|
Page 1 of 1
|
[ 6 posts ] |
|
| Author |
Message |
|
John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
|
 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.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
|
| Sat Aug 21, 2010 8:49 pm |
|
 |
|
Helix
Ambassador
Joined: Wed Nov 12, 2008 8:57 am Posts: 3554 Location: Long Beach, CA
|
 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
H
_________________ Helix Do I really look like a guy with a plan? You know what I am? I'm a dog chasing cars. Lest we forget I had to ask myself WWSGD?
|
| Sat Aug 21, 2010 8:58 pm |
|
 |
|
Vid Kid
Commander
Joined: Sun Feb 25, 2001 3:00 am Posts: 1838 Location: Guam USA
|
 Re: Game age in edits
I think a setting to degree of dock hardening would be nice.
_________________ TWGS V2 Vids World on Guam Port 2002 Telnet://vkworld.ddns.net:2002 Discord @ DiverDave#8374 Vid's World Discord
Founding Member -=[Team Kraaken]=- Ka Pla
 Winners of Gridwars 2010 MBN Fall Tournament 2011 winners Team Kraaken Undisputed Champions of 2019 HHT Just for showing up!
The Oldist , Longist Running , Orginal Registered Owner of a TWGS server : Vids World On Guam
|
| Sun Aug 22, 2010 1:43 am |
|
 |
|
Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
|
 Re: Game age in edits
Yeh, I'll second that. Maybe the class 0s should harden with age automatically?
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
|
| Sun Aug 22, 2010 1:49 am |
|
 |
|
John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
|
 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.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
|
| Sun Aug 22, 2010 9:09 am |
|
 |
|
Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
|
 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.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
|
| Sun Aug 22, 2010 9:22 am |
|
 |
|
|
Page 1 of 1
|
[ 6 posts ] |
|
Who is online |
Users browsing this forum: No registered users and 396 guests |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|