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 TWXProxy has gone nuts and I need HELP! 
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Unread post TWXProxy has gone nuts and I need HELP!
Ok, I am a n00b at using TWXProxy, but have been learning it (and Swath) for the past 2-3 weeks. Yesterday though, things went haywire.

I use the TerraFarmer colonizing script a lot, since one of the games I am active in, Terra has been depleted and I need more collies for my planets. It was working flawlessly for 10+ days. But yesterday...

It stopped "recognizing" my planets in the sector. Normally, Terrafarmer would say, planet ## - planet name, give me a few colonizing options, and off it goes. Now, however, no matter what planet I select (and no matter in what sector), it no longer recognizes the planet number, and instead always says planet 0 (it DOES, however, still correctly show planet NAME). If I try running the script, it goes nuts, inputting a bunch of random characters that I cant see any logic to, and I have to stop the script.

I have tried running OTHER scripts (default ones in TWXPROXY) and similar results. So its not the individual script per se, but the program running the scripts.

So I thought my database was corrupted, I deleted it, made a new one... same result. So I thought TWXProxy was corrupted, so I deleted it, reinstalled TWXProxy (into a different directory even to be 100% sure), created a new database and SAME result.

I run TWXProxy from within Swath, like many others do. The only thing I have not done is to reinstall Swath. But I thought Swath doesnt really "do" anything with TWXProxy, just acts as a telnet client for it. So I cant see how reinstalling Swath makes a difference, but I will try if that is what is suggested to me.

I'm not an expert in TWXProxy, but I think sometimes I've seen where it "loads" game info (runs through various info screens like my planets, figs deployed, mines deployed, etc, etc...) but now, it doesnt seem to do that anymore. Could this be the problem?

Any help would be much appreciated, this is causing me a lot of apprehension since I only have a few days before T0yman and his crew declare all out war on me lol.

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Thu Oct 16, 2008 10:14 am
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Unread post Re: TWXProxy has gone nuts and I need HELP!
For Starters, make sure the lightbulb icon on top of Swath is turned off.

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Thu Oct 16, 2008 10:25 am
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Unread post Re: TWXProxy has gone nuts and I need HELP!
By off, I assume you mean its not in helper mode, which it is not. Only in Game Proxy mode.

I also want to add that any default scripts within Swath (ie colonizing using whats included in Swath) works just fine. Of course those scripts are far too limiting to though.

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Thu Oct 16, 2008 10:28 am
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Unread post Re: TWXProxy has gone nuts and I need HELP!
Check your CN settings. Make sure CN9 is set to SPACE, that's usually the problem.

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Thu Oct 16, 2008 10:35 am
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Unread post Re: TWXProxy has gone nuts and I need HELP!
Ahhhhhhhhhhhhhhhhhhhhhhhh that was it!!!

Thanks so much. I would have never figured that out.

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Thu Oct 16, 2008 12:08 pm
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Unread post Re: TWXProxy has gone nuts and I need HELP!
Word to script writers: Spend the extra 10 minutes and whip up a CN routine to verify relevant settings. Keeps ppl from tearing their hair out because of all these little things... ;)

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Thu Oct 16, 2008 12:43 pm
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Unread post Re: TWXProxy has gone nuts and I need HELP!
Singularity wrote:
Word to script writers: Spend the extra 10 minutes and whip up a CN routine to verify relevant settings. Keeps ppl from tearing their hair out because of all these little things... ;)


I have, at least one script floating around that resets CN9 to "All Keys" and then will reset it to whatever it found at startup when complete. The problem is that sometimes the script is aborted by the user and then the above issues start happening. People not familiar with the CN9 setting and its effect will have problems.

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Thu Oct 16, 2008 2:36 pm
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Unread post Re: TWXProxy has gone nuts and I need HELP!
I just code my stuff to work w/ space rather than all keys. If I need to abort displays I've always got my space bar.

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Thu Oct 16, 2008 3:21 pm
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Unread post Re: TWXProxy has gone nuts and I need HELP!
Assuming there isnt another TerraFarmer that your talking about. I wasnt aware that cn9 was causing a issue though I myself have had the same issue and came to the same conclusions. Eitherway I'm updating the TerraFamer I wrote to fix that issue. (Updated to fix that issue is available at grimy's)

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Sat Oct 18, 2008 10:38 am
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Unread post Re: TWXProxy has gone nuts and I need HELP!
That would be awesome.

I dont know if you are taking suggestions, but one other option I would love to see added to that script-

Ability to pick up less colonists than would be required for full holds...

ie, Let's say I have 90 holds free for collies, but there are only 65 on terra... right now the script picks up 0 and wastes the turns and goes back to the planet. But i'd love for an option to pick up those 65 and go back with them instead of 0.

Otherwise, the ability to pick up collies on a timed basis is a life saver in games where terra has been depleted.

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Sat Oct 18, 2008 11:11 am
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Unread post Re: TWXProxy has gone nuts and I need HELP!
Quote:
ie, Let's say I have 90 holds free for collies, but there are only 65 on terra... right now the script picks up 0 and wastes the turns and goes back to the planet. But i'd love for an option to pick up those 65 and go back with them instead of 0.


Ah, macro issue.

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3. Open IRC chat @ irc.freenode.net:6667 #twchan
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Sat Oct 18, 2008 12:10 pm
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Unread post Re: TWXProxy has gone nuts and I need HELP!
RajuAbju wrote:

ie, Let's say I have 90 holds free for collies, but there are only 65 on terra... right now the script picks up 0 and wastes the turns and goes back to the planet. But i'd love for an option to pick up those 65 and go back with them instead of 0.


By default it is designed to bubble over terra till ship holds match terra colonists. I will take a look at it tonight after work. The reason I never put the ability to take whatever is available, was due to turn conservation. However it should not be warping back with zero holds of colos unless the condition was met and someon else scooped them up before you.


Sat Oct 18, 2008 1:06 pm
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Unread post Re: TWXProxy has gone nuts and I need HELP!
Nod. Grabbing 0 collies doesn't cost a turn. So as long as you're not warping back w/ incomplete holds, you aren't losing turns. You could do a stats check and verify that your holds are filled (and prolly not a bad time to check for ore and twarp capability) before heading back.

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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
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Sat Oct 18, 2008 1:50 pm
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Unread post Re: TWXProxy has gone nuts and I need HELP!
Yes, but I believe he might be talking about a delay script that does warp back every time. That would suck in a turn game, especially if someone is sitting at Terra fed safe stripping it.


Sat Oct 18, 2008 2:40 pm
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Unread post Re: TWXProxy has gone nuts and I need HELP!
ROFL, yea, that wouldn't make much sense. But the "bubble over terra" comment makes it sound like a milker, so if that's the case...

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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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Sat Oct 18, 2008 3:53 pm
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