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 pro Ecolonizer v3 
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Unread post pro Ecolonizer v3
adding that 2 ship colonizer was brilliant, thanks.

Helix

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Mon Feb 15, 2010 11:23 am
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Unread post Re: pro Ecolonizer v3
Thanks, but that got implemented after watching Kaus's colonizer at work - I couldn't keep up so the 2-ship was the only way.

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Mon Feb 15, 2010 1:35 pm
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Unread post Re: pro Ecolonizer v3
Promethius wrote:
Thanks, but that got implemented after watching Kaus's colonizer at work - I couldn't keep up so the 2-ship was the only way.

Just used it as a red in an Unlim, Sweet

Helix

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Mon Feb 15, 2010 1:37 pm
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Unread post Re: pro Ecolonizer v3
I analyzed every way to colo...you cant tow a ship turn effectively as far as I know.

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Mon Feb 15, 2010 8:21 pm
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Unread post Re: pro Ecolonizer v3
I think they are only using this method for Unlims.

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Mon Feb 15, 2010 8:25 pm
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Unread post Re: pro Ecolonizer v3
when the planet is like 4 hops from terra i belive its faster any more and its to slow if im not mistaken.

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Mon Feb 15, 2010 8:57 pm
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Unread post Re: pro Ecolonizer v3
Parrothead wrote:
I analyzed every way to colo...you cant tow a ship turn effectively as far as I know.


Yeah, I wouldn't use the 2-ship option in a turns game. I haven't calculated the TPW/Ore/Cols for turns since I don't play turn based games.

The script allows options for single and two ship, plus red/blue colo options. As Toyman noted the script was written primarily for unlims, but there is a turns option but it isn't extremely accurate on turn calculation so always have a buffer on the turn count. I think I left the BTW option (B - to wall) that can be unsafe since it assumes your base fig is safe - no fuse protection on that. I have different versions that are not public so it is somewhat hard to remember what I've released and what I haven't.

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Mon Feb 15, 2010 9:43 pm
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Unread post Re: pro Ecolonizer v3
where do you find this V3 version?


Tue Feb 16, 2010 12:59 am
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Unread post Re: pro Ecolonizer v3
I will add it here.


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Tue Feb 16, 2010 1:26 am
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Unread post Re: pro Ecolonizer v3
ty

:D

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Tue Feb 16, 2010 1:59 am
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Unread post Re: pro Ecolonizer v3
thank you Pro

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Tue Feb 16, 2010 2:05 am
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Unread post Re: pro Ecolonizer v3
I use your other colonizer Prom, Looking forward to trying this one out.

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Wed Feb 17, 2010 6:21 pm
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Unread post Re: pro Ecolonizer v3
Helix wrote:
Promethius wrote:
Thanks, but that got implemented after watching Kaus's colonizer at work - I couldn't keep up so the 2-ship was the only way.

Just used it as a red in an Unlim, Sweet

Helix


I think you will just end up dead unless your alone in the game..at which point speed doesn't mean anything.

So how does this 2 ship colo thing work again?

4 hops from terra? Your building a base 4 hops out? You wont keep it long.

What am I missing?

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Thu Feb 18, 2010 8:11 pm
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Unread post Re: pro Ecolonizer v3
Parrot...

One of the strategies for UTW truce games find a sector close to Fedspace.

pop desired planets, use 2 ship ewarp collie script pause and wait for collie drop
Steal as many collies as possible
Upgrade planets to mobile... chance of that happening under truce very good.

Well that was the "standard strategy" a couple of years back.

Heh... Just thought of an exploit ... Nav Haz Sector 2 or whatever Sector is in path....

Probably against the rules as this is damaging to the (X amount of people online 24/7/365) egos

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Thu Feb 18, 2010 10:44 pm
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Unread post Re: pro Ecolonizer v3
Maniac wrote:
Parrot...

Heh... Just thought of an exploit ... Nav Haz Sector 2 or whatever Sector is in path....

Probably against the rules as this is damaging to the (X amount of people online 24/7/365) egos


Only if the scripter didn't think of checking for fighter depletion due to nav haz or terra attacks.

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Fri Feb 19, 2010 12:12 am
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