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 max nodes in beta? and other limits! 
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Unread post Re: max nodes in beta? and other limits!
[quote="Helix]
Running Prom's ZTM41 now, seems to be working fine.[/quote]

That should take a while with a 30k universe....

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Tue Aug 03, 2010 12:32 pm
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Unread post Re: max nodes in beta? and other limits!
where can the twgs beta be downloaded?

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Tue Aug 03, 2010 12:36 pm
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Unread post Re: max nodes in beta? and other limits!
Promethius wrote:
[quote="Helix]
Running Prom's ZTM41 now, seems to be working fine.[/quote]

That should take a while with a 30k universe....[/quote][/quote]


Nod. ZTM is going to be interesting. I'm going to have to double check
my sector code and make sure I use SECTORS rather then 20000 on
a lot of scripts now ;)

Not that I mind, tho. I look forward to offering 30k games. Will offer
60k games if they're ever an option. 3 hour TL, 60k sectors, 20 min
login penalty, fast planets... that could be fun.

I doubt we'll see a million sectors tho.

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Tue Aug 03, 2010 12:43 pm
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Unread post Re: max nodes in beta? and other limits!
scolfax.us will bang a max sector game as soon as the twgs beta is available for download. Looking at the eisonline site, there is no download as of yet from the official website. Hopefully it will be posted soon so we can get to banging

I'll be banging at least 4 max sector games of my own design/choice.

For those of you interested in the new max sector games, provide to me the specific twa you wish to run and I'll run any edit you want to see.

Contact me by phone all day today as I'm not leaving the office (that i know of), or submit twa's to my email :::: (scolfax) at (scolfax) dot (us) and phone at four oh five - three one five - two three five seven -~-~-~-~- unf i can hardly wait for the 30k games how about you!!!!!

Hopefully soon the new beta will be available for testing on the new sector limit!

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Tue Aug 03, 2010 12:57 pm
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Unread post Re: max nodes in beta? and other limits!
scolfax wrote:
scolfax.us will bang a max sector game as soon as the twgs beta is available for download. Looking at the eisonline site, there is no download as of yet from the official website. Hopefully it will be posted soon so we can get to banging

I'll be banging at least 4 max sector games of my own design/choice.

For those of you interested in the new max sector games, provide to me the specific twa you wish to run and I'll run any edit you want to see.

Contact me by phone all day today as I'm not leaving the office (that i know of), or submit twa's to my email :::: (scolfax) at (scolfax) dot (us) and phone at four oh five - three one five - two three five seven -~-~-~-~- unf i can hardly wait for the 30k games how about you!!!!!

Hopefully soon the new beta will be available for testing on the new sector limit!


Right now only the beta server, twgs.21-6.com:23 has a 30k sector game (its Game H) The new twgs probably will not be available for download until the testing process is complete. Look for the new twgs on twgs.outpost-4.com:2002 and twgs.classictw.com:23 once the code is considered stable.

H

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Tue Aug 03, 2010 1:04 pm
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Unread post Re: max nodes in beta? and other limits!
Helix wrote:
Vid Kid wrote:
So far , I've noticed a difference in login , J.P. said he would leave it so trigger
"Game Server" would still be usable ..
but in fact it is not , so I trigger on "John Pritchett." as well now

anyways , Swath will be repaired for that as well.

On to next change locating tour .. lol


'Game Server' works for me in mombot for relogging.

Running Prom's ZTM41 now, seems to be working fine.


I'm sorry , Game Server did trigger , it was the secondary trigger that changed .. but is not a problem .. I used triggers instead of the waitfor as I had before , so I can use an old one and new one to keep computability.
A small change had to be made to Swath as well so the auto login would work for this version and older ones.

So far so good.

Thank you for your continued work J.P. and Stein

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Tue Aug 03, 2010 3:56 pm
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Unread post Re: max nodes in beta? and other limits!
When will this version of TradeWars be available for GameOps?

John I would like to be running it here :)

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Tue Aug 03, 2010 7:52 pm
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Unread post Re: max nodes in beta? and other limits!
also, will there be an increased number of planets/ports/ships available in-game? max ships, max planets, max ports... to go along with the increased sector size

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Tue Aug 03, 2010 8:03 pm
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Unread post Re: max nodes in beta? and other limits!
Maybe I missed it but what would the point be to increasing the Size of the universe to 30K?

For my own reasons I would find it interesting to play but I was wondering if there was a point/ reason for it out side of it just being something new.

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Unread post Re: max nodes in beta? and other limits!
<Quote> Maybe I missed it but what would the point be to increasing the Size of the universe to 30K?

For my own reasons I would find it interesting to play but I was wondering if there was a point/ reason for it out side of it just being something new. </Quote>

Lets see.... Originally the Universe was 5K sectors.... One StarDock, Terra and 2 Class 0's
Next we go to 20000K sectors Universe is 4 times larger.... One Stardock, Terra and 2 Class 0's
Now we are at 30000K sectors Universe is 6 times larger.... One Stardock, Terra and 2 Class 0's

What is wrong with this picture.

Unless you allow the player/corp to build their own Class 0's the blowing SD and Class 0's are a viable strategy along with ship/planet buyout.

We haven't really "fixed" anything we just made it so the carebears can hide longer.

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Wed Aug 04, 2010 8:03 am
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Unread post Re: max nodes in beta? and other limits!
Maniac wrote:
Unless you allow the player/corp to build their own Class 0's the blowing SD and Class 0's are a viable strategy along with ship/planet buyout.


Set rad to 0 days, dock and class 0s will regen every extern and get
harder to blow as they do. Add in limited turns, it's not worth it anymore.

From there, just ban ship and planet buyouts.

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Wed Aug 04, 2010 8:31 am
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Unread post Re: max nodes in beta? and other limits!
The point of the increase is because the 20K limit was no longer necessary and a bump to 30K was trivial (about 30 minutes work). Going beyond that will be much more painful. If it's useful, I could consider adding additional class 0 ports, but there won't be any other StarDock or colonist sources. Let me know what people think about that. Also, I could consider increases in caps for users, ships, etc. I don't see much point to raising user count, but raising ship count makes buyout more difficult.

Scolfax, yeah, the beta is limited right now. But it's getting close to a point where I can open it up to a wide beta. I'm not going to have a ton more time to focus on this like I have been, so I'm trying to get as much done as possible, then I'll release it and continue to do updates as I can. I'm not doing any of the gameplay-related changes I've proposed until after public release (old-school game mode, ect). So it shouldn't be much longer.

SG has requested to put the latest beta on twgs.classictw.com and Thrawn could if he wants. But that's it for now.

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Wed Aug 04, 2010 11:36 am
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Unread post Re: max nodes in beta? and other limits!
Multiple Stardock's is what I have heard over the years... Specifically a Red Stardock that Reds can have the same type safe haven or buy other type ships that are not available at the Federation Stardock. I have no idea what it would take but I have heard it mentioned by several different players.

Me personally I would like to see a tool for rebanging that allows for specific types of maps.... ie a Stardock that connects 4 5K universes that the stardock is the central point for entering.
Sectors 1-5000 = 1 Huge bubble
Sectors 5000 - 10000 = another and so on...

Maybe by making the maps more creative it can allow for different styles of games. I have heard there is a script that was wrote years ago by the previous Sysop of Ice9 KK that does something similar, but I have never seen nor gotten my hands on it to see how it works.

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Unread post Re: max nodes in beta? and other limits!
John Pritchett wrote:
The point of the increase is because the 20K limit was no longer necessary and a bump to 30K was trivial (about 30 minutes work). Going beyond that will be much more painful. If it's useful, I could consider adding additional class 0 ports, but there won't be any other StarDock or colonist sources. Let me know what people think about that. Also, I could consider increases in caps for users, ships, etc. I don't see much point to raising user count, but raising ship count makes buyout more difficult.


Eh, I don't think it's worth the time investment. If you are going to make a change, find
a way to specify warpcount and starting port type for stardock. It would be nice if dock
could be an SBB at bang, or be in a 5 way instead of a 6 way, with a setting that can be
exported via TWA. As it is now, basic mapping turns up the class 0s in no time at all.
Having more of them won't really help much if the regen time is high. Maybe clarifying
the option in tedit would help tho, so that new sysops know that rad clear = dock regen.

More ships and planets would be nice. Users, eh, probably not an issue. Right now it's
hundreds of users, I don't think we have many of those games. But 32k or 65k max
planets and ships would be nice.

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Wed Aug 04, 2010 11:52 am
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Unread post Re: max nodes in beta? and other limits!
alot of these things can be done by script , the special universe generater , the port fixer ..

just to name a few ..

the one I've like to see in tedit would be a class0 hardener
I know there are scripts that can do this , but a toggle in tedit would make it much faster , a multiplier of harden factor .. or a can't be blown function.

But for now , I think J.P. has had his hands full nailing current bugs.

(just hope no new bugs show up to replace the fixed ones)

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