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pro Ecolonizer v3
https://mail.black-squirrel.com/viewtopic.php?f=15&t=25667
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Author:  Helix [ Mon Feb 15, 2010 11:23 am ]
Post subject:  pro Ecolonizer v3

adding that 2 ship colonizer was brilliant, thanks.

Helix

Author:  Promethius [ Mon Feb 15, 2010 1:35 pm ]
Post subject:  Re: pro Ecolonizer v3

Thanks, but that got implemented after watching Kaus's colonizer at work - I couldn't keep up so the 2-ship was the only way.

Author:  Helix [ Mon Feb 15, 2010 1:37 pm ]
Post subject:  Re: pro Ecolonizer v3

Promethius wrote:
Thanks, but that got implemented after watching Kaus's colonizer at work - I couldn't keep up so the 2-ship was the only way.

Just used it as a red in an Unlim, Sweet

Helix

Author:  Parrothead [ Mon Feb 15, 2010 8:21 pm ]
Post subject:  Re: pro Ecolonizer v3

I analyzed every way to colo...you cant tow a ship turn effectively as far as I know.

Author:  T0yman [ Mon Feb 15, 2010 8:25 pm ]
Post subject:  Re: pro Ecolonizer v3

I think they are only using this method for Unlims.

Author:  Kane [ Mon Feb 15, 2010 8:57 pm ]
Post subject:  Re: pro Ecolonizer v3

when the planet is like 4 hops from terra i belive its faster any more and its to slow if im not mistaken.

Author:  Promethius [ Mon Feb 15, 2010 9:43 pm ]
Post subject:  Re: pro Ecolonizer v3

Parrothead wrote:
I analyzed every way to colo...you cant tow a ship turn effectively as far as I know.


Yeah, I wouldn't use the 2-ship option in a turns game. I haven't calculated the TPW/Ore/Cols for turns since I don't play turn based games.

The script allows options for single and two ship, plus red/blue colo options. As Toyman noted the script was written primarily for unlims, but there is a turns option but it isn't extremely accurate on turn calculation so always have a buffer on the turn count. I think I left the BTW option (B - to wall) that can be unsafe since it assumes your base fig is safe - no fuse protection on that. I have different versions that are not public so it is somewhat hard to remember what I've released and what I haven't.

Author:  Legion [ Tue Feb 16, 2010 12:59 am ]
Post subject:  Re: pro Ecolonizer v3

where do you find this V3 version?

Author:  Promethius [ Tue Feb 16, 2010 1:26 am ]
Post subject:  Re: pro Ecolonizer v3

I will add it here.

Attachments:
File comment: ProEcolonizer.cts
ProEcolonizer3.zip [15.89 KiB]
Downloaded 460 times

Author:  Legion [ Tue Feb 16, 2010 1:59 am ]
Post subject:  Re: pro Ecolonizer v3

ty

:D

Author:  Vid Kid [ Tue Feb 16, 2010 2:05 am ]
Post subject:  Re: pro Ecolonizer v3

thank you Pro

Author:  Kane [ Wed Feb 17, 2010 6:21 pm ]
Post subject:  Re: pro Ecolonizer v3

I use your other colonizer Prom, Looking forward to trying this one out.

Author:  Parrothead [ Thu Feb 18, 2010 8:11 pm ]
Post subject:  Re: pro Ecolonizer v3

Helix wrote:
Promethius wrote:
Thanks, but that got implemented after watching Kaus's colonizer at work - I couldn't keep up so the 2-ship was the only way.

Just used it as a red in an Unlim, Sweet

Helix


I think you will just end up dead unless your alone in the game..at which point speed doesn't mean anything.

So how does this 2 ship colo thing work again?

4 hops from terra? Your building a base 4 hops out? You wont keep it long.

What am I missing?

Author:  Maniac [ Thu Feb 18, 2010 10:44 pm ]
Post subject:  Re: pro Ecolonizer v3

Parrot...

One of the strategies for UTW truce games find a sector close to Fedspace.

pop desired planets, use 2 ship ewarp collie script pause and wait for collie drop
Steal as many collies as possible
Upgrade planets to mobile... chance of that happening under truce very good.

Well that was the "standard strategy" a couple of years back.

Heh... Just thought of an exploit ... Nav Haz Sector 2 or whatever Sector is in path....

Probably against the rules as this is damaging to the (X amount of people online 24/7/365) egos

Author:  Promethius [ Fri Feb 19, 2010 12:12 am ]
Post subject:  Re: pro Ecolonizer v3

Maniac wrote:
Parrot...

Heh... Just thought of an exploit ... Nav Haz Sector 2 or whatever Sector is in path....

Probably against the rules as this is damaging to the (X amount of people online 24/7/365) egos


Only if the scripter didn't think of checking for fighter depletion due to nav haz or terra attacks.

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