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 TWX and ATTAC don't mix too well 
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Lieutenant Commander

Joined: Thu Jul 31, 2003 2:00 am
Posts: 837
Location: USA
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First I registered ATTAC because I liked it and I got tired of scripts breaking every 10 cycles. ATTAC seemed to be stable and had features I liked.

After registering ATTAC I've found some bugs in it that were not there before. WorldSSM and WorldTrade, for example, sometimes do not use the Holoscan and I run into enemy offensive figs.

TWX I finally got set up and was using it. For some reason ATTAC scripts go wacky when connecting through TWX, resetting NavPoints and Fake Busting. TWX scripts, only a few work right when loaded under ATTAC. Somehow there is a conflict between the two programs. Either that or my system is hosed up?

In Lord Of The Rings today, the Holoscan bug came up again with WorldTrade. I used ATTAC because the TWX WorldTrade didn't work. I think it is a level 2 script, could be the reason. Had a 1000 Fig 250 Shields 100 cargo hold Palantir with 1 turn to warp. Hit about 8K Ringwraith figs, no escape pod. Was sd'ed today. Palantir is a modifed Scout.

Grazhoppa, don't worry about getting me today, I just got myself. :)

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I am from http://district268.xormad.com/ District 268


Thu Nov 06, 2003 5:52 pm
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Joined: Fri Feb 23, 2001 3:00 am
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I am going to look into the TWX problem. TWX should just be passing ATTAC's data right through to Tradewars and sending all the exact data it receives back. When running a TWX script, ATTAC will automatically ignore auto-features that can ruin a script.
TWX is a proxy, if it changes any of the data or truncates any of it when it sends it to ATTAC, then that is a problem. i dont know exactly how it works.
I am going to update the world scripts to run more like the autoexplorer so they have enough smarts to skip around fig patches. They dont scan if all the sectors are explored.
earth.

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Thu Nov 06, 2003 6:31 pm
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Lieutenant Commander

Joined: Thu Jul 31, 2003 2:00 am
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Thanks, let me know when you got the updated scripts so I can download them. This is really killing my games running into large patches of Offensive Figs. It also is not scanning unexplored sectors in WorldTrade either.

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Thu Nov 06, 2003 6:40 pm
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Ensign

Joined: Fri Feb 01, 2002 3:00 am
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You are correct, to run TWX worldtrade you must register it.

But, how many turns are in this game? Unless you are playing a high turn or unlimited game you should not be running world trade. Probably one of the reasons the other blues outcash you.


Thu Nov 06, 2003 7:23 pm
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Lieutenant Commander

Joined: Thu Jul 31, 2003 2:00 am
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Only 1000 turns. What should I be running, the normal trade script?

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Thu Nov 06, 2003 8:28 pm
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Ensign

Joined: Fri Feb 01, 2002 3:00 am
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in a 1000 turn game you should be using a PPT script... ie once you find a pair, load up the script and it will move back and forth between the 2 ports for you. you should not use anything that moves your ship around to different ports for you, very big waste of turns.


Thu Nov 06, 2003 8:37 pm
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Ensign

Joined: Fri Feb 01, 2002 3:00 am
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Also if you aren't haggling you can set up a series of macros to move back and forth and port.

Also not sure if anyone has told you yet or not, but you don't trade ports all the way down. Once they drop below 20-25% of product on hand, probably better to move on to the next pair. Closer the port gets to 0% the less profitable it is to trade there.

So you need to figure out how much each turn in your game is worth financially, and then determine each time you move / port / use turns are you getting the full value of every turn you spend.

And you seem to already understand the ship turn per warp thing. I usually will do a quick calculation of all the ships in the game regarding tpw and total holds to determine the most profitable ship to trade in. Usually you can just eyeball it but not always.

Last tip you need to get a good density chart and memorize it.. in a 1000 turn game you shouldn't need to holoscan very often. Especially to tell you there are 8k offensive figs next door. A density scan provides plenty of info to keep you out of trouble and it uses no turns.


Thu Nov 06, 2003 8:39 pm
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Lieutenant Commander

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I got ATTAC set up to stop trading at 20%, so no problems there.

I have to give credit where it is due, Grazhoppa told me about the Palantir ship a few days ago, it was a hint from him. Even if he is hunting for our corp, he is still giving advice.

I am glad people are looking at my posts and finding out the mistakes I've made, gives me a chance to improve my game. WorldTrade seemed to be good because it picked the ports for me, and never was the same ports each day. Makes it harder for someone to track me by the ports I trade at. Thing I didn't know or realize is that it takes more turns to WorldTrade.

So I guess next day I pick a random sector, warp there, find the nearest ports and trade at them. Then I do a different sector the next day and find the nearest ports. Of course I have to save some turns for gridding, planet farming, and exploring. As soon as we can get planets to level 4, we can start ptrading.

I think if I learn enough I can write down the common mistakes made into a FAQ file for helping newbie Tradewars players or Tradewars player to improve their games. I'll have to reference this forum.

ATTAC scans sectors with the Move Script, I wonder if there can be an option to use Holoscanning or Desnity scanning? Or should I only buy a density scanner?

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Thu Nov 06, 2003 11:04 pm
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Lieutenant J.G.

Joined: Sat Mar 15, 2003 3:00 am
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the best thing to do is write down the pairs you find get about 20 of them going the more the better and then visit prolly 5 or 6 a day and ppt by the time you get through the list and ready to start at the top again then the ones on top are maxed out and ready to go again...World trade will not always go to a sector that has a pair so then it has to keep looking and wastes turns...Yeah at the begining of a game you are going to prolly waste turns finding pairs but that is all a part of the game....In a low turn game like LOTR NOTES are the key to winning

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The Republic


Thu Nov 06, 2003 11:39 pm
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Joined: Fri Feb 01, 2002 3:00 am
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I don't know how many people are in your corp... but trading, exploring and gridding are all one function. You should be dropping figs in any sector you move through cause it uses no turns and stops people from grimy'n you while you trade. Density scan while you move, and holo scan if you see something that doesn't look right or interesting. Always buy a holo scanner.

So there you go, trade, drop figs, and density scan covers exploring, cashing, and gridding. Now, if you have a larger corp then of course these function can be split up.

You seem to prefer to play blue... so think of it this way. If you stop wasting so much turns doing things like exploring and gridding when you could be using those same turns for cashing you'd make a lot more money. Then you take some of that extra money and sit at dock with less then 1000 exp when you have only a few turns left and fire probes to explore.


Thu Nov 06, 2003 11:40 pm
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Joined: Fri Mar 02, 2001 3:00 am
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Another tip, for a long term game, is upgraded port pairs.. for a cashing blue, keeps all your turns on cashing of course, this depends upon the port regen rate.

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Thu Nov 06, 2003 11:40 pm
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Lieutenant Commander

Joined: Thu Jul 31, 2003 2:00 am
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Also the port pairs would have to be gaurded to prevent others from using them. I remember doing that in another game and didn't drop down figs and mines in those sectors and someone came along and traded down the upgraded ports. I think it is best to find a port pair in a tunnel or near a dead end sector, or to build my own on a dead end sector. Easier to guard.

I think I figured out a way to determine the best ship for trading and whathaveyou. Max Holds divided by TPW, whatever ship has the largest value is the best one to use. Araggorn has 150 holds divided by 2 TPW for 75, Palantir has 100 holds divided by 1 TPW for 100. So the Planatir has the better hold trade per turn cost.

The thing to watch out for is that it only has 1000 Figs and 250 shields, at a 2.0 combat odds that is 2500 points of damage it can take. It also lacks a Transwarp drive. So it is risky to use one, and if you experience a one-way warp and get stuck behind 2500 Figs or more, you could be trapped. My scanners weren't used by the WorldTrade script and it got into 8K Offensive Ringwraith figs. That was it for the day for me.

The Arragon makes less money, but it is safer. Has 10000 Figs and 3000 shields, and 150 holds max and 2 turns per warp and a Transwarp drive. Good for getting early in the game to colonize planets, but a well equiped Sauramon can take it out easily later in the game.

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Fri Nov 07, 2003 12:35 am
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Lieutenant J.G.

Joined: Sat Mar 15, 2003 3:00 am
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best thing to do from the begining is not worry about upgrading that many port because of others using them but just go ppting those ports and then get a dead end going and a planet with a XSB or a XBS and then build a port opposite of the one that the other planet is in and up grade those two ports and have a field day in those two ports....Makes good for long term games down the road

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The Republic


Fri Nov 07, 2003 2:14 am
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Lieutenant J.G.
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Joined: Tue Feb 19, 2002 3:00 am
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One other thing that a lot of people either dont want to give out or dont think of is triple trading. If you find a port pair that is trading all 3 products between them then trade them all at once. For example if you have a SBB - BSS pair and for ease of explanation 1000 product each and you have 100 holds. You set your pair trade script to trade half your holds of each product 50 Fuel, 50 Org, 50 Equip. It takes the same amount of turns to buy or sell 3 products as it does 2 because you only port once and it also gives you an average of 6 exp per porting instead of 4 if you haggle for exp. It does take a few more turns because you have to move between them more using less holds but the extra money is worth the turns and your making the most efficient use of the ports. What you will have to figure out is how many holds of each you will have to use to trade them down balanced to get the most out of them. The example is easy to figure out but if you have the same ports at 1k, 2k, 3k then you would have to start with 16, 33, 66 holds used for trading respectively so you use the port evenly and all products will hit 0 or close to it at relatively the same time.
In a low turn game it is best to drop fighters at all ports especially, you have to remember that just because you dont have a use for some ports at the time doesnt mean someone else doesnt use them. I also like to drop a fighter in all high warp sectors, 4-6 warps, because they are the center of the traffic patterns and you can use them to attack people hitting your fighters. Do all your port trading and port finding manually, dont let a script run world whatever because it runs blindly into the universe and wont trade unless it happens on a pair, it doesnt check your port searches and use them for efficiency. Twarp to or near the ports you want to use as close as possible and then run your script or macro to trade them down. You have to think of what your getting for your turns and make a decision if its worth it. I look at holo scans like this, ether probes are expensive the first day or 2 of a game, after that there are fighters all over to stop them, so if I enter a sector that has more than 1 or 2 unexplored next to it I holo scan, you are already there and to manually check them out would take turns, the ether probe would be a major waste, and the holo scan is only 1 turn. You have to weigh the cost and decide for yourself. Good luck and happy hunting.

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Fri Nov 07, 2003 2:25 pm
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Lieutenant Commander

Joined: Thu Jul 31, 2003 2:00 am
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Moot point on LotR, our main sector got invaded. They took everything except the main planet. Been expecting us to invade the Class O planet they left there and loaded with Fuel Ore. Quasar at 50% says otherwise. If we invade it, makes our main planet weak for invasion. Grazhoppa has 7500+ exp and is red, can make tons of credits with SDT. I don't expect the planet to last even 5 days if we keep all the figs on it. No Level 4 cit on it, can't move it.

On the bright side, he hasn't found our other hiding spaces, but the game is pretty much over for us. He has over 55% of the universe gridded, or so he said. It was only a matter of time before he found our base. Couldn't take it over, so they left a trap for us.

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I am from http://district268.xormad.com/ District 268


Fri Nov 07, 2003 7:15 pm
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