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 Tradewars v1.03 - the old BBS game 
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Gameop
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Unread post Tradewars v1.03 - the old BBS game
If you played TW back in the early 1990s, you probably played version 1.03 on a BBS where the game was a single node, allowed one player at a time for 60 minutes, had 15 ships, Genesis torpedos created Earth-like planets only, and there were no limpet mines.

A new TW 1.03 game just banged a couple of days ago and we're looking for players. If you liked the old game, it's back and it's as much fun as it ever was.

Telnet to bluelobster.dyndns.org:23

The game only works on a BBS. I don't believe TWGS can run it.

(The warp calculation problem I had with this a few years ago has been fixed. Warp calcs are [almost] instantaneous.)


Sun Jul 10, 2011 2:35 pm
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Unread post Re: Tradewars v1.03 - the old BBS game
That is correct, the version does not run on TWGS. However, I have been considering creating a special game mode for TWGS that would emulate the older non-multiplayer versions, allowing only single player access. I think this would have an appeal, especially for those who are not interested in playing against interactive bots.

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John Pritchett
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Sun Jul 10, 2011 3:37 pm
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Gameop
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Unread post Re: Tradewars v1.03 - the old BBS game
Quote:
That is correct, the version does not run on TWGS. However, I have been considering creating a special game mode for TWGS that would emulate the older non-multiplayer versions, allowing only single player access. I think this would have an appeal, especially for those who are not interested in playing against interactive bots.


Not a bad idea. I think you already get some of those players in the low-turn, small universe games on the game servers. There are some players on BBSs who will not go near TWGS and won't enter a game if someone else is playing at the same time.


Sat Jul 16, 2011 10:54 am
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Unread post Re: Tradewars v1.03 - the old BBS game
Which is why we need a per-game node limit feature inside TWGS.

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Sat Jul 16, 2011 6:16 pm
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Unread post Re: Tradewars v1.03 - the old BBS game
I definitely want to do that. If I get some feedback that people want it, I'll bump its priority. But like port hardening and truce rules, it's coming.

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Sat Jul 16, 2011 11:38 pm
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Commander

Joined: Sun Feb 25, 2001 3:00 am
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Unread post Re: Tradewars v1.03 - the old BBS game
I was chatting with a fellow SysOp about truce rules ..
I was wondering how you would handle it ?

I think if it were server side handled , then you would eliminate keystrokes
from players ? ex. drop figs , only fig types allowed would be O or T cause
the attack A will be suppressed.

And no mines, photons can be purchased at dock.

I know in my truce pre script , only 3 ships are active in game
, they can not hold figs , mines , photons or anything offensive.

Then after truce , all ships are restored.

I'm just wondering how a server side feature would do it ?
I know it will be allot of programing.

It seems over the years that truce games have become more popular
to the players.

If this isn't the area for this , feel free to move it where it is best.
Keep in mind I don't go into open discussion or smack .. so any comments
added after the move , I'll have to hear about it 3rd party.

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Sun Jul 17, 2011 2:55 am
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Unread post Re: Tradewars v1.03 - the old BBS game
Smack is no more...

I don't know exactly how I will handle it, but I do know that I want to look very closely at what today's ops are doing to manage their own truce rules. No sense starting from scratch when truce games have been evolving for awhile now.

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Sun Jul 17, 2011 4:32 am
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Unread post Re: Tradewars v1.03 - the old BBS game
I think that'd be cool! I also started out on either 1.03 or 1.03D. I know I'm dreaming here, but can we have the ability to have sysops enable/disable some of the more famous bugs in that version? Too bad I never knew about them until 2.0 was in wide beta, and I didn't want to give up those nifty new features!


Sat Jul 30, 2011 8:19 pm
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Unread post Re: Tradewars v1.03 - the old BBS game
I've been known to do that now and then... ;)

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Sat Jul 30, 2011 8:25 pm
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