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 Pwarp Explore Script To Catch Wandering Planet? 
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Civilian

Joined: Fri Feb 24, 2012 11:59 pm
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Unread post Pwarp Explore Script To Catch Wandering Planet?
Hi,

Has anyone seen a script that will pwarp to every sector in the universe (or a defined list of sectors) and just scan the sector from the citadel and sound the alarm if it finds something?

I'm currently playing in a game with a wandering planet. Unfortunately it's a turn game so finding it and invading it is extremely tricky (especially considering it #SD#'s you in one shot instead of podding).

I was able to grid the entire universe because I've already "taken care of" the other players in the game and the aliens in this build are non-aggressive so they don't hit figs. Unfortunately that didn't help because this particular type of wandering planet doesn't disrupt figs when it moves so you can't track it that way.

There's only 10k turns in a 20k universe so even in a 1 TPW ship, with unattainable 100% efficiency in courses you'd still only be able to cover half the territory in one day, and the planet moves randomly, can be minutes or hours.

I'm playing a solo game, so I can't have a corpie ride the shields once it's located. Basically have to find it, survive an attack, and then pound the planet into submission before it moves. I figure the best way to do this is to pdrop into the sector with a 400k fig ship, land, lift back to my planet, reload figs, and repeat until it's done.

After reviewing my script collection I was planning on using RammaR's Pwarp Density Scout which will go to every sector in a list and DScan, and set an alarm off if it detects 500 or above. Unfortunately though when it read my figlist it popped up with a "What's the point?" message when it compared it to the target list since all sectors in target list are already figged.

That script is in .cts and can't find source for it anywhere to try and modify it. I'd use a WorldPTrade or Pgrid script but I think it'd be too slow to have much success in finding a moving target.

Any ideas?


Sun Feb 26, 2012 2:15 am
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Unread post Re: Pwarp Explore Script To Catch Wandering Planet?
The source for rammars stuff is here

viewtopic.php?f=15&t=32727

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Sun Feb 26, 2012 4:54 am
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Joined: Sun Feb 25, 2001 3:00 am
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Unread post Re: Pwarp Explore Script To Catch Wandering Planet?
Try this one , let me know if it does the trick for you.


Attachment:
Ram_Pwarp_Density_Scout.zip [9.68 KiB]
Downloaded 474 times


Might I also suggest Rammers eprobe script with a background
script to trigger on the trophy planet name , the background script
should terminate the eprobe script and sound an alarm as well.

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Sun Feb 26, 2012 5:04 am
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Unread post Re: Pwarp Explore Script To Catch Wandering Planet?
I know that not many people use this anymore but eprobe will do what you need. It will write anything it finds to a file. Easy to go back and check the file.

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Mon Feb 27, 2012 4:37 pm
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Unread post Re: Pwarp Explore Script To Catch Wandering Planet?
to : TBH ;
the reason I suggested that an alarm sound and script stop is because just
writing the info where you seen it to a file for later is only good for nostalgia
sake , the planet may be gone by the time you read the file to look for it.

You need to be at keys ready to pounce to get that planet.

So I stand by my suggestion ..
Use Rammers Eprober & a background script to terminate the erober and sound an alarm.

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Mon Feb 27, 2012 6:00 pm
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Joined: Mon Jan 15, 2007 2:41 am
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Unread post Re: Pwarp Explore Script To Catch Wandering Planet?
Vid Kid wrote:
to : TBH ;
the reason I suggested that an alarm sound and script stop is because just
writing the info where you seen it to a file for later is only good for nostalgia
sake , the planet may be gone by the time you read the file to look for it.

You need to be at keys ready to pounce to get that planet.

So I stand by my suggestion ..
Use Rammers Eprober & a background script to terminate the erober and sound an alarm.


Thought it was like the Wanderer in Yankee Trader where it was there the whole day.

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Mon Feb 27, 2012 11:36 pm
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