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[ 6 posts ] |
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Commander Data
Gameop
Joined: Wed May 23, 2007 6:12 pm Posts: 136 Location: United States
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I have created a custom game and created 12 planets loaded and custom built. The idea is for someone to capture them all to win the game.
Problem is that when I rebang the game, they all dissappear/and not recreated. I have tried everything I can, but don't seem to be able to retain them. Is Tera the only one that can be retained after a rebang?
I can reload the .TWA file to start at beginning of game, but that doesn't create a new universe from a new seed.
I have gone through all the past posts on this forum and can't come up eith anything?
Any help is appreciated.
Thanks, Data
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| Sun Jun 10, 2007 12:44 am |
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Vulcan
Gameop
Joined: Fri Sep 03, 2004 2:00 am Posts: 2041 Location: Acworth, Georgis USA
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Okay when you bang the game the planets will not show up till you restart the twgs then look and see if they show up, but while the server is down for the bang, it will not populate the planets till it is restarted. Then the planets will be in place.
_________________ Vulcan's Forge v1 TWGS telnet://vulcansforge.homeip.net:2002 v2 TWGS telnet://vulcansforge.homeip.net:23 Forum and site down for now. my Email is vulcan219@comcast.net now
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| Sun Jun 10, 2007 1:10 am |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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If you have the game in a TWA file and rebang, then they should be there. Be sure when you rebang, a Create New Game box opens up and select the option to migrate from a game, select General Settings, Gold Ships, Gold Aliens, etc... Also be sure you are importing from the right game selection in the dropdown box (example, game A, B, etc).
The other thing once you rebang is to check to be sure the planets are set to Active: Yes.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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| Sun Jun 10, 2007 1:26 am |
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Zentock
Lieutenant J.G.
Joined: Mon Sep 22, 2003 2:00 am Posts: 486 Location: USA
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planets that are built with tedit after a game is banged , by built i mean made in to cits with ore and shields, and figs deployed on it, and with its defensive settings set, will not be reproduced in the next bang of that twa file.
the sysop will have to rebuild the planets every time the seed # is changed and after each re-bang of the edit.
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| Sun Jun 10, 2007 5:11 am |
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Xentropy
Lieutenant J.G.
Joined: Fri Apr 05, 2002 3:00 am Posts: 332 Location: USA
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If there would be real demand for such a thing, once I get write access fully going with my library, I could write a program that could add assets like this to a game quickly and easily. In this case you'd build a configuration file to tell the program to place 12 planets in random locations (or only in dead-ends or something, perhaps, though I haven't considered yet how to ana-lyze warp data to determine where bubbles are and such; not an algorithm I've needed) and set them to lvl 6 with such-and-such resources, named these 12 names, or whatever. Once the configuration was set up it would take all of half a second to add the planets.
_________________ Creator of the TWGS Data Access Library
http://twgs.xiuhtec.com
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| Sun Jun 10, 2007 5:22 am |
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Runaway Proton
Gameop
Joined: Thu Aug 24, 2006 2:00 am Posts: 1737 Location: USA
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Data, another option is to make a macro to create those planets again. I do this is some games,.. I use swath, but log into the admin port, and run macros to set up certain game perameters.
_________________ American soldiers don't fight because they hate what's in front of them...they fight because they love what's behind them. http://www.runawayproton.com <-- Expired telnet://runawayproton.dyndns.org:223 V2.20b Games <-- Expired http://www.twsubspace.com <-- Expired Teamspeak 3 50.23.212.53:4196 <-- Expired Just a has been now.
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| Sun Jun 10, 2007 8:59 am |
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