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 TWGS Scripting 
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Ensign

Joined: Sat May 21, 2005 2:00 am
Posts: 260
Location: USA
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When I was reading old messages from a year ago on TWGS.org, Someone was talking about running a TWGS script to clean the universe of more that 1 fig per sector. Is there such a thing as a scripting language for the server? If so, I would like to know how I may get a copy of the lang and the docs for it. Thanks in advance.


Wed Jun 15, 2005 8:24 pm
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Warrant Officer

Joined: Fri Jun 11, 2004 2:00 am
Posts: 95
Location: USA
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sorry to hijack the topic but it's in the same lines, if anyone know where to get ANY admin addons/scripts for twgs please post.


Wed Jun 15, 2005 8:26 pm
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Lieutenant

Joined: Sun May 09, 2004 2:00 am
Posts: 630
Location: USA
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Talk to Vidkid AKA Caretaker, Hes developing a sysop pak for sysops.
like 1 to count up scores and data on winners, for posting.
and a few others. and im sure he will be more than willing to share
info with you.

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Wed Jun 15, 2005 8:39 pm
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Ensign

Joined: Tue Jan 11, 2005 3:00 am
Posts: 297
Location: USA
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I've custom written a few tedit scripts for a sysop friend of mine, and the way we've done it in the past is through TWX. He uses TWX to connect to the admin port on TWGS, then runs the scripts like normal.

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Hereby it is manifest, that during the time men live without a common power to keep them all in awe, they are in that condition which is called war; and such a war, as is of every man, against every man. For WAR, consisteth not in battle only, or the act of fighting; but in a tract of time, wherein the will to contend by battle is sufficiently known.
--Hobbes, Leviathan


Thu Jun 16, 2005 12:21 am
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Sergeant Major

Joined: Tue Jun 07, 2005 2:00 am
Posts: 52
Location: USA
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It would be interesting to know if any take up the challenge of minorly tweaking the game to add balance against high level scripters abusing certain aspects of the game.

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10 High level scripts give an unfair advantage to those who use them
20 You can learn to script yourself
30 Scripts are dumb and can be exploited
40 But not if they are written smartly
50 goto 10


Thu Jun 16, 2005 6:01 am
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Lieutenant J.G.

Joined: Wed Oct 15, 2003 2:00 am
Posts: 437
Location: USA
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The joy of this topic...
1.) "It would be interesting to know if any take up the challenge of minorly tweaking the game to add balance against high level scripters abusing certain aspects of the game." What exactly are these?
2.) TWGS scripts can be more complex than standard scripts because if they have an error....well, your came may be kinda hosed up
3.) If someone needed a TWGS script, I may be willing to write it if they contact me.

4.) (in reference to (1)). I cannot think of really any change that would add balance against scripting, that would not alot make the game less enjoyable for others. Most sysops simply make it known they don't want scripts used in their games, and people who use scripts (99% of people) don't play there and problem solved.


Thu Jun 16, 2005 9:37 am
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Sergeant Major

Joined: Tue Jun 07, 2005 2:00 am
Posts: 52
Location: USA
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Draconis,

Your opinion is respectable. If I spent many hours writing scripts so I could match up head to head with other scripters I would argue from your exact position. The vast majority of potential Trade Wars players do not share your view, I am certain, as most people wish to play games against people, not their scripts, be it text games or 3d games. I don't expect you to understand, but rather accept this view as the majority view and the answer to growing the playerbase.

There is a significant, yet fine-lined different between information gathering and automating repetive tasks as compared to abusing scripting functions.

_________________
10 High level scripts give an unfair advantage to those who use them
20 You can learn to script yourself
30 Scripts are dumb and can be exploited
40 But not if they are written smartly
50 goto 10


Thu Jun 16, 2005 6:58 pm
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Warrant Officer

Joined: Fri Jun 11, 2004 2:00 am
Posts: 95
Location: USA
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how did this go from a topic about Admin scripts to the hand VS scripting arguement. I'm sorry but being an sysop I think stretch your full of your self and should let people play the game they feel is needed.

why would I sit countless hours at night haggling when I can use a script. why would I spend countless hours trying to find a enemy when I can use a script to do it. also someone in another theard brought up the point of it's not the scripts doing the work and stragy thier not smart enough. it's the people behind the keyboard.

// by the way first flame war but really getting tired of hearing from this guy


Thu Jun 16, 2005 7:31 pm
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Sergeant Major

Joined: Tue Jun 07, 2005 2:00 am
Posts: 52
Location: USA
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Who is arguing to go back to hand playing? I just want some admin scripts to fix the _high level_ abuse of CIM and noninteractive, automated kill scripts. Unless EIS wishes to release the fixes themselves.

No one is asking you to spend countless hours hand haggling so you can hand explore so you can hand attack someone. But a lovely strawman argument with a healthy dose of false indignation.

_________________
10 High level scripts give an unfair advantage to those who use them
20 You can learn to script yourself
30 Scripts are dumb and can be exploited
40 But not if they are written smartly
50 goto 10


Thu Jun 16, 2005 8:06 pm
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Lieutenant Commander
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Joined: Fri Apr 06, 2001 2:00 am
Posts: 727
Location: Arkansas
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Its real simple. If you don't like lots of scripting, play on different servers. Scripting isn't going away and EIS isn't going to do anything to change the game play. Basically, TW as is, like it or lump it. Whining CONSTANTLY isn't going to do anything.

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Thu Jun 16, 2005 11:33 pm
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Sergeant Major

Joined: Tue Jun 07, 2005 2:00 am
Posts: 52
Location: USA
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Vader,

That's a tired response, far more tired than some slight alterations to sysop configurations that are easily addressable. If there was an enforcement mechanism to anti-high level scripting, besides a sysop being glued to a screen 24/7 let me know. Until then, there is a reasonable expectation EIS may address the problem, and even more hope these will be defaults when they do.

_________________
10 High level scripts give an unfair advantage to those who use them
20 You can learn to script yourself
30 Scripts are dumb and can be exploited
40 But not if they are written smartly
50 goto 10


Thu Jun 16, 2005 11:45 pm
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Lieutenant Commander
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Joined: Fri Apr 06, 2001 2:00 am
Posts: 727
Location: Arkansas
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This nefarious plot of "high level scripting" doesn't make me whine and cry and wet the bed. So do it somewhere else, eh?

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Black Sun TWGS
http://www.blacksuntwgs.com
blacksuntwgs.gotdns.com:23


Fri Jun 17, 2005 12:10 am
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Commander

Joined: Thu Feb 20, 2003 3:00 am
Posts: 1529
Location: USA
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EIS has no plans to ever even try to eliminate the ability of people to script for the game. EIS has plans to try to remove some inherent inconsistancies in game play (such as some things with delays but not others). However, even once all changes are made, someone running a script will still have a faster response time and still have an advantage.

As to noninteractive, automated kill scripts, I assume you are referring to something a player would run afk. The solution to that is to drain their planet of ore, invade them, and kill them. If they're running something that comes after you on a fig hit, you know exactly where they'll be.

As to CIM abuse, I really have no idea what you're talking about. Do you mean scanning for blocked ports? Interactive scanning of blocked ports to find someone who is currently out in space is really a non-issue. It is your responsibility as a player to cover your tracks, so to speak. Build and maintain a fig grid and your enemy will be unable to find you as easily.


Fri Jun 17, 2005 12:30 am
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Sergeant Major

Joined: Tue Jun 07, 2005 2:00 am
Posts: 52
Location: USA
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Harley Nuss,

Those are some positive words. I hope they ring true in the near future and not the distant.

quote:As to noninteractive, automated kill scripts, I assume you are referring to something a player would run afk. The solution to that is to drain their planet of ore, invade them, and kill them. If they're running something that comes after you on a fig hit, you know exactly where they'll be.
Now I am not the most uber of scripters, but why are we assuming all scripts have to be dumb? Wouldn't it just be logical to write scripts that would not fall for the same guy hitting figs over and over? You can even write scripts that "learn" they are being exploited and you wouldn't even have to hardcode names into them. This is why the scripter arguement fundamentally fails. The final analysis is some want an arms race that never ends (in terms of complexity of scripts) and some want less of an arms race, more of a game between humans.

quote:As to CIM abuse, I really have no idea what you're talking about. Do you mean scanning for blocked ports? Interactive scanning of blocked ports to find someone who is currently out in space is really a non-issue. It is your responsibility as a player to cover your tracks, so to speak. Build and maintain a fig grid and your enemy will be unable to find you as easily.
I am talking about noninteractive CIM scanning. And this isn't just limited to blocked ports but to ports that change in product percentages. I would love to pose the question to Mr. Pritchett Mr. Martin if he put CIM into the game knowing it would be used for 24/7 noninteractive, constantly polling kill scripts.

And the worst part is the poor Grimy Trader is out of a job due to CIM abuse, so we are talking about a man's livelihood here.

_________________
10 High level scripts give an unfair advantage to those who use them
20 You can learn to script yourself
30 Scripts are dumb and can be exploited
40 But not if they are written smartly
50 goto 10


Fri Jun 17, 2005 7:09 pm
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Lieutenant
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Joined: Tue Feb 24, 2004 3:00 am
Posts: 676
Location: USA
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Oh man you need to learn the history of the game before you post. Here are a few links for you to read while you go back and reedit your post before others come and correct you worse then I have.

http://www.eisonline.com/twhistory/
http://www.cadenhead.org/projects/trade ... rtin.shtml
http://www.cadenhead.org/workbench/stor ... rview.html

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Fri Jun 17, 2005 7:44 pm
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