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ColdLine
Gunnery Sergeant
Joined: Tue Dec 02, 2003 3:00 am Posts: 29 Location: Cuba
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Waaaaay too much trouble, adding a garage feature in the future cant be terribly hard to implement (certainly not a simple 20 min thing, but it shouldn't require a major overhaul of code i would think). That way you can park your ships on a planet and not have them floating all over or sign on at extern just to hold on to them. Its silly, this game is about buying ships and using them, and you can even own more than one with having them sit out in the void of space.
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| Tue Jan 13, 2004 4:30 am |
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Orion_Blastar
Lieutenant Commander
Joined: Thu Jul 31, 2003 2:00 am Posts: 837 Location: USA
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It should be there when a Citadel is built. You tow a ship and then land on the planet and the ship is with you as you enter the citidel. Then issue the garage command and it is placed into the garage.
Slight problem, a new ship flag needs to be added and a pointer to the planet it is on. The ship flag tells you that it is located in a citidel garage in that sector, and the pointer tells the game which planet it is on. Now that I think about it, only the pointer is needed, if 0 it is not in a garage but in the sector. The ship data file will have to have this pointer added to it, and a convert funtion is needed from older TWGS games to convert to the new data file format. So yes, it might actually be a big deal and take more than 20 minutes to add it in. I am speaking realistically as a programmer based on how I would do it.
Amazing how many non-programmers think that something can be added or changed in 15 or 20 minutes.  Most of them are managers that think this way. "Orion, redesign this form based on the changes we reconmend." they have no idea that the changes I have to make require me to change the code behind the form. What once was a text box and is now a combo box requires a bit of rewriting for each piece of code that used that text box. Now imagine that they changed 15 or 20 things like that, d'oh! Just because they drew up the changes in 15 minutes doesn't mean I can magically change it in 15 minutes and have it work right.  Just an example of how a simple change can take longer than expected. Every part of TWGS that accesses the ship data will have to be re-written to take that pointer into consideration for example.
_________________ I'm getting too old for this sort of thing.
I am from http://district268.xormad.com/ District 268
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| Tue Jan 13, 2004 5:29 am |
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fido
Corporal
Joined: Wed Feb 26, 2003 3:00 am Posts: 5 Location: USA
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I think other things are more important, a good player(s) will take the sector, And if they don't take the planet right away, Block it and take it a short time later, evict the player(s), probably leave empty ships, bring in ore and take your ships and planet anyway. If the ships are in the sector, they will take the planet, park the ships in the garage then warp out.
There are better things to wish for. I'm all for a time limit function, If you want new players to have a chance, find a way for time limits to work, The way it is now, People can stay on, Watch the turns build up, Always leaving enough turns to cap a player. It use to be that the dialup bbs's had the true time limits.
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| Tue Jan 13, 2004 9:00 am |
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Doctor Who
Lieutenant J.G.
Joined: Wed Feb 06, 2002 3:00 am Posts: 322 Location: United Kingdom
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quote:Originally posted by fido
I think other things are more important, a good player(s) will take the sector, And if they don't take the planet right away, Block it and take it a short time later, evict the player(s), probably leave empty ships, bring in ore and take your ships and planet anyway. If the ships are in the sector, they will take the planet, park the ships in the garage then warp out.
There are better things to wish for. I'm all for a time limit function, If you want new players to have a chance, find a way for time limits to work, The way it is now, People can stay on, Watch the turns build up, Always leaving enough turns to cap a player. It use to be that the dialup bbs's had the true time limits.
Command [TL=00:00:00]:[1] (?=Help)? :
Ops can set a timelimit
that's what the TL= is there for..
I heard about 2 years ago that the only time issues were fixed.. Just waiting for the upgrade!, JP?
_________________ <<Doctor Who>>
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| Tue Jan 13, 2004 1:28 pm |
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Orion_Blastar
Lieutenant Commander
Joined: Thu Jul 31, 2003 2:00 am Posts: 837 Location: USA
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quote: Originally posted by fido
I think other things are more important, a good player(s) will take the sector, And if they don't take the planet right away, Block it and take it a short time later, evict the player(s), probably leave empty ships, bring in ore and take your ships and planet anyway. If the ships are in the sector, they will take the planet, park the ships in the garage then warp out.
There are better things to wish for. I'm all for a time limit function, If you want new players to have a chance, find a way for time limits to work, The way it is now, People can stay on, Watch the turns build up, Always leaving enough turns to cap a player. It use to be that the dialup bbs's had the true time limits.
In the good old days you had the time limit your BBS gave you in TW2002. Plus there usually was like 100 to 300 to 500 turns or something like that. Also unless you had an MBBS or Multitasking BBS, there was only one player online at a time. Sometimes it was the SYSOP or someone playing locally unless the Multitasking BBS had more than one phone line.
Back in the old days the SYSOPS played in their own games. The challenge was to keep up with them or overpass them and find them and blow them up and take over their planets. Then hope they did not get revenge via TEDIT.  One SYSOP did that to me, a good friend of mine. He came home drunk and saw that I podded him and took over his planets. So he loaded up TEDIT gave himself an ISS with 50K figs, took back the planets, podded me, and then left 99 mines in the sector my pod fleed to. So the next day I log in, read the logs, and as soon as I am in my ship I get SDed by mines. He apologized for it later, gave me the stuff I had back, sans his planets. I went back to where his planets were and they were no longer there, not level 3 yet and they moved! 
_________________ I'm getting too old for this sort of thing.
I am from http://district268.xormad.com/ District 268
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| Tue Jan 13, 2004 6:52 pm |
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fido
Corporal
Joined: Wed Feb 26, 2003 3:00 am Posts: 5 Location: USA
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They can set a time limit but it builds back up. It should be an extern thing, you use up you 120 minutes you don't get anymore until extern. The economics have changed and I am trying to learn to play as it is played today. BUT it would still be nice for true time limits.
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| Tue Jan 13, 2004 9:05 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 fido
They can set a time limit but it builds back up. It should be an extern thing, you use up you 120 minutes you don't get anymore until extern. The economics have changed and I am trying to learn to play as it is played today. BUT it would still be nice for true time limits.
That is how time limits work. You get x minutes/day to use and at midnight your time resets to those x minutes/day.
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| Wed Jan 14, 2004 5:38 pm |
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ddavison
Gunnery Sergeant
Joined: Sat Nov 15, 2003 3:00 am Posts: 26 Location: USA
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Back to the original topic of where to park ships... you can actually save two ships from getting repo'd at extern. First lock ship A into tow then land at StarDock and go to the shipyards... Go through the process of trying to sell ship B but don't confirm it. After xtern runs, you can say No deal and you've kept both your extra ships from getting repo'd.
Maggie gave me this little tidbit... so I thought I'd pass it on.
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| Wed Jan 14, 2004 5:57 pm |
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rompca
Chief Warrant Officer
Joined: Wed May 28, 2003 2:00 am Posts: 103 Location: USA
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Nice! There's nothing worse than moving out of your "principal" ship to furb or sell another ship, and not realize that it's FREAKING MIDNIGHT!
Sorry... it's still a hard memory for me... :::sniff:::
_________________ christopher::romp
[url="http://www.twgs.system78.com"]System78 TWGS[/url]
twgs.system78.com port 23
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| Thu Jan 15, 2004 5:06 am |
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ColdLine
Gunnery Sergeant
Joined: Tue Dec 02, 2003 3:00 am Posts: 29 Location: Cuba
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quote:Amazing how many non-programmers think that something can be added or changed in 15 or 20 minutes.
was that comment directed at me? Did you read my poorly-phrased post??  i was saying that it wasn't a simple 20 minute thing, but it shouldn't require a major overhaul of code.
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| Sat Jan 17, 2004 7:59 am |
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rompca
Chief Warrant Officer
Joined: Wed May 28, 2003 2:00 am Posts: 103 Location: USA
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I'm a developer. Let me tell you there's no way to know what it would or wouldn't take without knowing the code. [:)]
_________________ christopher::romp
[url="http://www.twgs.system78.com"]System78 TWGS[/url]
twgs.system78.com port 23
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| Sat Jan 17, 2004 5:03 pm |
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Mythrandir
Sergeant Major
Joined: Wed Sep 03, 2003 2:00 am Posts: 50 Location: USA
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Heh, I get a kick out of the starter post here, entitled "Quick, stupid question" -- with 25 posts following. I log in everyday thinking that maybe somebody else has a quick, stupid question, but alas, it's still the same one.
_________________ -=M=-
"The white wizard approaches..."
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| Sat Jan 17, 2004 9:32 pm |
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ColdLine
Gunnery Sergeant
Joined: Tue Dec 02, 2003 3:00 am Posts: 29 Location: Cuba
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heh, i thought it would be quick, either: yeah you can park them, didnt you see option "whatever"; or no you dumbass you cant park your ships. but it turns out theres plenty of discussion about it....
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| Fri Jan 23, 2004 6:28 pm |
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ElderProphet
Commander
Joined: Tue Oct 07, 2003 2:00 am Posts: 1134 Location: Augusta, GA
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Most of us just buy them when we need them, and sell them when we don't. It costs a few turns and a few credits, but they can only be parked safely in the Shipyard... at StarDock. Think of the sellback penalty as a parking fee.
Oh, and JP, while you're adding said Garage, don't forget the Garage Door Opener at the Hardware Imporium, as only ships equipped as such can park.
P.S. What do you do when you see a Space man?
You park, man.
_________________ Claim to Fame: only guy to ever crack the TW haggle algorithm, and fig/shield/hold price formula, twice.
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| Sat Jan 24, 2004 1:30 am |
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Orion_Blastar
Lieutenant Commander
Joined: Thu Jul 31, 2003 2:00 am Posts: 837 Location: USA
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Well I usually need a few ships handy for various things that I do:
#1 Trading ship, for PPTing.
#2 If Red, a ship for SSM/SST/SDT need more than one of these. If Red and MBBS mode a ship for ptrading/megarobbing.
#3 A Ship for colonizing, must have twarp and many cargo holds.
#4 A ship for gridding, low tpw and can hold many figs to explore and lay down a grid.
#5 A combat ship, in case of battle need a spare if I get podded.
#6 CEO ship, usually these are beneficial to the CEO.
#7 Furb ships, only needed if playing red and getting busted.
Depending on the edits, some ships may fill more than one of those categories.
I like to buy ships in advance so I have low numbers for ship numbers. Much better to have SDT ships 15 and 17 than 56 and 85. 
_________________ I'm getting too old for this sort of thing.
I am from http://district268.xormad.com/ District 268
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| Sat Jan 24, 2004 12:26 pm |
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