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Settign up a TWA..
https://mail.black-squirrel.com/viewtopic.php?f=43&t=21460
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Author:  LoneStar [ Wed Jan 21, 2009 6:27 pm ]
Post subject:  Settign up a TWA..

With much Thanks to Kaus (aka Mad Hatter), letting me have T-Edit access on his server, I've working on my little SPACEBALLS Edit, and have it just baout done.

I'm having trouble with COLS on Terra, at Bang. Every time it bangs there are ZERO cols on terra...?

some Settings ARE:
max of 1mil cols
and regens 32k cols/day..

thanks

Author:  Thrawn [ Wed Jan 21, 2009 9:24 pm ]
Post subject:  Re: Settign up a TWA..

I have a couple of games where we have increased the colos on Terra. Here is what I did:

1) Enter Tedit
2) Press N, then 1 to view Terra (or your Terra type for sector 1)
3) Ore on hand (option B) is the setting for the number of colos on the planet for traders. This is where you can refill.

Go into planet editor and select the planet type you use for Terra. Option F (storage capacity for fuel ore) is the setting to allow you to increase colos on Terra. So if you want 1 million, set to 1 million in this option.

So for example, I have an Earth type that the max storage of fuel ore is at 1.2 million. In General Editor I max colos set to 2 million and regen is 65535 per day.

It might be when you bang the edit, the game reads the option F @ less than 1 million and therefore reverts back to defaults.

Author:  Singularity [ Thu Jan 22, 2009 1:27 am ]
Post subject:  Re: Settign up a TWA..

You also have to make sure the max cols on terra option in one of the general editor screens is set to something high.

Author:  Vid Kid [ Thu Jan 22, 2009 3:10 am ]
Post subject:  Re: Settign up a TWA..

or you could run a Vid's World script called "So_SetTerra.ts

Author:  V'Ger [ Thu Jan 22, 2009 9:08 am ]
Post subject:  Re: Settign up a TWA..

Slightly unrelated topic, but has anyone else noticed that when a gold planet is switched out for terra, collie's do not regen?

Author:  LoneStar [ Thu Jan 22, 2009 9:16 am ]
Post subject:  Re: Settign up a TWA..

Thansk for all the input.. as a result I've been able to figure this mystery out. However, realized an even greater mystery: It must have been Darn hard to code an option below the "Max Cols On Terra" setting: "Bang the game With THIS many Cols: x,xxx" :roll:

KK. After TWGS goes :!:BANG :!: you can change the planet class at Terra. But. On subsequent Bangs the First Planet in the Planet-Catalog is always choosen (what I think Sing was alluding too). And of course the setting for Max-Cols-in-Ore indicates amount of Cols game bangs with.


Note: I'm starting to think that the *REAL* game here, is figuring out the Darn TEDit Options and making Scripts to get what you want after a Bang :lol: :roll:

Author:  Thrawn [ Thu Jan 22, 2009 10:17 am ]
Post subject:  Re: Settign up a TWA..

V'Ger wrote:
Slightly unrelated topic, but has anyone else noticed that when a gold planet is switched out for terra, collie's do not regen?


I too noticed this.

Author:  Singularity [ Thu Jan 22, 2009 10:29 am ]
Post subject:  Re: Settign up a TWA..

Quote:
KK. After TWGS goes :!:BANG :!: you can change the planet class at Terra. But. On subsequent Bangs the First Planet in the Planet-Catalog is always choosen (what I think Sing was alluding too). And of course the setting for Max-Cols-in-Ore indicates amount of Cols game bangs with.


Wasn't, but that is an issue.

You need to set the max cols option in tedit, change the max ore on the terra type planet, then t-edit the planet to have the cols (ore) you want. If you change the planet type and rebang the game then the original planet type will reset. Obviously you can export the TWA after that, but when you rebang to reseed the universe it'll resume back to the first planet type. So it's probably just easier to set the terra planet to the correct levels and build around that. You can always just swap planet stats around.

I have a small .txt file that has a list of "stuff to set on bang" for various edits I use. That way I don't forget them (hopefully).

This is just the tip of the iceberg for wierd tedit stuff. For instance you can't get rid of planet types... you have to have 6 planet types regardless. So in order to reduce the number of types in a game you basically have to duplicate the same type over and over. Oye.

Author:  Thrawn [ Thu Jan 22, 2009 12:42 pm ]
Post subject:  Re: Settign up a TWA..

Another issue some may run into. When you setup an edit and want to pull the stats (for example using progameinfo by Promethius) or other scripts, be aware if you have a *Deleted* in the planets or ships section could cause your script to hang. I ran into that on occassion, but was at the keys to move to the next planet/ship in line.

Author:  Singularity [ Thu Jan 22, 2009 3:01 pm ]
Post subject:  Re: Settign up a TWA..

Why don't you let prome know that so he can fix it? ;) Bugs like that should usually be reported.

Author:  Runaway Proton [ Thu Jan 22, 2009 4:23 pm ]
Post subject:  Re: Settign up a TWA..

Thrawn wrote:
Another issue some may run into. When you setup an edit and want to pull the stats (for example using progameinfo by Promethius) or other scripts, be aware if you have a *Deleted* in the planets or ships section could cause your script to hang. I ran into that on occassion, but was at the keys to move to the next planet/ship in line.


I've seen this in several administrative level scripts. Deleted planets/players or such gaps cause issues. Not why, but it creates issues.

Author:  Thrawn [ Thu Jan 22, 2009 9:46 pm ]
Post subject:  Re: Settign up a TWA..

Singularity wrote:
Why don't you let prome know that so he can fix it? ;) Bugs like that should usually be reported.


He did fix it in the ships, but I don't think it was his script. It was another script- I believe the script Zarkhan created that incorporated progameinfo. In any event, I made sure I had no *deleted* items in the planets/ships and all is fine for me.

Author:  Vid Kid [ Fri Jan 23, 2009 4:40 am ]
Post subject:  Re: Settign up a TWA..

I have seen this and have a snippet that will fix any problems with it ..
In my Truce processor , I coded it to overcome this issue .. so I'm sure Prom can fix it .. or contact me .. its not a biggie .. just another trigger to set.

I have not seen any problems with edits gold or otherwise , as far as cols not generating.
The thing to watch for is the Cols on terra (E - fuel) has to be about 1400
and things will work normally .. with reguards to the regen setting and (B - ore on hand)

The script I put up , will eliminate any problems for terra setting .. as for other sysop scripts
I have created for Tedit to setup rebangs ..
It now only takes me about 3 mins from rebang to open a game .. with terra fixed , port fixed , aliens set and if you want truce .. a bit longer because of all the ship changes.
But other then that ...
Your right .. J.P. said he isn't planning any other things for TWGS if a script could be made to do it ..
I mentioned this cause I asked if the first planet in series could be the terra planet ..
and he said he wasn't going to do anything but fix the know bugs/issues like TWMAIL.DAT problem.
So I wrote a script to do my Terra setting duties and all is well now.

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