Singularity wrote:
The weakness in this script that I found was it's auto-attack feature. It moves so fast that the duration hasn't ended yet, meaning you can't put a fig down and bring your own planet in.
Yes indeed,using callsaveme feature with a p-wave greater than 2 or 3 seconds is risky. However there are a couple solutions that I'm pondering.
Singularity wrote:
I found it trivially easy to write a gridder that pre-stores the saveme planet number ahead of time, allowing for a saveme that takes only 1 more lag cycle than a pgrid. Unless you can kill the user in a single shot (and watch out for corbo) you'll probably end up stuck under an enemy planet... and a quick cit-kill, all for nothing.
I have tried to make the settings as 'open' as possible. That is open to the imagination. For example:
Locking a ship in tow when running from sector, and using a 3rd to xport too;
Two corpies running simultaniously --both using automatic attack, or one on mac attack the other auto-attack;
Based on some great input from people the next version will have some nifty enhancements, hopefully make it a litle safer:
retreat detection - some tricky trigger work needed. but after alot of testing I finally found a way to make it work with minimal sacrifice in speed;
fighit delay - essentially a trigger delay on x-number of fig hits to better lull the enemy into thinking you're not running the script;
ship exchange - to avoid loosing turns due to self-torping. if a corp's present on planet then the script will fire foton, swap ships and proceed.
Not to take anything away from Grimy. I'm making the minor updates available on my neglected web site:
http://ca.geocities.com/myoptik/scripts.htm, and will put major versions on grimy's as per usual.