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 All this talk of ZTM's... 
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Unread post All this talk of ZTM's...
All this talk of mapping/ztm's got me interested so i tried a simple course plot and TWXProxy didn't record the info:

Code:
:
FM > 1
  TO > 10000
1 > (7) > (17152) > (10110) > (8908) > (12286) > (15315) > (3758) > (9728) >
(18260) > (10000)


: ENDINTERROG

Command [TL=00:00:00]:[1] (?=Help)? :


then made a simple script to get the warpcount of sector 10,000 and got back a Zero. I did get back a '1' (one), for the warcount when I made a reverse course plot.

So I'm wondering if mapping time could be even cut shorter if a mapping script maintain it's own 'warpspec' file?

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Wed Dec 10, 2008 7:30 pm
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Unread post Re: All this talk of ZTM's...
A warp in is not the same as a warp out. Not sure how you'd make an accurate ZTM if you assumed otherwise. But TWXproxy does record all of this info, you just need to check warpsin rather than warps.

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Wed Dec 10, 2008 8:50 pm
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Unread post Re: All this talk of ZTM's...
LoneStar wrote:
All this talk of mapping/ztm's got me interested so i tried a simple course plot and TWXProxy didn't record the info:

Code:
:
FM > 1
  TO > 10000
1 > (7) > (17152) > (10110) > (8908) > (12286) > (15315) > (3758) > (9728) >
(18260) > (10000)


: ENDINTERROG

Command [TL=00:00:00]:[1] (?=Help)? :


then made a simple script to get the warpcount of sector 10,000 and got back a Zero. I did get back a '1' (one), for the warcount when I made a reverse course plot.

So I'm wondering if mapping time could be even cut shorter if a mapping script maintain it's own 'warpspec' file?


Might check twx's recording mode and make sure it is on.

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Wed Dec 10, 2008 10:07 pm
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Unread post Re: All this talk of ZTM's...
What Sing says is key. In your above example, if that is the only plot you've done, you still have no known warps for sector 10000. A "warp" is a one-way from->to relationship. 1 -> 2 is a warp, and 2 -> 1 is another distinct warp. We take both of those warps and call 1 <-> 2 a two-way warp, for simplicity, but that is in fact 2 distinct warps.

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Thu Dec 11, 2008 12:39 am
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Unread post Re: All this talk of ZTM's...
Enter a few new tricks for controlling plotbacks for efficiency...

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Thu Dec 11, 2008 1:49 am
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Unread post Re: All this talk of ZTM's...
Singularity wrote:
A warp in is not the same as a warp out. Not sure how you'd make an accurate ZTM if you assumed otherwise. But TWXproxy does record all of this info, you just need to check warpsin rather than warps.


Darn.. warpsin.. totally forgot about that.. sheesh..

I studied ck's ztm source and wondered why he made a kindof 'linked-list' and manually parsed course plots instead of using using twx's 'SECTOR.' info --figured there was an inherent issue with TWX. Not trying to reinvent the wheel and make another mapper, just playing around with a couple efficiency ideas.

thanks

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Thu Dec 11, 2008 10:53 am
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Unread post Re: All this talk of ZTM's...
Probably because the concept was originally drafted back w/ twxproxy 1.xx, when the database wasn't updated dynamically. That'd be my guess atleast.

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Thu Dec 11, 2008 11:05 am
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Unread post Re: All this talk of ZTM's...
I have an idea that may be much faster and easier. Of course this would involve sysop intervention. What if a ztm were done through tedit and a warp file created. The sysop could then pass the file out to the players via download. This would be especially handy in tournament games instead of each player or corp individually having to map the game.


Fri Dec 12, 2008 9:31 am
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Unread post Re: All this talk of ZTM's...
As an observer you can do a CIM and instantly get a 100% accurate map. There's no need to fiddle w/ tedit in such a complex manner. Just create an observer, download the warps, then put the warpspec up for download. Anyone with the skillz to right click can load it up.

I, however, think it's generally a bad idea. Not only does it give ppl w/ dropper scripts or a decent data miner a huge advantage in how and where to hunt, but it also takes away one of the biggest challenges of the first few hours... an accurate map. Imagine what a few well-placed probes could do when the average grid size is like 50.

I think it's a good thing that people have to individually map a game, it forces them to actually put in some effort and separates out the weaktards. It also forces people to think a bit more creatively early on... which is definitely a good thing.

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Fri Dec 12, 2008 10:12 am
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Unread post Re: All this talk of ZTM's...
Well, that's what I'll do for the next Kill Fest tourney. Everyone will still need to log on in advance to create a user account, but this will save the hassle of having to ztm in advance. BTW, I'd think most of the players that sign up for a major tournament would know how to create and use an accurate ztm, and if not, I'm sure that someone on the team would provide them with one anyway.


Fri Dec 12, 2008 5:50 pm
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Unread post Re: All this talk of ZTM's...
Big D wrote:
Well, that's what I'll do for the next Kill Fest tourney. Everyone will still need to log on in advance to create a user account, but this will save the hassle of having to ztm in advance. BTW, I'd think most of the players that sign up for a major tournament would know how to create and use an accurate ztm, and if not, I'm sure that someone on the team would provide them with one anyway.


I also believe most people that play know how to ppt, sst, sdt and colonize. Might as well just give everyone a maxed out planet base, ships, and fed safe alignments. Point is, it is not that people don't know how to do it, it is just a part of the game, and when you ZTM, you take yourself out of the active part - no cashing, colonizing, defense, or offense during that time. The "mundane" aspects (ztm, ppt...) of the game are what is required to play. It is the way (how/when) people accomplish the different aspects that help differentiate the skilled and unskilled players.

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Fri Dec 12, 2008 7:39 pm
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Unread post Re: All this talk of ZTM's...
Actually, that's the way Kill Fest is set up. A special deathmatch tourney where you start out with a maxed ship and planet to eliminate the repeatative proceedures of building. The objective of the game is to find out who can use the best strategy and skill to be the last player alive. Of course the only type players that will play this type of game are the ones that aren't afraid of tarnishing thier reputation by the possibility of getting #Ship Destroyed#


Fri Dec 12, 2008 8:13 pm
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Unread post Re: All this talk of ZTM's...
Big D wrote:
Actually, that's the way Kill Fest is set up. A special deathmatch tourney where you start out with a maxed ship and planet to eliminate the repeatative proceedures of building. The objective of the game is to find out who can use the best strategy and skill to be the last player alive. Of course the only type players that will play this type of game are the ones that aren't afraid of tarnishing thier reputation by the possibility of getting #Ship Destroyed#


The way Kill Fest is setup is the reason I don't play it. I prefer to play from ground 0 to whatever I can get.

Anyone who is afraid of getting SD'd shouldn't even play a truce game, because everyone gets that sometimes. As Kasey told me a long time ago "#Ship Destroyed#" is nothing but words on the computer screen.

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Fri Dec 12, 2008 8:23 pm
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Unread post Re: All this talk of ZTM's...
Promethius wrote:
Big D wrote:
Actually, that's the way Kill Fest is set up. A special deathmatch tourney where you start out with a maxed ship and planet to eliminate the repeatative proceedures of building. The objective of the game is to find out who can use the best strategy and skill to be the last player alive. Of course the only type players that will play this type of game are the ones that aren't afraid of tarnishing thier reputation by the possibility of getting #Ship Destroyed#


The way Kill Fest is setup is the reason I don't play it. I prefer to play from ground 0 to whatever I can get.

Anyone who is afraid of getting SD'd shouldn't even play a truce game, because everyone gets that sometimes. As Kasey told me a long time ago "#Ship Destroyed#" is nothing but words on the computer screen.


That's alright Prom. We had a lot of fun even tho we didn't have the oportunity to kill you. :P

P.S. I just noticed that this is in the script forum. I may be a good idea to move it to general discussion since the topic has sort of been hi-jacked. lol


Fri Dec 12, 2008 8:29 pm
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Unread post Re: All this talk of ZTM's...
Big D wrote:
Promethius wrote:
Big D wrote:
Actually, that's the way Kill Fest is set up. A special deathmatch tourney where you start out with a maxed ship and planet to eliminate the repeatative proceedures of building. The objective of the game is to find out who can use the best strategy and skill to be the last player alive. Of course the only type players that will play this type of game are the ones that aren't afraid of tarnishing thier reputation by the possibility of getting #Ship Destroyed#


The way Kill Fest is setup is the reason I don't play it. I prefer to play from ground 0 to whatever I can get.

Anyone who is afraid of getting SD'd shouldn't even play a truce game, because everyone gets that sometimes. As Kasey told me a long time ago "#Ship Destroyed#" is nothing but words on the computer screen.


That's alright Prom. We had a lot of fun even tho we didn't have the oportunity to kill you. :P

P.S. I just noticed that this is in the script forum. I may be a good idea to move it to general discussion since the topic has sort of been hi-jacked. lol


;) All is good in the world, and hi-jacks happen when people are relatively free.

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Fri Dec 12, 2008 10:00 pm
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