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 Beta Server TWGS v2.00 
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Unread post Re: Beta Server TWGS v2.00
It is not a bug but the universe produced more of these situations than usual and I brought it up but after playing in several games with 30k sectors. I don't find it effects game play in any real way except to make the universe more complicated which is not a bad thing imho. Any scripts that have been effected like "saveme" have been fixed (i my corp anyway) to work around the issue. The timing issues and bugs are what needs looking into atm frankly as the software is not playable in any real way at present.

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Tue Nov 09, 2010 7:37 pm
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Unread post Re: Beta Server TWGS v2.00
John Pritchett wrote:
Just to follow up on this, I personally think the solution I propose would work very well and create very reasonable game maps. The only down side I can think of is that existing games saved out as TWA files that are rebanged would result in a different game map than they originally did. You wouldn't be able to duplicate an older game map with the latest version. All the settings would be the same, but the warp structure would be different even if you had the same bang seed. Is that a problem? If it's not a big problem, it's probably better to go ahead and guarantee warp paths are valid between all sector pairs in a game.


i dont think anyone would care that you couldnt reproduce old maps from before this change. If it isnt to hard to do I say get her done. BUT if you have to choose between that and other more meaningfull issues i'd say let it be. Cheers!

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Tue Nov 09, 2010 7:41 pm
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Unread post Re: Beta Server TWGS v2.00
I'd like to have the beta sites bang some games with this new approach to limiting course length and see if people can feel a difference. Of course those other issues are being addressed as well.

SG, the code's already in there from the alternative "flat map" I've experimented with over the years so it's well tested and easy to activate.

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Tue Nov 09, 2010 7:47 pm
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