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Mantis
Warrant Officer
Joined: Sun Dec 12, 2004 3:00 am Posts: 97 Location: USA
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Thrawn wrote: The issue of keeping aliens in their own space, I had a question on that. Would you set it up were you can move into their space from an adjacent sector, but to get out you would need to transwarp out?
The only problem with that would be unknowning players without T-Warp becoming trapped. If the alien sub universes were connected only via Fedspace sectors you could set the aliens to avoid Fedspace and keep them contained that way.
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| Fri Sep 28, 2007 2:11 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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You can't even do the twarp thing at all. In order to twarp out the map has to find a route out from X to Y, ignoring avoids. It uses the same method for finding an ewarp course, just factoring in avoids.
Now you could set the alien spaces like that around fed, but I don't know if you have such control over alien spawning. A lot of aliens naturally spawn and move towards the class 0s, and I've had aliens spawn no where near their own space.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Fri Sep 28, 2007 6:56 am |
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V'Ger
Gameop
Joined: Tue Sep 25, 2007 7:27 pm Posts: 530 Location: Long Island
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I have the scripts written in TWX and will post them this weekend once I add in a few more safety features. As anyjoe2000 told me, you mess up a script in tradewars, it blows you up. You mess up a script in tedit, it blows the game up.
I would rather not blow anyone else's server up.
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| Fri Sep 28, 2007 2:38 pm |
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anyjoe2000
Warrant Officer
Joined: Wed Mar 19, 2003 3:00 am Posts: 79 Location: USA
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Thrawn wrote: Thanks for posting the steps. Ran a test on the OCS TWGS and it worked great.
The issue of keeping aliens in their own space, I had a question on that. Would you set it up were you can move into their space from an adjacent sector, but to get out you would need to transwarp out? For an example, say an alien's sector is 7500 and you can access sector 7500 from sector 6347. To get out, you could have a Sxx port and purchase fuel to transwarp out. This would keep the aliens contained in their own space and make their sectors connected to one another only.
Otherwise, most impressive. I'm going to test my game out and if successful, I would make part of the building game for the TradWars Academy OCS TWGS.
Appreciate your time on this.
The easiest way to do this is have the only access to the gold alien area border on fed space and set them to avoid fed space. However one of the (many) annoying things about gold aliens is their ability to transwarp to the class 0 ports there by escaping their areas. I begged JP to change this a couple years ago when I first came up with the idea for the neutral zone game but got nowhere with him. I did find a work around however. If you also put both class 0 ports adjacent to fedspace then have one door into each gold alian area with about 2 billion of their figs in it and no other doors then once a gold goes to the class 0 he can not exit via the fed space sector becase of the avoid fed space setting and he can not exit via one of the other gold aliens sector because of their figs so he has no choice but to return to his own area. the players can of coarse access the class 0 ports from the fed space door.
_________________ http://www.oregonsouth.com/ice9
telnet://ice9-tw.com
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| Fri Sep 28, 2007 2:54 pm |
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anyjoe2000
Warrant Officer
Joined: Wed Mar 19, 2003 3:00 am Posts: 79 Location: USA
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Singularity wrote: You can't even do the twarp thing at all. In order to twarp out the map has to find a route out from X to Y, ignoring avoids. It uses the same method for finding an ewarp course, just factoring in avoids.
Now you could set the alien spaces like that around fed, but I don't know if you have such control over alien spawning. A lot of aliens naturally spawn and move towards the class 0s, and I've had aliens spawn no where near their own space.
I dont think I have had a problem with the spawning as long as they have a planet. Im not 100% sure as I haven't played in the game so maybe V'ger can confirm this. but I haven’t heard of any instances when any of the aliens have escaped their “Empires”. The set up is a real pain in the rear though because the gold alien editor spawns the planet anywhere it wants. It may be that you could move them planet but I didn’t think this wise so my answer was to manipulate the universe to turn the planet sector and every sector the editer dropped one of their beacons into a bubble and then open the bubble into their area. I also punched a heck of a lot of oneway exits to keep players from blocking the door
_________________ http://www.oregonsouth.com/ice9
telnet://ice9-tw.com
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| Fri Sep 28, 2007 3:07 pm |
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anyjoe2000
Warrant Officer
Joined: Wed Mar 19, 2003 3:00 am Posts: 79 Location: USA
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Maybe I should elaborate a little here on what The Neutral Zone Game was because it was not the game I talked about in the instructions above. In TNZ I merged 7 universes. 2k sectors Federation Regulated space, 1k sector Klingon Empire, 1k Sector Romulan Star Empire, 1k sector Ferringi Aliance, and 3 ea 5k sector badlands that I punched a bunch of holes between so you can think of it as 1 big 15k sector area if you want. The idea was to sell mostly stock ships at SD and have the cool ships owned by the golds. I could make the golds as powerful as I wanted as they would be limited to their own respective areas and a play could choose to enter it or not. I made many ships for each Gold Race but tried to make the best of these ship tailored to the personality of each race. In other words the farringi had lots of ship styles but they would have the best transport style ships while the Klingons would have the most powerful war ships and the romulans would have the best stealth scout ships (though I messed up and it seems the best of this type of ships could not be captured)
Anyway I renamed all the fed space sectors The Federation Neutral Zone and you had to cross TNZ to go from 1 area to another. Also because these all use to be separate games each of the seven areas had what use to be fed space. The door to TNZ of each of these areas was connected to what use to be sector 1 of their area. I named these 10 sector areas The Kingon Neutral Zone ect. I set the tedit cleaning script to keep these areas clean as well to prevent players from capturing any of the areas and using them as one big bubble. I had a few issues getting this game going, mainly related to problems with windows vista that with the actual game but in the end it received a very positive response from the players.
_________________ http://www.oregonsouth.com/ice9
telnet://ice9-tw.com
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| Fri Sep 28, 2007 3:32 pm |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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V'Ger wrote: I have the scripts written in TWX and will post them this weekend once I add in a few more safety features. As anyjoe2000 told me, you mess up a script in tradewars, it blows you up. You mess up a script in tedit, it blows the game up. I would rather not blow anyone else's server up.
Thank you V'Ger. Looking forward to running a full test. I have to admit your games are quite interesting, and with the instructions and scripts, now game creation can expand into new areas. Appreciate you both taking time to share your information to help other SysOps out.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
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Knight to Queen's Bishop 3
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| Sat Sep 29, 2007 12:42 pm |
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Runaway Proton
Gameop
Joined: Thu Aug 24, 2006 2:00 am Posts: 1737 Location: USA
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I agree with Thrawn,.. Thank you guys
_________________ 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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| Sat Sep 29, 2007 11:54 pm |
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Vulcan
Gameop
Joined: Fri Sep 03, 2004 2:00 am Posts: 2041 Location: Acworth, Georgis USA
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I may want to get the info as well to add to my server, and try some things differently as the game is changing. I like the idea behind the way you have your games on ICE9. And glad to see it will still be around.
Vulcan
_________________ 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 Sep 30, 2007 4:14 am |
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Vader
Lieutenant Commander
Joined: Fri Apr 06, 2001 2:00 am Posts: 727 Location: Arkansas
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I absolutely loved his ideas in this area. If I hadn't lost my desire to mess with TW, I would've made quite a few with this setup in mind. Maybe someday. Very revolutionary idea this is.
_________________ Black Sun TWGS
http://www.blacksuntwgs.com
blacksuntwgs.gotdns.com:23
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| Fri Oct 05, 2007 12:33 pm |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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It certainly makes creating games more detailed. Now I have something new for our ScoreKeeper to do
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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| Sat Oct 06, 2007 2:08 am |
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