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 pro Ecolonizer v3 
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Unread post Re: pro Ecolonizer v3
Maniac wrote:
Parrot...

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




TRUCE GAMES!!!!!......ah got it. No wonder I didn't understand.

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Fri Feb 19, 2010 12:29 am
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Unread post Re: pro Ecolonizer v3
Lets not forget my fav. Get into these truce colonizer sector land on a planet for them to fill so you can walk away with planet ....

Did we all forget about that , and so this is why twarp/bwarp col'n is so popular in normal games.

Truce games are good to teach bad habits and a false sence of security.

Sorry , I didnt/shouldnt take this off topic.
My bad.

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Fri Feb 19, 2010 3:56 am
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Unread post Re: pro Ecolonizer v3
Parrothead wrote:
Maniac wrote:
Parrot...

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




TRUCE GAMES!!!!!......ah got it. No wonder I didn't understand.


lol, now those we have the same opinion of. I see a lot of players build their bases adjacent to fed or a sector or two off of it, and then wonder why they lost them so quick. Since I really don't play too serious anymore, I usually try and get them to move their bases, but if they don't then I will try and move the base for them - only cost to them being their planets and maybe ships.

Some may think this hijacks the thread, but I see it as how to use the script in regard to colonizing and building a base that is semi-safe. It doesn't matter how good a script is if its use is flawed, and it highlights one of the things that we have all said in that scripts do not make the player - game knowledge does.

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Fri Feb 19, 2010 12:07 pm
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Unread post Re: pro Ecolonizer v3
It has a broad application for unlims not just truces. The macro I was testing with prom was near unpodable with xp but was slower.. greatly depends on many factors with a emphasis of the unlim. My current revision supports multiple ships and bridges/attacks. Pretty fun stuff to write but I've allways liked colonisers.

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Fri Feb 19, 2010 7:12 pm
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Unread post Re: pro Ecolonizer v3
Kaus wrote:
It has a broad application for unlims not just truces. The macro I was testing with prom was near unpodable with xp but was slower.. greatly depends on many factors with a emphasis of the unlim. My current revision supports multiple ships and bridges/attacks. Pretty fun stuff to write but I've allways liked colonisers.


If your not fedsafe and coloing and I am in game you die. Truce or not.

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Sat Feb 20, 2010 2:54 pm
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Unread post Re: pro Ecolonizer v3
If it's done right, a 2 ship colonizer can be extremely tough to hit (provided you're not red).

Basically tpad to terra, xport out. Tpad 2nd ship in, xport to first, land, grab cols, macro off,
xport to 2nd, grab cols, macro off. Between each run, grab figs.

Since you tpad and xport out, you won't get hit. When you tpad the 2nd ship in but xport to the
first, you won't get hit since you can't be targeted until you're in the ship and the game will abort
the attack on the first ship when you xport out. Provided the rest is done as a macro, you don't
spend enough time in the sector to get pounded on.

The only chance for a screw-up is if the game lags somewhere, you exceed the CPC, or if the
timing is just perfect on the xport in. But, at most, that's 1 attack wave. If you pick up figs on
each cycle, you'll always stay ahead of the game. Meanwhile the guy at fed trying to attack you
will go very unfedsafe, and be open to attack themselves.

It's harder to hit than a single twarp, grab, twarp off loop since the xport screws up standard
timed prelock attacks. It takes a very precise timer, and that's just not enough to kill in most edits.
To screw with the timer attack, you add a small random delay on the 2nd tpad in and on the loop
restart, so that every time you tpad into terra it's at a slightly different timing.

The result is that a reliable timed attack is next to impossible. You might get a lucky shot now and
again, but it won't be enough to kill. Meanwhile you're exposed at terra. That's why when this was
being developed I recommended a counter-attack loop. If someone does hit you, tpad in like normal
but instead of colonizing, do a fedkill loop and buy figs after every wave (with some safeties to
catch when you run out of cash). Fun way to get a kill, and once you've done it, everyone is going
to leave you alone to colo from then on.

However with that said, if it is a truce game, that'd be a great way to get someone out of the truce.
Sacrifice one of your players for a day to get the opposition banned, lol. Truce tactics are so lame,
but mechanical logic isn't so effective.

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Unread post Re: pro Ecolonizer v3
Singularity wrote:
If it's done right, a 2 ship colonizer can be extremely tough to hit (provided you're not red).


Bump..If you colo non fedsafe then I will kill you. Laff.

BTW ...Truce games are stupid. And posting scripts for them is lame.

Of the 20 truce games I have started over the years 18 ended the day truce was over.

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Sun Feb 21, 2010 4:22 pm
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Unread post Re: pro Ecolonizer v3
The focus should stay on scripting, not opinions about game type. Post in Open Discussion with your opinion if you feel strongly about it. Please don't side track the thread. We can test this in Sing's Game A, I own it now and am ready for a bang. If he bangs it, we can test it there. Its an unlimited non-truce sub edit.

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Sun Feb 21, 2010 4:42 pm
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Unread post Re: pro Ecolonizer v3
Parrothead wrote:
Bump..If you colo non fedsafe then I will kill you. Laff.


Not if it's done correctly you won't.

Hell, in many edits you can survive a single tpad-grab-twarp loop macro. Add in a little random
on the tpad in and the only time you can get a hit is on the lift to twarp out. That's, at most,
however, 2 waves. Grab figs on every loop. The mechanics work out a lot like planet busting,
ie: you can maybe get 1 wave off in a prelock if it's done correctly. Maybe.

I mean look at a subzero, colonizing with a redrum. You're in an ascian boat, colonizer is in a redrum.

Boat gets 40000 @ 4.4. That's 176000 pts/wave. Redrum has 3.8 def, so each wave kills 46316 pts

Full figs, no shields (blasted on the first hit). Refigs every time they head back to base.
255000 / 46316 = 5.5. It takes 6 waves to kill the rum.

With a timed prelock and a very lucky shot you can get 2 waves in the first 250ms (maybe), and
1 wave each additional 250ms (assuming no ship delay). That's 1.25 seconds (at least) of constant
pounding to kill them.

When they tpad in and land, they're not in sector at all. Ie: it's a macro bust. You won't even get
off a prelock doing that. A perfectly timed attack might hit, probably not. That's the point of the
random delay, tho, fubar up those odds.

The trick then is the lift-twarp. If that's macro'd, they'll only be there a fraction of the time
required to kill them. You MIGHT get 1, maybe 2 hits, except perhaps in an ultra low CPC game.
That's, at most, half the waves needed. Bravado aside, the math doesn't lie.

You won't be able to kill them at terra w/o running them out of figs. Assuming they refig their
planet as needed, and assuming they've got someone to defend their base against taking out the
fig, you're not going to be able to kill them that way. Granted, there are plenty of other ways,
and granted most people's bases are wide open if they colonize solo, but we're talking about JUST
colonizing.

Naturally, none of this works if the guy is red since they have to come in adj and they're going
to get snagged there. But if they're blue, and just unfedsafe due to experience, it can be made
safe in a lot of edits. I do it in non-truce unlims occasionally, never gotten killed doing it.

Parrothead wrote:
BTW ...Truce games are stupid. And posting scripts for them is lame.
Of the 20 truce games I have started over the years 18 ended the day truce was over.


Eh, if the argument is "truces are lame" then yea I won't disagree with you. But not all truces
go that way. Sometimes you end up with 2 strong corps that battle it out for the next 2 months
before calling a stalemate. Yeh, okay, that's not much better. Still... it is different.

But yes, scripting specifically for truces can be lame. It leads to bad habits which leads to bad
scripts.

Quote:
The focus should stay on scripting, not opinions about game type.


Game type, agreed. Tactics used in games, especially as they're relevant to the topic at hand, are
a different story. A discussion of safe colonizer tactics is not off-topic to the thread.

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Sun Feb 21, 2010 4:52 pm
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Unread post Re: pro Ecolonizer v3
Parrothead wrote:
Singularity wrote:
If it's done right, a 2 ship colonizer can be extremely tough to hit (provided you're not red).


Bump..If you colo non fedsafe then I will kill you. Laff.

BTW ...Truce games are stupid. And posting scripts for them is lame.

Of the 20 truce games I have started over the years 18 ended the day truce was over.


Generally making a colo run as red or non-fedsafe blue isn't a good idea; however, there are times when you don't have a choice so you make the runs as safe as possible. I believe there are ways that make it more difficult to hit someone.

The script I wrote was not designed specifically for truce games, it was originally written specifically for unlims. A fedsafe player colonizing is very little different than a truce game though. Actually a fedsafe player is a lot better off than a non-fedsafe player colonizing in a truce game because people still break the truce and attack.

I believe I can write a script that a non-fedsafe blue can use that would be almost impossible to hit - might give it a try.

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Sun Feb 21, 2010 10:54 pm
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Unread post Re: pro Ecolonizer v3
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Unread post Re: pro Ecolonizer v3
Promethius wrote:
Parrothead wrote:
Singularity wrote:
If it's done right, a 2 ship colonizer can be extremely tough to hit (provided you're not red).


The script I wrote was not designed specifically for truce games, it was originally written specifically for unlims.


A non truce unlim with decent comp should be over in a night given a reasonable sized corp.
With a UTW style game with 10 billion colo's then time to colo should not really be a factor.
But I will buy the mechanics as an exercise.
To use Sing example of Sub Zero....Flip red and turbo....feed corpy figs and cash for a battleship.
with luck then game over in an hour. Else Turbo up enough to get a Red Rum and kill all other cashers off in 2 minutes.
Or cap the usually lame alien planets and pdrop everyone. Unless it is some casual game then I see little need to colo. And if it is a casual game then whats the difference in speed to colo. But it makes a good scripting exercise. There is no example of a turn efficient 2 ship colo script with or without tow penalty.

Truce games are another story however. I find the best way to colo is to hide at the planet prompt of some idiot who makes a base next to fed and wait for them to fill up the planet with colo's and cash. This is Much more efficient than spending 3 days running turbo and coloing.

Good luck on the script. If you come up with some interesting code then please post it.

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Mon Feb 22, 2010 3:52 pm
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Unread post Re: pro Ecolonizer v3
Parrothead wrote:
To use Sing example of Sub Zero....Flip red and turbo....feed corpy figs and cash for a battleship.


If it's a 2-man or more, yea. Kill and grid (drop limps), search for aliens. Get the cheap gbonus starter, get an ent, start
capping ascians for the cashers. Ppl will end up dropping limps or slowing down to scrub, either is a death sentence. I used
to play that edit a lot, it's a bit like checkers... there's actually a "solution" to the edit.

First person to the aliens usually wins. You can get a class C if you want to pdrop, if that's the direction you want to go.
If you do that tho, the game will probably go longer than a night. I've seen these games go longer than 1 day, usually if
both corps are hyper aggressive, since cashers will get knocked out and grid will tighten up very quickly. That brings the
game to a colo and pdrop war, with the only win being a quick invasion... otherwise it stales out. Transition to in-place
cashing (like a fast teamSST) quickly on day 1 and you can overcome most of that, tho.

Parrothead wrote:
There is no example of a turn efficient 2 ship colo script with or without tow penalty.


Double tpad would be "turn efficient" compared to tow. But it's still not as turn effective as a single tpad colo.

Parrothead wrote:
I find the best way to colo is to hide at the planet prompt of some idiot who makes a base next to fed and
wait for them to fill up the planet with colo's and cash.


LOL. People too stupid to drop limps too I guess. Funny. Suppose it happens tho.

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