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 The have's and the have nots.. 
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Unread post The have's and the have nots..
It really does not matter what scrpts are available publically, they are inferior to the privately held scripts, and only a handful of players can write them.

Currently in the Classic game A - full speed, no delays or pacing. If I hit an enemy fig, I'm toast first try. Why, bcause I'm a human at the keys entering sectors and killing figs at the speed of my typing. And the enemy is using a planet as a weapon.

I'm running Mombot's pdrop script right now, and the opponent is kiling my figs too quickly, or this pdrop script is too slow.

Learning how to get around this is spending time trying to figure out why this script wont beat his script - has nothing at all to do with playing this game.

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Thu Jun 23, 2011 6:49 am
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Unread post Re: The have's and the have nots..
Cruncher wrote:
It really does not matter what scripts are available publicly, they are inferior to the privately held scripts, and only a handful of players can write them.

All players can write scripts, most are lazy and elect to ride the coattails of others.

Cruncher wrote:
Currently in the Classic game A - full speed, no delays or pacing. If I hit an enemy fig, I'm toast first try. Why, because I'm a human at the keys entering sectors and killing figs at the speed of my typing. And the enemy is using a planet as a weapon.

Macro / Burst will beat script 90% of the time, as long as there is nothing lagging the system. Writing a script that will enter and clear a sector is pretty basic.

Cruncher wrote:
I'm running Mombot's pdrop script right now, and the opponent is killing my figs too quickly, or this pdrop script is too slow.

Your ping may be slower or = to theirs. Better script will not catch someone either if all things are equal.

Cruncher wrote:
Learning how to get around this is spending time trying to figure out why this script wont beat his script - has nothing at all to do with playing this game.

Has everything to do with the current level of players, I hate to say it again. Either learn to play using scripts or find a server than has a setup you enjoy. Or wait for V4.X in a few years.

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Thu Jun 23, 2011 7:15 am
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Unread post Re: The have's and the have nots..
T0yman wrote:
Your ping may be slower or = to theirs. Better script will not catch someone either if all things are equal.


I have decent ping 156. The game is now designed to lessen the gap between players in-game ping.

Cruncher wrote:
Learning how to get around this is spending time trying to figure out why this script wont beat his script - has nothing at all to do with playing this game.


T0yman wrote:
Has everything to do with the current level of players, I hate to say it again. Either learn to play using scripts or find a server than has a setup you enjoy. Or wait for V4.X in a few years.


Yeap, settings are getting closer to being able to just that. :)

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Thu Jun 23, 2011 9:46 am
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Unread post Re: The have's and the have nots..
Quote:
Currently in the Classic game A - full speed, no delays or pacing. If I hit an enemy fig, I'm toast first try. Why, bcause I'm a human at the keys entering sectors and killing figs at the speed of my typing. And the enemy is using a planet as a weapon.


Learn to macro. Ping is mostly irrelevant here.

m 1234 * z * z a 99999 * m 1 * y y

Where * = enter (aka ^M in Zoc).

That hits a fig, kills the fig, twarps to sector 1.
Repeat this process, if you get torped, use an xport
instead. You can hit-xport all day long, if nobody
is at keys they're going to have a very tough time
stopping you.

m 1234 * z * z a 99999 * x 99 * * /

Wait a few tics...

x 66 * * m 1 * y y


Ie: Move, killfig, xport out, wait... xport back,
twarp to terra.

If you think this has to do anything with settings
you are deluding yourself. Idiots will always get
plastered if they're up against well-trained and
intelligent counter parties.

Stop studying scripts, learn how to actually play
the dang game. Learning the commands and how
to macro, learning what commands work and how
much time each command takes, that's part of the
game. Stop making excuses for your lack of
knowledge and just play the dang game.

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Thu Jun 23, 2011 2:13 pm
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Unread post Re: The have's and the have nots..
Singularity wrote:
If you think this has to do anything with settings
you are deluding yourself. Idiots will always get
plastered if they're up against well-trained and
intelligent counter parties.


OMG... that is friggin' hellarious!

Is this a game or is this boot-camp?

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Thu Jun 23, 2011 10:07 pm
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Unread post Re: The have's and the have nots..
Cruncher wrote:
OMG... that is friggin' hellarious!
Is this a game or is this boot-camp?


Shrug, it's true of all things in life. Some people want
to dink around, others want something more serious.
You can't compete against that, and you can't expect
settings to babysit everything. You can't expect to use
a technical solution to solve a competitive human
problem.

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Thu Jun 23, 2011 10:31 pm
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Unread post Re: The have's and the have nots..
Singularity wrote:
Cruncher wrote:
OMG... that is friggin' hellarious!
Is this a game or is this boot-camp?


Shrug, it's true of all things in life. Some people want
to dink around, others want something more serious.
You can't compete against that, and you can't expect
settings to babysit everything. You can't expect to use
a technical solution to solve a competitive human
problem.


It's hard to believe maybe, being in my line of work I'm really not that anal. You my friend are very analytical, I'm more "big picture". My personality type is dominant/extrovert or extroverted/dominatrix. :lol:

I fully understand that it’s a long-shot in the dark that we may have even an outside chance to create a game casual players can once again enjoy, at least until v4.xx comes out.

What’s missing is good old fashioned sportsmanship. Just because you can, does not mean you should. And what I mean by that is writting new scripts to beat down casual players in the new beta.

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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
Blog with current server info: http://cruncherstw.blogspot.com
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Thu Jun 23, 2011 11:16 pm
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Unread post Re: The have's and the have nots..
Cruncher wrote:
It's hard to believe maybe, being in my line of work I'm really not that anal. You my friend are very analytical, I'm more "big picture". My personality type is dominant/extrovert or extroverted/dominatrix. :lol:


No, it's not, and no, you're not.

Cruncher wrote:
I fully understand that it’s a long-shot in the dark that we may have even an outside chance to create a game casual players can once again enjoy, at least until v4.xx comes out.


I'll just keep saying it: there's only one way to create a game you want... that's to limit the players to the people that share your view of the game. That is impossible on any open game, so you need to create private games.

Cruncher wrote:
What’s missing is good old fashioned sportsmanship. Just because you can, does not mean you should. And what I mean by that is writting new scripts to beat down casual players in the new beta.


No. When football coaches invent new plays, is that a lack of sportsmanship? Not at all. Creativity is not a lack of sportsmanship. Just because people disagree with you doesn't mean they're playing dirty.

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Fri Jun 24, 2011 12:16 am
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Unread post Re: The have's and the have nots..
Singularity wrote:
Cruncher wrote:
What’s missing is good old fashioned sportsmanship. Just because you can, does not mean you should. And what I mean by that is writting new scripts to beat down casual players in the new beta.


No. When football coaches invent new plays, is that a lack of sportsmanship? Not at all. Creativity is not a lack of sportsmanship. Just because people disagree with you doesn't mean they're playing dirty.


You don't hunt rabbit with an elephant gun is all I'm sayin' :)

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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
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Fri Jun 24, 2011 7:09 am
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Unread post Re: The have's and the have nots..
Cruncher wrote:
Singularity wrote:
Cruncher wrote:
What’s missing is good old fashioned sportsmanship. Just because you can, does not mean you should. And what I mean by that is writting new scripts to beat down casual players in the new beta.


No. When football coaches invent new plays, is that a lack of sportsmanship? Not at all. Creativity is not a lack of sportsmanship. Just because people disagree with you doesn't mean they're playing dirty.


You don't hunt rabbit with an elephant gun is all I'm sayin' :)


But when your not sure if its a rabbit or a bull elephant shaking that bush, you use the biggest gun you have just to be safe. Otherwise you end up getting a big horn up your arse.


Fri Jun 24, 2011 8:57 am
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Unread post Re: The have's and the have nots..
Singularity wrote:
Quote:

if you get torped, use an xport
instead.


I am missing something or misunderstanding - xport with zero turns?


Fri Jun 24, 2011 10:57 am
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Unread post Re: The have's and the have nots..
Kavanagh wrote:
Singularity wrote:
Quote:

if you get torped, use an xport
instead.


I am missing something or misunderstanding - xport with zero turns?


I'm assuming he was talking about unlimited turn with 1 second ptorp duration.

That's one change I'd like to see, since 2 second ptorps stop them for 2 minutes, 1 second ptorps should stop them for 1 minute.


Fri Jun 24, 2011 11:28 am
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Unread post Re: The have's and the have nots..
Big D wrote:
I'm assuming he was talking about unlimited turn with 1 second ptorp duration.


No, I was referring to the next time you grid. I'm assuming people don't grid w/ full turns, or only try to grid once a day... lol.

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1. TWGS server @ twgs.navhaz.com
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3. Open IRC chat @ irc.freenode.net:6667 #twchan
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Fri Jun 24, 2011 11:45 am
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Unread post Re: The have's and the have nots..
Singularity wrote:
Big D wrote:
I'm assuming he was talking about unlimited turn with 1 second ptorp duration.


No, I was referring to the next time you grid. I'm assuming people don't grid w/ full turns, or only try to grid once a day... lol.


Am now quite baffled. Grid and go twarp fed after each sector you hit, macroed, that I have done and I get it.

If you get fotted for whatever reason, you X to another ship; not in an unlim, but in a game where you have lost all turns until the hour clocks. I cannot understand how this is done and would be interested in learning.

Particularly interested in why it would matter if one were to do it with or without full turns, or once or more times per day.


Fri Jun 24, 2011 2:20 pm
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Unread post Re: The have's and the have nots..
Kavanagh wrote:
If you get fotted for whatever reason, you X to another ship; not in an unlim, but in a game where you have lost all turns until the hour clocks. I cannot understand how this is done and would be interested in learning.


Xport is much much faster than twarp. Notice I didn't lay a fig in that macro. If you hit and take out a fig, then xport out like that, you aren't going to get torped unless they're insanely fast and there's some very weird stuff going on.

If you do get torped, you end up in your sitter ship... that's all. You're still not in the sector that got you torped, so you're not going to wind up dead.

But, 99% of the time, you won't get torped. On the other hand, if they're pwarp torping, which most people will be... that planet is going to pwarp adj, fire, and pwarp back. That's a lot of ore, and in the first few weeks of the game it's more ore than you can usually afford to spend. As long as it costs the enemy more to defend than it does for you to grid, you're going to win. Keep doing this little xport grid thing every hour, 10 minutes before turn regen, and you can royally cheese off your average ptorper.

Best they can do is take an hour of turns, best you can do is drain their ore. Most likely they'll stop torping after a while, which opens up the game for another person to run the grid. Good ol' 1-2 sucker punch.

The only real counter to this is for someone at keys to find your average timing, or look for a pattern and plock (for which there are several effective counters), or grid in after the hit and run a scan kill. All of that can be kindof scripted, but it's a far more aggressive scripting and is easy to counter. All in all, the goal is to make grid defense as time, energy, and effort consuming as possible rather than let some twirp with a pwarp torper have his way.

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1. TWGS server @ twgs.navhaz.com
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Fri Jun 24, 2011 2:30 pm
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