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 Game age in edits 
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Unread post Game age in edits
I'm putting a "starter game" TWA into TWGS that gets installed and initialized so people who are new to the game can just jump right into a game and look around. I decided I wanted it to be aged 5 days so the aliens (it's a stock Gold game to demonstrate Gold aliens) would already be active and moving around. So I created the game, generated the TWA, then added the feature for TWGS to drop it in on a new install. I tested it today and noticed that the game was aged to 6 days, not the 5 I intended. I'm sure this is well known behavior, but now that I'm aware of it, I thought it would be nice if the game age was reset to the actual game age at the time the TWA was generated. So now, if you install an edit that was created a year ago with game age zero, and you jump right into that game without a rebang, it'll be game age zero rather than 365 days.

What I'd like to know is, are there any other settings like that, settings that a gameop needs to go in and adjust after importing a TWA before that game is ready to go? I'd like to make the process of running imported games as simple as possible, just drop in and start it up.

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Sat Aug 21, 2010 8:49 pm
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Unread post Re: Game age in edits
Planet settings (ie alien planets or player planets) D and I did a death match with planets and ships, it would be nice to set it up and just export it and have the ships and planets already set

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Sat Aug 21, 2010 8:58 pm
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Unread post Re: Game age in edits
I think a setting to degree of dock hardening would be nice.

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Sun Aug 22, 2010 1:43 am
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Unread post Re: Game age in edits
Yeh, I'll second that. Maybe the class 0s should harden with age automatically?

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Sun Aug 22, 2010 1:49 am
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Unread post Re: Game age in edits
Currently, if you create some planets, beef up some sectors, harden some ports, then export a TWA, a gameop can import that TWA and run that game with those changes, right? Once they bang the game, those changes go away, correct?

I'm working on ways to incorporate those kinds of changes into a mod file so you can pop a game in and play, or even rebang and play with all of those changes remaining.

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Sun Aug 22, 2010 9:09 am
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Unread post Re: Game age in edits
John Pritchett wrote:
Currently, if you create some planets, beef up some sectors, harden some ports, then export a TWA, a gameop can import that TWA and run that game with those changes, right? Once they bang the game, those changes go away, correct?

I'm working on ways to incorporate those kinds of changes into a mod file so you can pop a game in and play, or even rebang and play with all of those changes remaining.


Right. The problem with the TWA export/import is the random seed doesn't change,
so once people have played the map they need a new one. When you rebang to create
a new map, changes like that go poof. Some things can be easily fixed via server-side
scripting, but stuff like class0 strength can't be, the only way to bump up that strength
is to blow the ports.

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Sun Aug 22, 2010 9:22 am
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