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 Sysop In game Events 
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Immortal Op

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Unread post Sysop In game Events
It would be great to see a "sysop events" added. Customizable events that send a message to the sysop or sysop's play account. COnfigurable events to name a few:

Planet Landing on planet # ___
Planet Claim on planet # ____
Sector Entry sector # ___
Ship claimed, derilect #1-?
Pmissle Launch time sector

This add's to the sysop's awareness of whats happening throughout the Universe

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Sat Nov 06, 2010 8:05 am
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Unread post Re: Sysop In game Events
Stoneslinger wrote:
It would be great to see a "sysop events" added. Customizable events that send a message to the sysop or sysop's play account. COnfigurable events to name a few:

Planet Landing on planet # ___
Planet Claim on planet # ____
Sector Entry sector # ___
Ship claimed, derilect #1-?
Pmissle Launch time sector

This add's to the sysop's awareness of whats happening throughout the Universe


In what way, and for what purpose? Sending it to a "sysop's play account" - are you talking about a sysop playing in his own game?

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Sat Nov 06, 2010 11:41 am
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Unread post Re: Sysop In game Events
Naw I think he's talking about truce games. Sysop can see in the log who invaded what or attacked what. Another use would be for updating game pages.

H

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Sat Nov 06, 2010 12:53 pm
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Unread post Re: Sysop In game Events
Helix wrote:
Naw I think he's talking about truce games. Sysop can see in the log who invaded what or attacked what. Another use would be for updating game pages.

H


k, just sounded kind of weird. The entered sector information would be a nightmare in an unlim truce as would landing on a planet while colonizing (could detect landing hostile maybe but code required to check, read bloat). Ship claim (capped) shows in the log, and the planet claim in t-edit. Ptorp launches show in the log, but not the sector so unless there are alien planets being capped, you can pretty much stamp it as either safetying a ship for various reasons, or violating a truce.

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Sat Nov 06, 2010 1:44 pm
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Unread post Re: Sysop In game Events
Parrothead wrote:
No actually he play's in his games I believe and Logs show invading planets etc already and torp should be off during truce period. as well as mines and ig's off, battle odds adjusted to 0.2 off etc anyway if you want a truce game. I have no idea what he is looking for.



He does play in his own games, but from what I've seen, it's to give the players something to shoot at. His involvement also allows him to monitor his rules etc. I don't have a problem with sysops playing their own servers, isn't the first time I've played with or against a sysop.

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Sat Nov 06, 2010 5:10 pm
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Unread post Re: Sysop In game Events
Would there be any interest in having TWGS email events or updates, to gameops or to players? What about a twitter account? Posting IM messages would also be an option, but a bit more complicated to implement. There's no reason why TWGS couldn't reach out to players and ops outside the games. I haven't given much thought to how it would be used, but it would be pretty easy to do.

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Thu Nov 11, 2010 12:12 am
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Immortal Op

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Unread post Re: Sysop In game Events
John Pritchett wrote:
Would there be any interest in having TWGS email events or updates, to gameops or to players? What about a twitter account? Posting IM messages would also be an option, but a bit more complicated to implement. There's no reason why TWGS couldn't reach out to players and ops outside the games. I haven't given much thought to how it would be used, but it would be pretty easy to do.



:D

The game events logs I am talking about are events like planet land, land alien homeworld, and many others. I find the events very usefull on tracking cheaters. It makes the sysops life much easier not wasteing time hunting thru logs on who killed or landed on ____.

The idea of haveing it mail or output events to a .txt file that could be forwarded to mail or webpages would be a nice option.

here is a few of the "Player triggered events" in the hvs version

1 Sector Entry (when a player survives entry to a sector)
2 Planet Land
3 Planet Destruction
4 Port destruction
...

All events can be customed configured re sectors fighters ports etc..

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Thu Nov 11, 2010 8:42 am
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Immortal Op

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Unread post Re: Sysop In game Events
Parrothead wrote:
Cruncher wrote:
He does play in his own games, but from what I've seen.


Not relevant to what he was looking for or why.
If you can answer the question then do so.
You seem to troll and sidetrack every thread.
I am sure you don't mean to do so.


The question is "WHAT DATA was he looking for and WHY?"
Answer this question and we can try and answer his.


Data any good sysop should know as soon as it happens.

troll and sidetrack hahaha you forgot how many of my post/topics get deleted by the censor board here. Just becuase you dont think its usefull doesnt mean it wont be to others.

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Thu Nov 11, 2010 8:45 am
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Unread post Re: Sysop In game Events
Stoneslinger wrote:
Parrothead wrote:
Cruncher wrote:
He does play in his own games, but from what I've seen.


Not relevant to what he was looking for or why.
If you can answer the question then do so.
You seem to troll and sidetrack every thread.
I am sure you don't mean to do so.


The question is "WHAT DATA was he looking for and WHY?"
Answer this question and we can try and answer his.


Data any good sysop should know as soon as it happens.

troll and sidetrack hahaha you forgot how many of my post/topics get deleted by the censor board here. Just becuase you dont think its usefull doesnt mean it wont be to others.


Regardless if he plays in his games or not, he has a valid idea and it should be put into consideration. The logging is not exactly "user friendly" for sysops, particularly if we need to sift through it to check events when players are crying foul. It would definitely make keeping track on certain games for violators a bit easier than it is now.

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Thu Nov 11, 2010 9:41 am
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Unread post Re: Sysop In game Events
Some of these elements, like landing on a planet or entering a sector,
happen with such frequency as to fill the logs very quickly. Be aware
of this should these events be logged somehow.

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Thu Nov 11, 2010 3:48 pm
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Unread post Re: Sysop In game Events
Parrothead wrote:
Computer software is self regulating.
There are no "cheaters" because if the game allows it how can it be cheating?
If you are looking for a certain game environment then design a proper TWA and/or server side script to take care of it.Frankly all the trouble with truce games over the years are all sysop's fault. I played 5 truce games on Alien Base with LARGE player bases in each game and there were ZERO violations. As the TWA and Server Script prevented ANY issue.There could be no cheating because it was impossible to cheat.


i tend to agree with this. trusting to honor in a wargame? come on now. i think the issue is that most people cant just whip up a server side script on the fly... and how many times have we seen a messed up twa file because someone didnt know what they were doing?

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Thu Nov 11, 2010 4:05 pm
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Unread post Re: Sysop In game Events
Singularity wrote:
Some of these elements, like landing on a planet or entering a sector,
happen with such frequency as to fill the logs very quickly. Be aware
of this should these events be logged somehow.


Agree completely, and I could see grid wars bogging the server with all of the messages being duplicated (player receives and it also being logged) - toss in fueling in an unlim, a couple of wSSTs, wPPT, and maybe a colonizer running....

Truces never seem to function well because players will take the rules to the limit and beyond. Unless the TWGS or edit being used prevents an action, it will happen. When I ran RC, I did not want to babysit a server.

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Thu Nov 11, 2010 4:14 pm
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Unread post Re: Sysop In game Events
Promethius wrote:
Singularity wrote:
Some of these elements, like landing on a planet or entering a sector,
happen with such frequency as to fill the logs very quickly. Be aware
of this should these events be logged somehow.


Agree completely, and I could see grid wars bogging the server with all of the messages being duplicated (player receives and it also being logged) - toss in fueling in an unlim, a couple of wSSTs, wPPT, and maybe a colonizer running....

Truces never seem to function well because players will take the rules to the limit and beyond. Unless the TWGS or edit being used prevents an action, it will happen. When I ran RC, I did not want to babysit a server.


That is correct. Who has time to babysit a server. Granted there are some that play within the requested guidelines, but there are others that will look for that "shade of gray" to operate outside the "defined guidelines". A sysop has to be five steps ahead to make sure all avenues are covered without someone trying to exploit something because it was not defined.

The logging request is not exactly a big issue. All that was asked is if certain events could be logged. I can certainly see where and why we would use it on our site. I can also see how it may cause the server to get bogged with messages. From one point, it would be helpful for those hosting games that have a truce period, etc. Like I said, i have a few reasons why I'd like to see some extension to the logging.

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Thu Nov 11, 2010 4:17 pm
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Unread post Re: Sysop In game Events
What we really need is an admin node. This node could be configured
to receive messages and information about a variety of events. Each
game could be configured to send to the admin node or not. That way
the admin could have a script running on the admin node and set to
trigger on issues.

There's nothing wrong with logging events, but if you log too many
casual events it will bog down the server and not be feasible. But
simply sending messages to a monitor node... that wouldn't be bad.

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Thu Nov 11, 2010 4:28 pm
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Unread post Re: Sysop In game Events
Singularity wrote:
What we really need is an admin node. This node could be configured
to receive messages and information about a variety of events. Each
game could be configured to send to the admin node or not. That way
the admin could have a script running on the admin node and set to
trigger on issues.

There's nothing wrong with logging events, but if you log too many
casual events it will bog down the server and not be feasible. But
simply sending messages to a monitor node... that wouldn't be bad.


That would work. Nice, clean, simple.

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Thu Nov 11, 2010 4:29 pm
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