would be wrong, but the game and the tools I use need to meet the amount of time and attention I can spend on a game, and that resources are limited.

Because I work at my own small home office I spend a lot of time online and can run some TW stuff in the background for hours, but can't pay much attention to it most of the time.

Overall you and Singularity are right, that scripts are not optimized game play for turn games. But edits and the players situation (amount of time available) also need to be considered I think.


Fri Jul 06, 2007 8:18 pm
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If you're playing solo in a stock turns game you need to follow k3's approach. Build Ls and Hs for SDT, colo the ones you can just enough and get tpad going on them. Tpad around to save turns, prestock your furbs as you can.

If the game is basically dead you can put a tpad @ a class 0 and make life a lot easier, otherwise you can tpad the garage.

World cashing scripts are HORRIBLE in a turns game tho. I've used worldtrade in a high turns game in limited bursts and areas, and managed to do okay, but I can't imagine trying to run worldSST like that.

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1. TWGS server @ twgs.navhaz.com
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Fri Jul 06, 2007 8:40 pm
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Singularity wrote:
If you're playing solo in a stock turns game you need to follow k3's approach. Build Ls and Hs for SDT, colo the ones you can just enough and get tpad going on them. Tpad around to save turns, prestock your furbs as you can.


That looks really clever. I use tpads a lot when playing blue for colonizing and think it's an underestimated feature, but never had the idea it can be useful for refurbing.

But again, I'm not talking about a stock with 1000 turns and 5 tpw colts, but high turns with 1 or 2 tpw ships and 255 holds. Even scripted I need about 2 hours to simply "burn" that turns.

I fully understand that you dislike such a kind of inefficient game play. Possibly I will change my style over time, that is what seems to work for me right now.


Fri Jul 06, 2007 10:17 pm
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