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 Beta Games to reset this weekend 
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Unread post Beta Games to reset this weekend
OK guys,

JP gave me the latest revision today and I'd like to reset the beta server games this weekend.

I need some input, you all have been at this much longer than I have. Here's some ideas I've been tossing around.

High t-edit game - New player planets edited to fully dressed L6H's - MBBS Mode, 20k sectors, 5k turns, Time Limit set to 10 hours. This one will also have extern set to 9pm EST and again at midnight server time.
This one is for serious testers with not a lot of time. I really want to give you the resouces you need to get straight to stressing this release.

I've asked V'Ger if he could send me M002 to bang on the beta to see if anyone can recreate the mail bug.

I'm also going to make the type game I might enjoy actually playing.

Are there any other specific things testers may want to see or need to test and stress the areas YOU know may have issues?

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Thu Jul 01, 2010 8:37 pm
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Unread post Re: Beta Games to reset this weekend
there should be a 20k unlimited turns game.

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Thu Jul 01, 2010 8:44 pm
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Unread post Re: Beta Games to reset this weekend
booger wrote:
there should be a 20k unlimited turns game.


OK, what mode would you like?

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Thu Jul 01, 2010 8:50 pm
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Unread post Re: Beta Games to reset this weekend
idk cruncher, do a unlim subzero. everyone has played that one... even though i guess it was originally like a really high turn game...

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Thu Jul 01, 2010 10:36 pm
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Unread post Re: Beta Games to reset this weekend
If you want to stress the server then an edit with active aliens - 4-5 sets of them, CPC set to 0, and unlim turns. This would test the mail bug issue regarding aliens. A low turn game such as 5k turns wouldn't stress much of anything. The Sub Zero edit is a pretty good edit to use although the aliens would need to be at full strength on day one or two, number of aliens increased, and exploration (movement) increased. There are also only 3 sets of aliens in the SZ edit but by increasing the active number you could overcome that.

Are these being intended as actual games or server testing only. I went into the first set to test and not attack. If the games are being intended as actual games, then you may also want a 1-2 day truce in order to get the builders involved so there will be bases to invade. Usually no truce, no builders - just targets.

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Fri Jul 02, 2010 12:08 am
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Unread post Re: Beta Games to reset this weekend
what promethius said.

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Fri Jul 02, 2010 3:09 am
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Unread post Re: Beta Games to reset this weekend
Promethius wrote:
If you want to stress the server then an edit with active aliens - 4-5 sets of them, CPC set to 0, and unlim turns. This would test the mail bug issue regarding aliens. A low turn game such as 5k turns wouldn't stress much of anything. The Sub Zero edit is a pretty good edit to use although the aliens would need to be at full strength on day one or two, number of aliens increased, and exploration (movement) increased. There are also only 3 sets of aliens in the SZ edit but by increasing the active number you could overcome that.

Are these being intended as actual games or server testing only. I went into the first set to test and not attack. If the games are being intended as actual games, then you may also want a 1-2 day truce in order to get the builders involved so there will be bases to invade. Usually no truce, no builders - just targets.


One game, the High t-edit will be testing only, not for play. My idea is to get everyone logged on, pop their little new player planets, and yes a 1-2 day truce would work well here. Then I take the game down and edit everyone's planets with all thie toys to play with. The more the merrier!

There will be a Time Limit on this game to test the TL bug.

If you guys have game settings you would like to see imported, that would save me a ton of time! Then I could just edit the planets and aliens as you've suggested.

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Fri Jul 02, 2010 5:51 am
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Unread post Re: Beta Games to reset this weekend
I'd also like to add, please don't get too "attached" to any games on the beta server.

If this is going to work like before, we'll break it, JP will give us another revision to test, and we'll do our best to break that one as well.

So games are going to be reset as frequently as JP gives us new revisions.

AND FYI JP and his wife are expecting their second child any moment, so if he's a little quiet right, this is why. :D

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Classic Style Games Here:
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Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm
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Fri Jul 02, 2010 5:57 am
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Unread post Re: Beta Games to reset this weekend
Quote:
I've asked V'Ger if he could send me M002 to bang on the beta to see if anyone can recreate the mail bug.


Good luck on recreating the mail bug. We've been extensively testing the TWGS revision and the mail bug looks to be solved. If you recall, the mail bug was a bloated twmail.dat file, which caused the game(s) to either lag or players not able to get past the first menu screen.

As you may know (or not), each player now has the mail going into their own mail file (located in Game\TW#\Mail) or however the SysOp configures their folder structure. I have a game where we have been testing the fig hits and such to see if any issues with the mail occur. Not one issue. The SysOp can delete the mail files for user(s) if they get too large, and it will not affect the player when they log in. In the old revision, the mail was stored in the twmail.dat and required the server to be closed. Now, mail is individualized and easier to manage if an issue arises.

Our tests have been based on using aliens from 2 races right up to 14.

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Fri Jul 02, 2010 10:10 am
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Unread post Re: Beta Games to reset this weekend
Thrawn wrote:
Good luck on recreating the mail bug. We've been extensively testing the TWGS revision and the mail bug looks to be solved. If you recall, the mail bug was a bloated twmail.dat file, which caused the game(s) to either lag or players not able to get past the first menu screen.

As you may know (or not), each player now has the mail going into their own mail file (located in Game\TW#\Mail) or however the SysOp configures their folder structure. I have a game where we have been testing the fig hits and such to see if any issues with the mail occur. Not one issue. The SysOp can delete the mail files for user(s) if they get too large, and it will not affect the player when they log in. In the old revision, the mail was stored in the twmail.dat and required the server to be closed. Now, mail is individualized and easier to manage if an issue arises.

Our tests have been based on using aliens from 2 races right up to 14.


That's my point exactly.. I DON"T know. You guys know much more about this game than I do. I'm back at TWGS 101 looking at your game set-up videos. Well done, thank-you!

So basically, I started facebook to promote my business, ran across the TW page. I think Rev started it, but didn’t have time to host it. He asked JP, and JP asked me, then I caught the TW bug again and began playing the noob game on Ice-9. JP asked if I could help with the beta again, I said sure!

Seems I’ve forgotten how to say “NO” :roll:

I don’t know A LOT, that’s why I’m asking for help from those of you who’ve been at this for all these most recent years. JP has a new release, says it’s all fixed and now I’m asking for help from the community on what settings YOU ALL think will help to stress this game the most. VK told me he’s only seen the mail bug recently in the M002 game, that’s why I’m asking for those game settings to put on the beta server.

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BOTE 1998 Champs: Team Fament
HHT 2015 Champs: Cloud09
Big Game 2016 Champs: Draft team
HHT 2018 Champs: Rock Stars
Big Game 2019 Champs: Draft Team


Classic Style Games Here:
telnet://crunchers-twgs.com:2002

Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm
Blog with current server info: http://cruncherstw.blogspot.com
Discord: https://discord.gg/4dja5Z8
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Fri Jul 02, 2010 5:06 pm
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Unread post Re: Beta Games to reset this weekend
I think you have missed my point. We have the latest revision we have been testing here on our end, not the Beta server open to the public. I've done extensive testing on the mail issue, as well as testing out the Admin side (both GUI and telnet side to open, close, rebang games, etc) and sending the feedback back to JP.

What I was letting you know was our results on the mail bug issue, that from our extensive tests and such we have not seen any issues with bloated mail. My individual mail file got to about 6 MB from fig hits but I can delete it and it does not affect my player account, etc. So I was stating that so far the mail bug seems to be solved.

I ran our tests with most of the edits we have at our disposal, and even had the highest Alien game (StarControl II) with 14 alien races running with no issues. However, if you do get an issue with the mail bug, please let me know so I can reproduce it here.

Quote:
I don’t know A LOT, that’s why I’m asking for help from those of you who’ve been at this for all these most recent years. JP has a new release, says it’s all fixed and now I’m asking for help from the community on what settings YOU ALL think will help to stress this game the most


My suggestion is to find a couple of edits- unlim and turn, with aliens if possible. Import them and run as they are. Most of us that create edits have them ready to play. Don't worry about getting the exact settings- it's just for testing only. Otherwise, you'll be sifting through posts of complaints on what the edits should have and not have in this topic, then it'll just end up getting locked. JP picked you to admin the Beta server, so we go with what you set it to be.

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Fri Jul 02, 2010 6:08 pm
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Unread post Re: Beta Games to reset this weekend
Is the planet lock bug fixed?

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Fri Jul 02, 2010 10:29 pm
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Unread post Re: Beta Games to reset this weekend
Kaus wrote:
Is the planet lock bug fixed?


Probably, in the new version planet locks are prohibited because they're not fair... ;)

(kidding... I hope)

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Fri Jul 02, 2010 10:42 pm
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Unread post Re: Beta Games to reset this weekend
Kaus wrote:
Is the planet lock bug fixed?



Planet lock = maxed planets held by one corp?

I've also heard mumblings about a planet shield bug, but no particulars.

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HHT 2018 Champs: Rock Stars
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Classic Style Games Here:
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Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm
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Discord: https://discord.gg/4dja5Z8
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Sat Jul 03, 2010 12:25 am
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Unread post Re: Beta Games to reset this weekend
Thrawn wrote:
My suggestion is to find a couple of edits- unlim and turn, with aliens if possible. Import them and run as they are. Most of us that create edits have them ready to play. Don't worry about getting the exact settings- it's just for testing only. Otherwise, you'll be sifting through posts of complaints on what the edits should have and not have in this topic, then it'll just end up getting locked. JP picked you to admin the Beta server, so we go with what you set it to be.


OK, thanks! The only thing I'll guarantee, they won't be stock games.

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BOTE 1998 Champs: Team Fament
HHT 2015 Champs: Cloud09
Big Game 2016 Champs: Draft team
HHT 2018 Champs: Rock Stars
Big Game 2019 Champs: Draft Team


Classic Style Games Here:
telnet://crunchers-twgs.com:2002

Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm
Blog with current server info: http://cruncherstw.blogspot.com
Discord: https://discord.gg/4dja5Z8
E-mail: Cruncherstw@gmail.com
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Sat Jul 03, 2010 12:27 am
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