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 Radspace mod 
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Unread post Re: Radspace mod
Maniac wrote:
Believe me I don't quite understand why people were/are concerned about running into figs. There is a
reason people fig everything... It WORKS, and until someone comes up with something else that works
as well as a good grid we might as well just call this trade hugs (with apologies to Willow).


Some people want trade hugs. So what? Let the people that want to play trade hugs have their game,
doesn't really affect the rest of us does it?

Maniac wrote:
Other easier things to think of... double/triple the price of figs, make the ships that can carry figs expensive.


Doesn't affect planet production, and even at 10x standard cost, grid is cheap.

Maniac wrote:
This is like the government lowering the road 12" because road signs are too tall.


No, it's like some guy creating an amusement park for short people because he's never tall enough to
ride the full rides.

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Mon May 10, 2010 5:36 pm
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Unread post Re: Radspace mod
It would take hardly any effort to modify the script for options to not decay fighters is sectors with planets, and to not decay single fighters. I have all of the variables at the top, it would not be difficult to add a few flags for those behaviors.

I am not saying it would make any particular game any better, just that it will make available more options to create a wider variety of games.

Once I have a good beta and have verified that it works as advertised in a real-game environment I will will release the script to whomever wants it. I don't want to release buggy crap and then get slammed for it...LOL!

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Mon May 10, 2010 7:02 pm
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Unread post Re: Radspace mod
Rival wrote:
It would take hardly any effort to modify the script for options to not decay fighters is sectors with planets, and to not decay single fighters. I have all of the variables at the top, it would not be difficult to add a few flags for those behaviors.

I am not saying it would make any particular game any better, just that it will make available more options to create a wider variety of games.

Once I have a good beta and have verified that it works as advertised in a real-game environment I will will release the script to whomever wants it. I don't want to release buggy crap and then get slammed for it...LOL!


I guess I shouldn't have spanked "Angel Girl" with a ptorp for hitting my grid. j/k

My main concern would be the effect on the server if you are single stepping through T-Edit on the sectors. I really don't know if this will have an effect or not. I don't know if you have been testing on your server or not, but I've noticed periods of lag that become extended and then the speed picks back up, however; this could be the normal server issues or even the connection on my end. What makes this concern come to mind is a script I wrote to single step through sectors in T-Edit just counting fighters. I never checked against lag because I didn't have active games when I did this.

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Mon May 10, 2010 8:07 pm
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Unread post Re: Radspace mod
Promethius wrote:

My main concern would be the effect on the server if you are single stepping through T-Edit on the sectors. I really don't know if this will have an effect or not. I don't know if you have been testing on your server or not, but I've noticed periods of lag that become extended and then the speed picks back up, however; this could be the normal server issues or even the connection on my end. What makes this concern come to mind is a script I wrote to single step through sectors in T-Edit just counting fighters. I never checked against lag because I didn't have active games when I did this.


I noticed the ProGameAssetsEvaluation script you sent us, which later was incorporated with our ScoreKeeper script, runs with no lag at all on our server, even with 10+ online.

Rival wrote:

Once I have a good beta and have verified that it works as advertised in a real-game environment I will will release the script to whomever wants it.


Rival, could you contact me when this release is ready? We'd be happy to run it here.

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Mon May 10, 2010 9:10 pm
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Unread post Re: Radspace mod
Thanks on the info Thrawn as that was the script that I was wondering about. Hopefully that means that Rival's won't run into issues.

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Mon May 10, 2010 9:52 pm
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Unread post Re: Radspace mod
Why couldn't someone just grid dropping 5 or 10 figs per sector? Gridding is cheap and if you know this is going to be running, its frequency and its 'decay rate' it doesn't really do what it purports to do, does it? Dropping 2 or 10 toll figs per sector is a simple change to how people do it now.

Wouldn't that just defeat what you're trying to do? The assumption is that people drop 1 fig. Change the assumption and the script becomes 'destroys all figs in an other wise unoccupied sector'. Is that what you want it to do?


Tue May 11, 2010 10:45 am
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Unread post Re: Radspace mod
Angoth wrote:
Wouldn't that just defeat what you're trying to do? The assumption is that people drop 1 fig. Change the assumption and the script becomes 'destroys all figs in an other wise unoccupied sector'. Is that what you want it to do?


That's why you need a minimum and maximum. 5% with a min of 10 and a max of 1000 would pretty much do the job.

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1. TWGS server @ twgs.navhaz.com
2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads
3. Open IRC chat @ irc.freenode.net:6667 #twchan
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Tue May 11, 2010 11:46 am
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Unread post Re: Radspace mod
Well, you can certainly edit the value of the decay. If you place 10 toll fighters out, it makes no difference if you set decay to 5% or 10%, they still all decay in 10 days. But the effect is more pronounced if you put 100 or 1000 fighters in a sector. It can be adjusted to balance against the expected number of fighters that will be available in a particular universe. If it is easy to make gobs of credits, you could set it to 25% or more if you were so inclined. Small numbers of fighters would decay quickly, larger numbers would take much longer.

I should have lots of time Wednesday to finish it up and prepare for a game bang on Friday for Beta testing.

Thanks everyone for your suggestions, and I will attach the code here in this thread as soon as I veryify it is stable in a live game environment.

Just an aside: What really made it difficult was dealing with carriage returns when inputing sectors or fighters. As I am sure most Tradewars scripters know, if the total number of allowable digits for a sector or fighters in inputed, you get screwed if you put a <cr> after it. Took me a good six beers before I figured out why it kept bombing initially. That and Gary sticking a comma in after the thousands digit... grrrrr!

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Tue May 11, 2010 12:33 pm
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Unread post Re: Radspace mod
Rival wrote:
Just an aside: What really made it difficult was dealing with carriage returns when inputing sectors or fighters. As I am sure most Tradewars scripters know, if the total number of allowable digits for a sector or fighters in inputed, you get screwed if you put a <cr> after it. Took me a good six beers before I figured out why it kept bombing initially. That and Gary sticking a comma in after the thousands digit... grrrrr!


Only six... I downed an entire case, and it took until the next morning for me to make the realization. But I hear you there... lol

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Tue May 11, 2010 5:21 pm
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Unread post Re: Radspace mod
ACK! The twopeng.dat file is a .dat file and not a .txt file. Things just got more complicated. I have to figure out how to open it as a binary file, then append it. More work on my part I guess. It would have been so much easier if it were a simple text file, I already know how to do that in PERL.

Wish I had the code Toyman wrote.

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Tue May 11, 2010 5:24 pm
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Unread post Re: Radspace mod
I think V'Ger wrote something similar as well. Might wanna check with either of those yahoos.


Tue May 11, 2010 5:56 pm
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