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 Game Stats Questions 
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Ensign

Joined: Sat May 21, 2005 2:00 am
Posts: 260
Location: USA
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I have three questions about the Game Stats-the ones you get by hitting "*" at the game prompt.
1. How does eprobe delay effect game play?
2. What is "inactive time"? I know it isn't the time you can stay online without hitting a key before you are booted. Black Sun's Troubled Times game is set for 300 minutes. Get booted long before that.
3. If fig lock delay is set to 0, would that disable twarping except commished blue twarping to FedSpace, Bwarping and Pwarping?


Sat Dec 10, 2005 6:46 pm
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Commander

Joined: Tue Mar 26, 2002 3:00 am
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Location: Canada
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I can only answer questions 1 and 3....

1. Eprobe delay increases the amount of time necessary to etherprobe the galaxy. its a big deal in larger games, and for reds, but in a slow game, doesn't really matter.

3. fig lock decay only matters when the fighter is destroyed. you can hold a lock on the sector for X amount of time before the lock decays.


Sat Dec 10, 2005 11:12 pm
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Joined: Thu Jun 02, 2005 2:00 am
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0 means unlimited time, btw

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Sun Dec 11, 2005 1:49 am
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Ensign

Joined: Sat May 21, 2005 2:00 am
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Location: USA
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Well, I got questions 1 and 3 answered. As for 2, here are the stats for Black Sun's Troubled Times game:

Time Online=Unlimited
Inactive Time=300 Min

On one hand, it seems to say I can stay online for as long as I want. On the other hand, it says I'll get booted after 5 hours. I tried the keepalive time and that is 3 min as in all other games.

So the verdict is still out on this question.


Sun Dec 11, 2005 2:45 am
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Lieutenant J.G.

Joined: Mon Sep 22, 2003 2:00 am
Posts: 486
Location: USA
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I am sure u meant inactivity timeout.
means no data sent to the server, ur punted, in x time.

also u cant set a fig lock decay to 0.
1 is its lowest setting. and this btw means
how long one can keep lock on a sector one had lock
in after the fig u had lock on is destroyed

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Sun Dec 11, 2005 8:37 pm
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Ensign

Joined: Sat May 21, 2005 2:00 am
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quote:Originally posted by Zentock

I am sure u meant inactivity timeout.
means no data sent to the server, ur punted, in x time.

Thanks, Zentock. Can you answer this question? Black Sun's Troubled Times gamestats reads:

Time Online=Unlimited
Inactive Time=300 Min

What does the 300 mins mean? I KNOW you have to give some input to the server or get booted after 3 min. That is what keepalives are for. Do you think it is a typo or that the decimal is left out?
quote:
also u cant set a fig lock decay to 0. 1 is its lowest setting. This is an area no edit has changed. Always I find the figlock to be the same amount of minutes. Setting it to a max of 1 second after destruct might change the way some pdrop scripts are set up. Can you think of anything else a 1 second fig lock would change?


Sun Dec 11, 2005 11:12 pm
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Commander

Joined: Tue Mar 26, 2002 3:00 am
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Time online: Command [TL=04:48:09]:[4122] (?=Help)? :
[TL=04:48:09] is the time online. You will see this every time you are at the command menu, or computer menu. means how much longer you have left online.

Inactive time: INACTIVITY WARNING:
Your session will be terminated in Sixty seconds.

It is the amount of time that has to pass before you see the warning that your session will be terminated after Sixty seconds.


Sun Dec 11, 2005 11:33 pm
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Lieutenant J.G.

Joined: Mon Sep 22, 2003 2:00 am
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I think the Min in 300 min is a typo.
As the actual setting in tedit option(h), general editor 2
page option (2),(inactivity timeout), has to be set in seconds.
So 300 / 60 = 5 mins no activity triggers the session termination
process.

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Mon Dec 12, 2005 12:45 am
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Ensign

Joined: Sat May 21, 2005 2:00 am
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You are right, Zen, it was. Tedit shows seconds (default seems to be 300).


Tue Dec 13, 2005 12:43 pm
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Joined: Thu Mar 21, 2002 3:00 am
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One more thing about probes:

Ship delay impacts probes too. If you have zero ship delay, then the probe delay is significantly reduced. In fact, there is no perceptible difference between 1 and 10 probe delay with zero ship delay turned on.

With Ship Delay set to NONE, and probe delay set to > zero, each probe takes 250 ms to move per sector, just like ships. It doesn't matter if you set the probe delay to 1 or 10, it still only takes 250 ms per hop.

However, if you have any kind of ship delay, then the probe delay works as described in the probe delay help.

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Tue Dec 13, 2005 6:24 pm
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Commander

Joined: Thu Feb 20, 2003 3:00 am
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Probe delay goes a long way towards helping keep a universe from becoming 100% explored so soon. It slows down the probing allowing easier interuption of the person trying to probe as well as increasing the overall time needed to probe.


Wed Dec 14, 2005 8:09 am
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Ensign

Joined: Sat May 21, 2005 2:00 am
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Ok. This is from AB's Aliens Amoung Us game:
Time Online=480 Min
Inactive Time=950 Min

So it is official. For future referance to the gamestats, the inactive time given in minutes is an error.


Mon Jan 02, 2006 2:59 pm
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