How to make an old school edit
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: How to make an old school edit
booger wrote: Singularity wrote: What's changed is the attitude of players. Originally the game was just this casual laid back play-once-a-day kind of game. Now it's full contact sport. People from the casual view would rather gripe about the change than speed up their play, and apparently find it too difficult to setup their own server.
This particular argument has been going on since, at least, 2003. It won't stop aggressive players from being aggressive. nor will it stop the whiners from whining. especially when these same people refuse to recognize that you cant turn back a clock. alas, but it accounts for a lot of forum posts. I wouldn't even bother if the majority of the players were still here playing, but they're not now are they?
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| Thu Aug 12, 2010 7:26 pm |
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booger
Lieutenant Commander
Joined: Sat Feb 27, 2010 7:59 pm Posts: 782
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 Re: How to make an old school edit
Cruncher wrote: I wouldn't even bother if the majority of the players were still here playing, but they're not now are they?
um, the majority of players are playing, hence their given name of 'players'.
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| Thu Aug 12, 2010 7:43 pm |
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Kavanagh
Ambassador
Joined: Wed Feb 28, 2001 3:00 am Posts: 1410 Location: Boo! inc. Ireland
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 Re: How to make an old school edit
Singularity wrote: Quote: They didn't pwarp faster than twarp, speeds were the same. I just tested it in a pre TWGS version of TW, half a dozen times with a 4tpw ISS against a mobile. If they move faster now, that is a change. So is it based on the tpw of the ship doing the pwarp then? If so, that's beatable w/ bots. No, both twarp and pwarp same speed. I just went in to check an IC at 15 tpw against the ISS, and they both seem to move at exactly the same rate, only difference is turns used. This is a very old TW - version 2 rev A which puts it pre '95 I think. I'm not really playing, the others timed out. If you want to look at it I'll pm you corp details, enough assets for you to check just about anything.
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| Fri Aug 13, 2010 5:35 am |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: How to make an old school edit
Kavanagh wrote: No, both twarp and pwarp same speed. I just went in to check an IC at 15 tpw against the ISS, and they both seem to move at exactly the same rate, only difference is turns used. This is a very old TW - version 2 rev A which puts it pre '95 I think. I'm not really playing, the others timed out. If you want to look at it I'll pm you corp details, enough assets for you to check just about anything. I think you'll have to go back to HVS MBBS TW to feel the tpw difference with the ships. You see the majority of the time I played was on HVS MBBS, when that stopped being supported and JP ported to TWGS was when a lot of the changes happened. Or it may truely be the speed at which we connect now, but I have a feeling there was a delay that you would notice the twp in different ships. When TWGS came out, I worked with JP to create the MBBS mode and thought I got it pretty close to HVS. But, I was also still on dialup at that time as well. Shortly after I finally got cable was just abour the time SG started using his AFK photon script. That's when I quit playing. It's all SG's fault! LOL
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| Fri Aug 13, 2010 6:41 am |
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Kewlbreeze
Commander
Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: How to make an old school edit
Cruncher wrote: Kavanagh wrote: No, both twarp and pwarp same speed. I just went in to check an IC at 15 tpw against the ISS, and they both seem to move at exactly the same rate, only difference is turns used. This is a very old TW - version 2 rev A which puts it pre '95 I think. I'm not really playing, the others timed out. If you want to look at it I'll pm you corp details, enough assets for you to check just about anything. I think you'll have to go back to HVS MBBS TW to feel the tpw difference with the ships. You see the majority of the time I played was on HVS MBBS, when that stopped being supported and JP ported to TWGS was when a lot of the changes happened. Or it may truely be the speed at which we connect now, but I have a feeling there was a delay that you would notice the twp in different ships. When TWGS came out, I worked with JP to create the MBBS mode and thought I got it pretty close to HVS. But, I was also still on dialup at that time as well. Shortly after I finally got cable was just abour the time SG started using his AFK photon script. That's when I quit playing. It's all SG's fault! LOL So why don't you just get your own server and run HVS MBBS TW and be happy there?
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| Fri Aug 13, 2010 7:02 am |
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Kavanagh
Ambassador
Joined: Wed Feb 28, 2001 3:00 am Posts: 1410 Location: Boo! inc. Ireland
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 Re: How to make an old school edit
I found a HVS MBBS game an hour ago. 11 traders, banged mid June. 3 of the ports I traded had been visited in the last few hours, so its active. It will take me a while to get an L4 to test, next week I'll check the effect of tpw on twarp and normal moves - no connection at home and its near quitting time here.
ps - forgot to mention, one of the traders goes by comet, dunno if same one that posts here.
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| Fri Aug 13, 2010 9:22 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: How to make an old school edit
Kavanagh wrote: No, both twarp and pwarp same speed. I just went in to check an IC at 15 tpw against the ISS, and they both seem to move at exactly the same rate, only difference is turns used. This is a very old TW - version 2 rev A which puts it pre '95 I think. I'm not really playing, the others timed out. If you want to look at it I'll pm you corp details, enough assets for you to check just about anything. Ok, so does the IC move slower than an ISS? If you put in someone with an IC and move the planet, and then put someone in a merf and move the planet, do they move at the same speed or does the IC move slower?
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| Fri Aug 13, 2010 11:12 am |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: How to make an old school edit
Kewlbreeze wrote: So why don't you just get your own server and run HVS MBBS TW and be happy there? Why? Bugs and no support that's why. This is the whole reason TW was purchased and ported to TWGS in the first place silly.
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| Fri Aug 13, 2010 8:30 pm |
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Cruncher
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Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: How to make an old school edit
Singularity wrote: Kavanagh wrote: No, both twarp and pwarp same speed. I just went in to check an IC at 15 tpw against the ISS, and they both seem to move at exactly the same rate, only difference is turns used. This is a very old TW - version 2 rev A which puts it pre '95 I think. I'm not really playing, the others timed out. If you want to look at it I'll pm you corp details, enough assets for you to check just about anything. Ok, so does the IC move slower than an ISS? If you put in someone with an IC and move the planet, and then put someone in a merf and move the planet, do they move at the same speed or does the IC move slower? That doesn't make sence, no matter what ship you're in if you're moving a planet there's no difference. The planet is the engine not the ship.
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| Fri Aug 13, 2010 8:32 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: How to make an old school edit
Cruncher wrote: That doesn't make sence, no matter what ship you're in if you're moving a planet there's no difference. The planet is the engine not the ship. Right, but read what kav said. He said that the ship and the planet travel at the same speed, so if ships travel at different speeds based on their TPW (which they do w/ move delay on), then that would mean that the planet would have to have a variable timing too. So that's why I was asking for him to clarify these behaviors. Understand now?
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| Fri Aug 13, 2010 8:36 pm |
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Kewlbreeze
Commander
Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: How to make an old school edit
Cruncher wrote: Kewlbreeze wrote: So why don't you just get your own server and run HVS MBBS TW and be happy there? Why? Bugs and no support that's why. Bugs and no support is not what your expressed concern is. Seems it would fit right in with what you have been saying you wanted all along. Yes/no? Had I know you could get it I would have suggested it straight off. Or are you now making a different express concern similar to mine. Which is just to fix the Bug’s. Cruncher wrote: This is the whole reason TW was purchased and ported to TWGS in the first place silly. Was unaware you had bought it for that reason.
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| Fri Aug 13, 2010 8:40 pm |
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Cruncher
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Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: How to make an old school edit
Kewlbreeze wrote: Bugs and no support is not what your expressed concern is. Seems it would fit right in with what you have been saying you wanted all along. Yes/no? Had I know you could get it I would have suggested it straight off.
Or are you now making a different express concern similar to mine. Which is just to fix the Bug’s.
Bugs and no support is why we won't play HVS MBBS TW. Bugs and no support is again why a great many people stopped playing TWGS. Now that TWGS is under development again, I'm here to add my two cents. And the point of this thread is Old School Edits, and you simply cannot recreate the game we played in the early 90's with the current settings.
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| Sat Aug 14, 2010 8:20 am |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: How to make an old school edit
OK, just got off the phone with SG and if you've ever had the pleasure you know I was holding my phone 6 inches from my ear! So he and others keep telling me that planets have always moved instantaneously, and I'm telling you because I mainly played HVS MBBS TW on dialup it never "felt" that way to me, and it may simply be because of the slow connection. I have an Old School edit on the Beta Server now, with a few modern twists. I'm going to reset that today, taking the modern twists out, but leaving all the alien races in to simulate a universe full of active players. Anyone interested in playing, or seeing what it feels like near as I can make it to playing an Old School Edit are welcome. I'll reset the game this afternoon but "I" won't start playing until sometime tomorrow. Enjoy!
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| Sat Aug 14, 2010 10:28 am |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: How to make an old school edit
Some things to keep in mind here. Prior to v3, TW 2002 for BBS wasn't interactive. It doesn't matter how fast the ships move if you're the only one in the game. There wasn't a hard limit on running the game with more than one player at a time, so if you do see a game where more than one player is in the game, that's why. But the game itself didn't support multiple active players, so each player had its own snapshot of game data. It wasn't pretty. The point is, ships and planets all moved the same speed back then because it wasn't interactive TW. Then MBBS TW came along. That was an interactive game, and HVS introduced the time pacing for ships. The delay for a ship to move is the same number of "ticks" as the turns per warp for the ship, so obviously an IC moves VERY slow compared to a Scout. HVS did a great job with this, but they didn't go far enough, because as far as I know there were no delays for planet movement. This wasn't seen as a problem back then, because you simply didn’t have people popping planets into a sector in response to a fighter message, using the planet as an aggressive attack unit. Had that been possible back then, HVS would have addressed it with planetary movement delays.
The actual speed of movement depends on the movement delay rate set in the editor. Full delay would be 1 second per turn, so an IC would take 15 seconds to move! People actually played the game this way, but it was more common to set the move delay to a fraction like 1/2, 1/3 or 1/4. I personally feel like 1/4th is a good pace, not so sluggish that it's mind-numbingly dull, but enough of a delay that you feel the difference between flying an IC and a Scout. Where it really becomes a problem is games that expect to play very high turn counts, because you simply can't play that many turns with these kinds of delays.
I don't think HVS ever had a "no delay" option, but I personally provided that feature, because it was often requested. Initially, this was a true "no delay", but eventually I had to change it to a universal 250 ms delay to keep scripted games from eating too much CPU (an ongoing battle). In my version, planets have never been part of the movement delay system. Initially, planets would move truly instantaneously, meaning the only limit was on CPU and connection speed. Now days, most significant operations have at least some delay, not to effect gameplay, but to avoid CPU overload. The time to move a planet is 100 ms, regardless of the speed of ships.
For the game mode I’m working on, I want all tactical operations to have some delay that relates to the strength of that operation. Because I don’t think planets were ever intended to be offensive, the movement delay for a planet should be at least as long as any ship (except perhaps the IC, maybe make it the same). Other things that should have a delay are firing photons, attacking planets, basically any aggressive activity. And for this mode it won’t be possible to turn these off, just set them to a fractional value as low as 1/4th (an IC would take almost 4 seconds to move at this speed). These games will not be played at a pace of 1000 operations per second. These games will be lower turns, with each turn having greater meaning. That’s my goal. I know that doesn’t appeal to many of you here, so I don’t expect to find a lot of support for it. None of you will have to play those games so don’t sweat. I’ll be working with those who are interested in this kind of game when that time comes.
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| Tue Aug 17, 2010 1:39 pm |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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 Re: How to make an old school edit
John Pritchett wrote: (an IC would take almost 4 seconds to move at this speed). So if a game has a 3 second or less Photon Duration you won't be using an IC to moth. So setting a game up is really going to require a little more attention to detail when designing if those options are used.
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| Tue Aug 17, 2010 2:48 pm |
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