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 Advanced Aliens Routines 
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Would like to see an advanced alien routine that can be setup to attack
Bigger Players as they advance on little people.

Put in the Same Hunting Scripts that used by advance players into the Alien Routine to make it harder for them to move around.

Thanks

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Sun Sep 09, 2007 4:05 pm
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miltonc wrote:
Would like to see an advanced alien routine that can be setup to attack
Bigger Players as they advance on little people.

Put in the Same Hunting Scripts that used by advance players into the Alien Routine to make it harder for them to move around.

Thanks



This would be fairly hard to do, and if it could be done I think the advanced players will quickly learn the hunting method and adapt.  Other less skilled players will find the aliens smoking them as soon as they get in a decent ship (assuming by bigger players you are meaning a hunt/kill ship type).  If it was targeting based on experience, then it is a minor issue to take care of the experience level.  Hunting based on alignment - say Feds attacking red players (even-up attacks, not just Zyrain blasting once  and podding the player) might be interesting.
Any type of static script will be adapted to so that would mean rewriting the script.  I have (as well as most people who script) rewrote scripts to meet a certain issue in a game.  A lot of the time it is to exploit someone else's script when a opening exists.
The aliens are weak due to their always responding is a known manner.  Players who do the same have the same weakness.
 
 

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Sun Sep 09, 2007 5:44 pm
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This could be interesting....first find a "little person" and then put my shielded planet in front of him....then attack said little person and wait for the aliens to come die one at a time by the cannons.  Would be a nice way to get rid of most annoying alien fig hits. 


Sun Sep 09, 2007 7:15 pm
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That is funny , but as far as aliens go they spawn with fighters so it will be your loss of ore that will keep you busy in your senoirio .
Picking on new players doesn't net you much cash either most of the time.
Supertech
A script to set a pre-determined setting for a known working alien race would be welcomed.
I'm sure it would need to be worked for most edits but leave it as a source and just rename each to the aliens they are used to create maybe.

I know I'de like a copy to play with once the frame is built.

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Sun Sep 09, 2007 11:27 pm
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Laff. I'd love a script that warps an alien in anytime someone with a lot of figs attacks someone without very many... hehe. I could pdrop my enemies and warp around with only a few figs and be completely invulnerable.

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Mon Sep 10, 2007 12:03 am
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seee no script wrote yet and Dyn's already explioting it...
laff

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Mon Sep 10, 2007 10:36 am
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Singularity wrote:
Laff. I'd love a script that warps an alien in anytime someone with a lot of figs attacks someone without very many... hehe. I could pdrop my enemies and warp around with only a few figs and be completely invulnerable.

As was already said, scripters find ways to addapt
This is not pointed at any particular players, but less advanced players just need to learn to play the game as it's evolved into today.  We all wish for yesterdays games, but they're not there, and it's almost impossible to enforce rules outlawing certain types of scripts. Instead of complaining about players and game edits, just learn to play the edit, and learn from your mistakes and learn to defeat the advanced players.  By learning to addapt, is what's made the game evolve into what it is today.  To throw away your scripts, and try to play most edits today, you might as well cby and get it over with.
 

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Mon Sep 10, 2007 11:13 am
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Already did, It's Called Delete Game Server from the List. 8-)

It's Abusive Script Supporting OP's that have furthur ruin the game.

Thanks for Nothing
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Mon Sep 10, 2007 4:11 pm
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miltonc wrote:
Already did, It's Called Delete Game Server from the List. 8-)

It's Abusive Script Supporting OP's that have furthur ruin the game.

Thanks for Nothing
Peace.


I am not sure how an op can eliminate the use of scripts.  You can change the cpc setting and add delays, but the scripts and macros still function.  I've had one Op get upset because I was running a ZTM script on his server that banned "advanced scripts" - not sure what an "advanced script" actually is - maybe anything over 15-20 lines?
The Ops cannot do much more that look at reality in the way TW game play has evolved, and that means macros and scripting.  Players are in the same situation - evolve or die quickly. 
One thing about scripts is that even the good ones can get you killed.  I died to a player (think it was Bad Girl under another alias) last night when my script attacked her - my corpie landed and my script aborted the attack wave on her 6 times before I went poof.
miltonc - sorry to see you do not like the way things are evolving, but the reality is that not much can be done other than move on to the "new" game-in-a-box version of TW.

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Mon Sep 10, 2007 5:32 pm
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miltc, like it or notthe game is evolving and changing daily due to the different ways players have found to make it faster in game play either through scripts or macro's, most times both, the game mechanics have changed drastically since I played, now I host the games and know how things have changed since then, sometimes you have to roll with the changes and make do with games and give the players the best games you can and make them the way you want, and stick to your guns as to how you want your server and games run. There are many servers out there that have one way or another as to how they run them, and each are different, and have their own good points and bad points, but players come back to them as well, so they all have their niche on the game set. You will have your niche, just keep on top of things and keep the way you run the server consistant as to your rules and you will do fine.

Vulcan

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Tue Sep 11, 2007 12:23 am
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I Know Vulcan, And it makes me sad as the Old Day Games use to be slow Mostly cause of modem speed and you could play for at least an hour or so depending on the game and players. I was Just Disappointment as the New Games are Cut Short. That is what I'm Wanting more out of it, game time.

I did find some nice low turn games out there.

Vulcan has been the most helpful here for Support.

If I seem angry, it just venting. I have tried to research this new game play.

Also I do sincerely apologize If I Offended anyone.

I Appreciate everyones input and hope the game is developed further.

Peace

 


Tue Sep 11, 2007 9:35 pm
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miltonc wrote:
I Know Vulcan, And it makes me sad as the Old Day Games use to be slow Mostly cause of modem speed and you could play for at least an hour or so depending on the game and players. I was Just Disappointment as the New Games are Cut Short. That is what I'm Wanting more out of it, game time.

I did find some nice low turn games out there.

Vulcan has been the most helpful here for Support.

If I seem angry, it just venting. I have tried to research this new game play.

Also I do sincerely apologize If I Offended anyone.

I Appreciate everyones input and hope the game is developed further.

Peace

 



We are polar opposites in what we are looking for in games, but that is what a lot of Ops take care of with their variety of edits.  A little bit of something for everyone.  
Good luck with the game type you choose because it really doesn't matter if it is low/medium/high/unlim it is still a flavor of Trade Wars and playing it to your own satisfaction is all that matters.

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Tue Sep 11, 2007 11:20 pm
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What Prome says is true, also you can do settings on the twgs that will slow down the scripts and bots, somewhat, you just have to know what to set and how, to do this, I have experimented with it and had some success on it, also if you do the one IP thing right it will work, it is a pain to get to work right somethimes, sometimes you have to reinstall the twgs a couple of times to get it to finally work, it is picky that way. There is also a way to make the twgs run as a service but on windows server 2003 it sometimes hangs up in a way that it will not let you shut the twgs down properly using a warning to let players know how long they have till server shutdown. It seems to work okay with XP and older versions of windows though.

If you need help on some of the settings get with any of us sysops that have played with the twgs some and know how to make it work in different ways, we all would be glad to help you make your setup the way you want or at least close to that as possible.

Vulcan

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Wed Sep 12, 2007 9:28 pm
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There are things you can do to slow down bots and scripts, true, but more than that I think there are ways to keep aggressive scripters from playing on your server all together. We pretty much all share a common theme in things we like, and if a server goes too far from that most of us won't bother playing it out.

In an unlim game, move and steal delay do this. Don't go too far with it, but while the combination of both does make scripts more powerful... very few aggressive unlim players will want to deal with them at all. The same is not true in a turns game, however.

In a turns game, slow down planet development and make ships more expensive but less powerful. Make sure attack odds and def odds are balanced on the big. Also bring up the cost of gtorps to max and reduce the corp size to somethin small like 2 or 3. If you really want to drag things out, make the uni a 20k and keep the turn base under 1k. Most scripters will not find a game like that fun.

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Thu Sep 13, 2007 8:18 pm
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Singularity wrote:
There are things you can do to slow down bots and scripts, true, but more than that I think there are ways to keep aggressive scripters from playing on your server all together. We pretty much all share a common theme in things we like, and if a server goes too far from that most of us won't bother playing it out.

In an unlim game, move and steal delay do this. Don't go too far with it, but while the combination of both does make scripts more powerful... very few aggressive unlim players will want to deal with them at all. The same is not true in a turns game, however.

In a turns game, slow down planet development and make ships more expensive but less powerful. Make sure attack odds and def odds are balanced on the big. Also bring up the cost of gtorps to max and reduce the corp size to somethin small like 2 or 3. If you really want to drag things out, make the uni a 20k and keep the turn base under 1k. Most scripters will not find a game like that fun.

Those settings in an unlim would definately keep aggressive players away and the same for the low turns setting for people like me who like to play a weekend game.  But, that is the nice thing as I've said, something for everyone.

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Fri Sep 14, 2007 12:17 am
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