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Jeren
Warrant Officer
Joined: Sat Dec 29, 2001 3:00 am Posts: 75 Location: USA
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I never thought about it...yes, that might make tons of colonists available for a game. But why not make it so no planet produces colonists? You know, have the hazardability thingy up?
_________________ Long lost TW player...from...sometime ago...
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| Tue Jul 01, 2003 5:54 am |
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Ahab
Gameop
Joined: Mon Dec 16, 2002 3:00 am Posts: 241 Location: USA
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Well, I'm here to say that my 'experiment' failed. Even with Terra set to hold 100 mil critters, it wouldn't go above 10 mil so while it was a nice try, it just didn't work. Guess the alternate is to just refurb Terra whenever it reaches a certain level.
_________________ Ahab
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| Wed Jul 02, 2003 6:12 pm |
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Jeren
Warrant Officer
Joined: Sat Dec 29, 2001 3:00 am Posts: 75 Location: USA
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But that involves work, watching the levels, etc...who has time for that? =P jk
_________________ Long lost TW player...from...sometime ago...
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| Thu Jul 03, 2003 9:16 pm |
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Jerimiah Dark
Staff Sergeant
Joined: Wed Mar 14, 2001 3:00 am Posts: 14 Location: USA
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I may be a little naive as I do not use scripts, however, couldn't one design a script to be running externally from TWGS that would monitor the colonist level and reset it whne it drops below a certain point?
_________________ JD
darks-star.servegame.com
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| Mon Jul 07, 2003 1:06 pm |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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quote:Originally posted by Jerimiah Dark
I may be a little naive as I do not use scripts, however, couldn't one design a script to be running externally from TWGS that would monitor the colonist level and reset it whne it drops below a certain point?
Yes, fairly easily in fact
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| Tue Jul 08, 2003 2:12 am |
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NiteStalker
Sergeant Major
Joined: Thu Oct 04, 2001 2:00 am Posts: 59 Location: USA
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I would definatly be interested in such a script
_________________ [}:)]"Power is alluring, but balance is mandatory"[}:)] - Nite§talker
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| Wed Jul 09, 2003 4:37 am |
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Vid Kid
Commander
Joined: Sun Feb 25, 2001 3:00 am Posts: 1838 Location: Guam USA
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quote: Originally posted by Jerimiah Dark
I may be a little naive as I do not use scripts, however, couldn't one design a script to be running externally from TWGS that would monitor the colonist level and reset it whne it drops below a certain point?
I have been watching this thread from the begining and know there was one in the works.
It runs 30 mins after midnite so not to interfer with TWGS workings.
And goes to a game checks the tera level then maxes it if its below a point.
This keeps tera full.
It apperantly was not released.
But I would be willing to help on such a project , that is if someone wants it and thinks its worth doing.
I've heard complaints from players when I did it so keep that in mind.
This same type of script could be used to activate photons on game day XXX as well.
just a thought.
Vid Kid/CareTaker
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| Wed Jul 09, 2003 11:25 am |
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Ahab
Gameop
Joined: Mon Dec 16, 2002 3:00 am Posts: 241 Location: USA
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And a good thought it is, Vid. Since my brain doesn't run along programming lines (it gets befuddled very easily) I'd love to see such a script built and would gladly use it though I'll say that keeping tabs of critter levels on terra isn't such a hard thing to do.
_________________ Ahab
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| Wed Jul 09, 2003 1:09 pm |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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Just run this TWX script at the tedit main menu. It will prompt for the level to fill to and the frequency to check, then will set the colos to level every frequency seconds.
getinput $maxlevel "What is the colo level to maintain?"
getinput $looptime "What is the frequency (in seconds) to update colonists?"
multiply $looptime 1000
:check_loop
send "n1*b" $maxlevel "**"
setDelayTrigger check_loop :check_loop $looptime
pause
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| Wed Jul 09, 2003 3:03 pm |
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jman037
1st Sergeant
Joined: Wed Dec 26, 2001 3:00 am Posts: 35 Location: USA
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I already run a script that fills terra every 30 seconds. It cannot be drained of colos.
_________________ The J-Man
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| Fri Jul 18, 2003 4:52 pm |
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Timberwolf
Lieutenant J.G.
Joined: Mon Feb 26, 2001 3:00 am Posts: 441 Location: In your girlfriend's bed
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I know this topic is old. But I've only begun to read these forums today. My last visit was May 2003. Heh.
Anyways, regarding collies on Terra. I'm not fond of high collie regenration. This makes the game advance way too fast and players have adequate defense built up in no time.
But if terra was to run dry with a low regen, this makes colonists a valuable commodity in a game. If you invade someone and take their stuff, they can't rebuild and pretty much is out of the game. But if Terra is always filled, they have a chance to rebuild after an invasion and pretty much can try and get back into the game.
JMHO
Timberwolf
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| Wed Aug 13, 2003 5:25 pm |
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jman037
1st Sergeant
Joined: Wed Dec 26, 2001 3:00 am Posts: 35 Location: USA
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I'm biased towards more collies. As a builder, soon as there's nothing left to build, Game Over for me. On a BBS I used to play on, I was paired with a good killer/invader. Worked great. 
_________________ The J-Man
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| Tue Aug 19, 2003 2:04 am |
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