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 Planet delay option discussion (NOT SMACK) 
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Veteran Op

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Unread post Re: Planet delay option discussion (NOT SMACK)
With a java client, they don't have an option to run scripts. What I'm discribing is a style game where they can choose when or IF they want to move forward. I'm not talking about a game that will draw in veteran players. If they want to move on, they can find games that have people to teach them, and that's even considering they want to be taught. They may not want to be taught to use scripts or even change style of play. Why are so many people afraid to let them have the type game they want? They have the right NOT to learn our ways of playing. Some of the players just want a non-aggressive game to play in and could care less if they can compete in more advanced games or not. I just want to be able to create a game for them that THEY will enjoy.


Mon Jul 19, 2010 6:44 pm
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Unread post Re: Planet delay option discussion (NOT SMACK)
I have been tempted to download the Apple SDK in order to play with it for an iPad app (thinking iPhone is too small a viable screen). I think it may be doable, as I know it has telnet protocols... something to play with in my non existent spare time.

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Mon Jul 19, 2010 8:44 pm
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Unread post Re: Planet delay option discussion (NOT SMACK)
Big D wrote:
With a java client, they don't have an option to run scripts. What I'm discribing is a style game where they can choose when or IF they want to move forward. I'm not talking about a game that will draw in veteran players. If they want to move on, they can find games that have people to teach them, and that's even considering they want to be taught. They may not want to be taught to use scripts or even change style of play. Why are so many people afraid to let them have the type game they want? They have the right NOT to learn our ways of playing. Some of the players just want a non-aggressive game to play in and could care less if they can compete in more advanced games or not. I just want to be able to create a game for them that THEY will enjoy.


how would the scriptless java client not satisfy that? especially if you make it only accessible from the 'facebook'. maybe one of the helpers could be set up to load with the java? like a swath/TW combo that automatically loads to the java client...

im not at all afraid to have noob games, or scriptless games. i wont play them, but if someone wants to bang them thats fine. they have to be easily accessable though. i think ive caused the convo to stray though... my bad. booger the threadkiller!

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Mon Jul 19, 2010 8:49 pm
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Unread post Re: Planet delay option discussion (NOT SMACK)
A Java client with a helper attached that ran basic scripts would probably serve the purpose. However, since JP is already changing the code, he might as well just give us the tools to create a edit that new players can get their feet wet in. I'm sure if he's reading these threads, he's already decided what he's going to do anyway. I just hope they are changes that we can all live with. I'm suggesting ways the game can stay the same if the sysop chooses it. He may be thinking along other lines.


Mon Jul 19, 2010 9:08 pm
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Unread post Re: Planet delay option discussion (NOT SMACK)
Big D wrote:
A Java client with a helper attached that ran basic scripts would probably serve the purpose. However, since JP is already changing the code, he might as well just give us the tools to create a edit that new players can get their feet wet in. I'm sure if he's reading these threads, he's already decided what he's going to do anyway. I just hope they are changes that we can all live with. I'm suggesting ways the game can stay the same if the sysop chooses it. He may be thinking along other lines.


First of all , thank you guys!

I did hear from JP last night, he's not started working on the game yet, he's been working on TWGS and is very happy with the results of the stress test he's put it though, so expect an updated beta soon.

He is NOT going to change anything from the way today's players like to play the game. We keep telling you that. You all will still be able to enjoy the game you like to play.

There have been some FP people asking for a TW FB app. There's something there that claims to be a TW app, but it's way off point. They don't even have the product in the right order in the ports. So maybe advertising a link to the Java app will help, first step back, no telnet client necessary. That was my first step back. Then we progress at our own pace, or stay where we're comfortable. I like that! Good JOB! :D

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Mon Jul 19, 2010 9:41 pm
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Unread post Re: Planet delay option discussion (NOT SMACK)
ive been trying to get TW to take a page from games like travian for a while... facebook connectivity has been something ive said a bunch over months... and so has everyone else. when you first came back i suggested you read the forums back a ways and youd see your concerns were already addressed. you just didnt read it...

but for it to work on FB dont you need the dev pack? thats pricey... and a lot of work has to go into a rewrite. thats why i keep pushing the java client--- its ready to go. is there an open source helper which can be modified? i still think it needs a GUI... but if there is a way to make it work like what sing said it could be run now, 1988 style. and cruncher if you remember, ive suggested to you 3 different times to run it, in java, for all the facebook 'players'. again, i guess you didnt read it. without a helper and some sort of modern grafx it will remain a niche game tho...

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Mon Jul 19, 2010 10:10 pm
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Unread post Re: Planet delay option discussion (NOT SMACK)
booger wrote:
ive been trying to get TW to take a page from games like travian for a while... facebook connectivity has been something ive said a bunch over months... and so has everyone else. when you first came back i suggested you read the forums back a ways and youd see your concerns were already addressed. you just didnt read it...


Yes, I read it and felt it was too extreem the opposite way. Using the Java in conjuntion with game settings that are condusive to noob or returning (retreads) players yes. And yes, I did play manually with the Java for 2 months, then my wrists gave out and I got Zoc.

We still need the settings or it's throwing the lambs to the lions.

As for the FB app, I wasn't thinking that far ahead, just simply posting a link to the current Ice-9 Java in FB.

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Mon Jul 19, 2010 10:50 pm
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Unread post Re: Planet delay option discussion (NOT SMACK)
Cruncher wrote:
Yes, I read it and felt it was too extreem the opposite way. Using the Java in conjuntion with game settings that are condusive to noob or returning (retreads) players yes. And yes, I did play manually with the Java for 2 months, then my wrists gave out and I got Zoc.

We still need the settings or it's throwing the lambs to the lions.

As for the FB app, I wasn't thinking that far ahead, just simply posting a link to the current Ice-9 Java in FB.


this proves you didnt read back far enough, or you didnt read the right threads. because an intermediate game was discussed a lot. and not by me, but by others before i came back... so was a facebook app version.

what do we have to do to get a helper into the java version?

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Mon Jul 19, 2010 11:04 pm
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Unread post Re: Planet delay option discussion (NOT SMACK)
I just have one question..why do we even need a planet delay? Gridders are fast enough to avoid p-fotons and p-drops. I've only been torped just once in all the times I've gridded and that was me doing it manually back then. At the same time, I'm probably lucky to torp the enemy gridder once in a blue moon.

To sum it up, gridding scripts are fast enough to avoid p-fotons and p-drops. so no planet delay needed.


Wed Jul 21, 2010 5:36 pm
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Unread post Re: Planet delay option discussion (NOT SMACK)
Timberwolf wrote:
I just have one question..why do we even need a planet delay? Gridders are fast enough to avoid p-fotons and p-drops. I've only been torped just once in all the times I've gridded and that was me doing it manually back then. At the same time, I'm probably lucky to torp the enemy gridder once in a blue moon.

To sum it up, gridding scripts are fast enough to avoid p-fotons and p-drops. so no planet delay needed.


there is a balance. when you change settings in a game which has a realtime aspect you can get some wonky results. ive not eaten a lot of fotons either, but that result requires the use of scripts... and some people(sic) are averse to them. i dont think any setting will result in a middle ground which allows macros and basic scripts but wont let advanced scripts go thru. in essence they are the same thing. you may be able to remove one type of attack, but if one is so inclined it could be worked around.

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Wed Jul 21, 2010 6:10 pm
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Unread post Re: Planet delay option discussion (NOT SMACK)
Timberwolf wrote:
I just have one question..why do we even need a planet delay? Gridders are fast enough to avoid p-fotons and p-drops. I've only been torped just once in all the times I've gridded and that was me doing it manually back then. At the same time, I'm probably lucky to torp the enemy gridder once in a blue moon.

To sum it up, gridding scripts are fast enough to avoid p-fotons and p-drops. so no planet delay needed.


Try gridding with a cpc setting of 20 or less and against me. :P


Wed Jul 21, 2010 8:00 pm
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Unread post Re: Planet delay option discussion (NOT SMACK)
Timberwolf wrote:
I just have one question..why do we even need a planet delay? Gridders are fast enough to avoid p-fotons and p-drops. I've only been torped just once in all the times I've gridded and that was me doing it manually back then. At the same time, I'm probably lucky to torp the enemy gridder once in a blue moon.

To sum it up, gridding scripts are fast enough to avoid p-fotons and p-drops. so no planet delay needed.


You havn't played against the right players then ;-)

Torping gridders actually is pretty easy, regardless of the gridding method the exception is planetary gridding. Personally I'm not against a planet delay if people want it as long as ship delay can be further refined. The evil side of me wants a under 250ms move delay configuration.

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Wed Jul 21, 2010 9:45 pm
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