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 Roaving Planet 
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quote:Originally posted by Promethius

quote:Originally posted by Vader

I've seen it used as a second Terra in the past. Does it replenish its own fuel ore?


In the game I've seen this it was called a Wanderer and it rebuilds all product to max - including fighters. It was a level 1 planet so whoever finds it can have instant cols, product, figs (could not be upgraded - had to move items).

I thought it messed up the game as shear luck in finding the planet could give you the game. Start gridding and dropping 10k figs with the fighters off of the planet.


I'm on a theory it messes up once an Alien race tries to claim it. For example, we have our edit Alien Retribution. During development and testing, we gave each race their one planet, and we manually created a second in an adjacent sector for them. It messed up the game.

However, I have the script running roving planet on a game slot on my TradeWars Academy server, and set the planet to rogue. I'm logging it to see how it does and where it may have an issue to try and correct it. I'm hoping it will perform exactly as it should, but am interested to see what happens if an Alien claims it or a player. If interested, I'll keep you posted with the final results.

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Fri Sep 15, 2006 7:38 pm
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I've got my game set up with this wandering/roaming planet set as a level 6. I don't see that it replenishes any thing more than the colos can build. It's moved through tedit commands via TWX, When someone takes it over, it should continue to move, and the alien/player that claims it will have to ride along.

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Sat Sep 16, 2006 12:26 pm
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quote:Originally posted by Runaway Proton

I've got my game set up with this wandering/roaming planet set as a level 6. I don't see that it replenishes any thing more than the colos can build. It's moved through tedit commands via TWX, When someone takes it over, it should continue to move, and the alien/player that claims it will have to ride along.


It is a good script, and my tests yesterday went very well. The script allows us to choose a planet, and how many minutes before it moves. I started the planet at level 1 and 5k ore, org, eqp. At the 5 min mark the planet was moved, via tedit. Fuel was up by 38. It enters a new random location. So it does not use the fuel ore. Colos remained at 5k ore and 5k eqp. 84 figs built.

We will be using this script in some of our games, where the objective is to locate and capture the roving planet. The trick will be to stock it, colo it, upgrade the cit, and hold it. It will be hard for some if they can't track a planet, and it will be handy for others. And may be helpful when invading, if the script just happens to get you inside an enemies sector.

As far as replenishing, it has to be done normally. So adding colos and dumping ore/eqp/org on the planet by players. The problem is you need to know where it moved to after the time limit is reached. I am trying to determine whether 5 mins is a good time, or longer.

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Sat Sep 16, 2006 5:24 pm
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couldn't you just park a corpie in the cit and use TA to track location?

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Sat Sep 16, 2006 7:14 pm
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quote:Originally posted by Gray Lensman

couldn't you just park a corpie in the cit and use TA to track location?


Yes.

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Sat Sep 16, 2006 8:24 pm
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If you can land on the planet, you can just claim it, then it will show up on your planet list. You can own it, you can even move it, but when the script wants it to move again, your off to lands unknown till you move it back again. the script will not use ore to move, but if you move it yourself, it will burn ore, just like normal. Everyting about the planet is normal, accept it moves to random sectors. The only way to stop the planet from moving is blow it up. the kicker is then if someone else builds a planet, and it has the same planet number, my guess is it will start moving around like the previous.

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Sat Sep 16, 2006 10:28 pm
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quote:Originally posted by Runaway Proton

If you can land on the planet, you can just claim it, then it will show up on your planet list. You can own it, you can even move it, but when the script wants it to move again, your off to lands unknown till you move it back again. the script will not use ore to move, but if you move it yourself, it will burn ore, just like normal. Everyting about the planet is normal, accept it moves to random sectors. The only way to stop the planet from moving is blow it up. the kicker is then if someone else builds a planet, and it has the same planet number, my guess is it will start moving around like the previous.


Not too sure about that. I guess if the script is still running then yes it should move it in theory.

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Sun Sep 17, 2006 12:00 am
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wow... wierd.

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Mon Sep 18, 2006 12:53 am
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quote:Originally posted by Slim Shady

wow... wierd.


It's quite fun. I'm going to name the planet Exhile Planet!!![:D]

TradeWars Survivors, ready?

Go!!!!

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Mon Sep 18, 2006 3:32 am
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Anyone know if the script is restricting the planet to non-Fed Space? Imagine being docked at stardock or landed on Terrra only to lift off finding there is a level 6 planet that just warped in!

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Mon Sep 18, 2006 3:42 pm
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No planet can move to Fed. And a roving planet moved via Tedit has some very interesting implications on games. It makes the mind think about edits and such.

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Mon Sep 18, 2006 4:49 pm
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quote:Originally posted by Vader

No planet can move to Fed. And a roving planet moved via Tedit has some very interesting implications on games. It makes the mind think about edits and such.


In a good way or bad?

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Mon Sep 18, 2006 5:30 pm
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quote:Originally posted by Vader

No planet can move to Fed. And a roving planet moved via Tedit has some very interesting implications on games. It makes the mind think about edits and such.


Uh oh. Gonna get Vader started on a new edit here you guys, be careful...


Mon Sep 18, 2006 7:51 pm
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Interesting thought. I doubt the script is smart enough not to place the planet into fed. All it does is call up the planet in tedit, and change the location sector to another random number. Best as I can tell, that's it! Now, how the feds react will be interesting. I know my plante is causing some aliens grief, and one player has had a run in sofar. Just throws in a random factor that's hard to plan around. You might never see it, or it might be in the door to your bubble, or even appear inside your protected bubble. You can use it to land on and maybe ride it into some other corps bubble! I maxed mine out as a level 6 with full ore prior to came open so it's a random hazzard. It's fun to say the least, but I wouldn't use it in every game. You have to use twx and Swath to keep it running, and the programs have to be running at all times. Shut them down and the planet stays put. Already tested it. So it's real inconvenient if you have to reset.

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Tue Sep 19, 2006 2:47 am
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Well there will be some issues that can cause say if it ends up at SD or in FedSpace with Cannons on and Pods a player that is warping in for supplies, or sector 1 and Pods a player logging back in on a SD recovery just to perhaps get instantly SD’ed again that would be messed up, If it is sitting in the MSL’s during Extern you now have a L2 and it will hang the script. Also what if multiple players from different Corps start riding the planet around thinking they are the only ones sitting in the atmosphere? I am not sure how a firing Cannon in FedSpace would work never tried that, the game may just not allow that at all, but again maybe it would. I think a few error checks should be built into the script thought to prevent these issues from even occuring.

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