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 Killing Sector Figs ( Mowing ) 
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Joined: Thu Nov 20, 2003 3:00 am
Posts: 1
Location: USA
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This is prolly a dumb or impossible to answer question but here I go anyway :)

I was playing in a game ( not gunna say where or what name i was using) these are settings from * screen

Closed Game=False
Show Stardock=True
Ship Delay Mode=None
Ether Delay Mode=0 Sec
Max Commands=0
Turn Base=Unlimited

Given THAT How many sectors SHOULD a person be able to MOW thru in 1 second in a 1 TTW ship?

This game when I was looking at my messages ( looking at the timestamp ) there was 2 guys that were AVERAGING 7 sectors PER sec.

Does this look fishey? ( As in playing the game from either ON the server box or on the same actual network ) Am I outa my mind? is this possible?

Thanks in advance for any replys

GuitarBoy


Thu Nov 20, 2003 12:16 pm
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Lieutenant J.G.
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Joined: Tue Feb 19, 2002 3:00 am
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The lawnmowing scripts are very fast, they use macro bursts to send all the commands in one network packet, with the max commands at 0 they can send an entire string 1000 charactars long if they want to all at one time and it wont stop executing until its at the end of the string or they hit something and die, like a cannon or massive deployed fighters. The problem with this is it causes lag sometimes, it also can give them the appearance of an unfair advantage. They are extremely fast and extremely hard to catch, not impossible. The fact is that you have access to most of the same scripts they do unless its something they wrote for themselves. There are also scripts with what they call anticipation mode which can track the first couple fighter hits and anticipate where they are headed and get there first. My suggestion is to buy TWX Proxy and learn to use it. Then go to Lost Traders Tavern and Scripters Tavern and get all the scripts you can and learn to use them. You can keep up with them and even stop them if you know how.

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Thu Nov 20, 2003 12:54 pm
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with no move delay, a 1tpw ship takes 250ms to move from one sector to the next, thus 4 sectors per second is the maximum number of sectors one could move through in 1000ms. Given your message log, and the appearance of 7 sectors per second, it is likely that they started at say 11:50:49:51 and ended at 11:50:51:49 or something similar to that, thus TWGS would round up and down respectively for the time stamp.


Thu Nov 20, 2003 2:17 pm
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Yeh- Diddi is right on there- 250 ms per move with no delay. I "think" I have witnessed 5 sectors per second with my logs before - but as he says- I would attribute that to time rounding by the TWGS.

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Fri Nov 21, 2003 5:04 am
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It does not matter, It would be impossiable to kill 7 figs per second. I believe you may want to recount. Dont forget you get 2 messages per sector also. One that they entered the sector and 1 that they killed the fig. If you run a lawnmow script or a gridder script and hit a straight line of anyones figs it could be possiable to do 5 per second. Angus did it to me many of times in my last game.

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Fri Nov 21, 2003 4:12 pm
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I would guess you miscounted. There is no way to "cheat" in clearing figs. The same delay exists whether you're playing locally or half the world away. Incidentally, if the sever is running an older version of the game (.39 or older), if ship delay is set to none, there is no 250 ms delay.


Fri Nov 21, 2003 5:11 pm
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Would anyone mind elaborating on the time delays built into tradewars? I would assume from what is written here that a 2 tpw ship would have a minimum delay of 500 ms, and a 3 tpw ship 750 ms. Are there any other delays like this built into the game? (P-warping or B-warping i would think)?? Perhaps the "cheat" mentioned in the previous post as being impossible could involve something like xporting between ships while gridding (of course only if there isn't a delay on that)??

Any information that anyone would like to volunteer here on timing would be very much appreciated. I am increasingly finding that it is quite an important factor in scripting. (e.g. for playing with the planet gridders)

Another thing that interrests me is the speed of triggers used in scripts; For TWX they are quite slow in relation to what can be done with sending packets of command keys. I am curious as to the nature of what is going on there, and how it could be translated into a millisecond count. Could it be determined to a reasonable degree of accuracy solely on the ping count, or can the internal processes of the communicating application (helper) play a more significant role?

Again, any insight or direction is appreciated. Thanks in advance.


Thu Nov 27, 2003 1:11 am
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quote:Originally posted by Root

Would anyone mind elaborating on the time delays built into tradewars? I would assume from what is written here that a 2 tpw ship would have a minimum delay of 500 ms, and a 3 tpw ship 750 ms. Are there any other delays like this built into the game? (P-warping or B-warping i would think)?? Perhaps the "cheat" mentioned in the previous post as being impossible could involve something like xporting between ships while gridding (of course only if there isn't a delay on that)??

Any information that anyone would like to volunteer here on timing would be very much appreciated. I am increasingly finding that it is quite an important factor in scripting. (e.g. for playing with the planet gridders)

Another thing that interrests me is the speed of triggers used in scripts; For TWX they are quite slow in relation to what can be done with sending packets of command keys. I am curious as to the nature of what is going on there, and how it could be translated into a millisecond count. Could it be determined to a reasonable degree of accuracy solely on the ping count, or can the internal processes of the communicating application (helper) play a more significant role?

Again, any insight or direction is appreciated. Thanks in advance.

In a game with ship delay set to "none" there is a 250 ms delay when trying to move a sector, between entering the move command and actually being there. The same applies to attacks. After you send the number if figs to attack with, there is a 250 ms delay before they will hit the opponenet. This is the same for every ship regardless of tpw with ship delay at none. If ship delay is set, full is one second for each tpw. For example, full delay in a 3 tpw ships will take you 3 seconds to move or 3 seconds to complete an attack. The settings of 1/4, 1/3, double, are fractions of full. For example, 1/4 ship delay in a 2 tpw ship will take 500 ms to move or attack. Double delay in a 2 tpw ship will take 4 seconds to move or attack. The moving and attacking are the only actions that this delay applies to. Using the planetary transporter, xporting, or using the planetary transwarp all happen without any delay being imposed. So if you use a macro to enter a sector, kill a fighter, then warp back out of that sector in your ship, it will take you at least 250 ms to complete your move, but the opponent can be next door as quickly as they can response to the fig hit.


Thu Nov 27, 2003 6:16 am
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