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 Timings - Help me out here, what am I missing? 
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Unread post Re: Timings - Help me out here, what am I missing?
How close are we to testing this on Ice-9?

You've been working on getting the balance right for fast games, now let's try envoking some of the pacing to slow it down in a builders game.

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Sun Dec 05, 2010 12:38 pm
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Unread post Re: Timings - Help me out here, what am I missing?
Go to beta server for testing.

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Sun Dec 05, 2010 12:52 pm
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Unread post Re: Timings - Help me out here, what am I missing?
Cruncher wrote:
You've been working on getting the balance right for fast games, now let's try envoking some of the pacing to slow it down in a builders game.


As it stands now, slowing the game down will not make it
a builder's game. You will need other things for that.

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Sun Dec 05, 2010 1:03 pm
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Unread post Re: Timings - Help me out here, what am I missing?
Sing is Correct...There is only going to be one balance. Fooling with ship delay's etc just throws everything into chaos and you either get free Gridding or You wont be able to move without dying. Builder games require server side scripts. Which Ice9 and Toyman are running now. If you are looking for something different contact them about changing or adding to there scripts.

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Sun Dec 05, 2010 2:51 pm
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Unread post Re: Timings - Help me out here, what am I missing?
Parrothead wrote:
Builder games require server side scripts. Which Ice9 and Toyman are running now.


I believe this is incorrect. i believe it IS possible to have builders games with out server side scripts .


Sun Dec 05, 2010 4:08 pm
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Unread post Re: Timings - Help me out here, what am I missing?
Parrothead wrote:
Go to beta server for testing.


Ice-9 is one of the beta testing servers. First one as a matter of fact to install and run it.

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Sun Dec 05, 2010 4:31 pm
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Unread post Re: Timings - Help me out here, what am I missing?
Singularity wrote:
Cruncher wrote:
You've been working on getting the balance right for fast games, now let's try envoking some of the pacing to slow it down in a builders game.


As it stands now, slowing the game down will not make it
a builder's game. You will need other things for that.


Since builders games on Ice-9 have a grid fig limit I don't see the problem.

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Sun Dec 05, 2010 4:33 pm
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Unread post Re: Timings - Help me out here, what am I missing?
I repeat if you want to run test scripts on the new timings go to the beta server.
Simply "playing" wont accomplish anything.

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Sun Dec 05, 2010 4:47 pm
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Unread post Re: Timings - Help me out here, what am I missing?
Cruncher wrote:
Singularity wrote:
Cruncher wrote:
You've been working on getting the balance right for fast games, now let's try envoking some of the pacing to slow it down in a builders game.


As it stands now, slowing the game down will not make it
a builder's game. You will need other things for that.


Since builders games on Ice-9 have a grid fig limit I don't see the problem.


dont worry cruncher when its really ready for testing I'm pretty sure JP will make it available to the other BETA sites. Give JP a chance to make sure the build is ready for testing in WIDE Beta.

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Sun Dec 05, 2010 4:54 pm
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Unread post Re: Timings - Help me out here, what am I missing?
Cruncher wrote:
Singularity wrote:
Cruncher wrote:
You've been working on getting the balance right for fast games, now let's try envoking some of the pacing to slow it down in a builders game.


As it stands now, slowing the game down will not make it
a builder's game. You will need other things for that.


Since builders games on Ice-9 have a grid fig limit I don't see the problem.


Just curious, how is the grid fig limit enforced (and detected). Is it a once a day script that reads fig deployment in T-Edit and then randomly reduces the grid? Stepping through sectors in T-Edit is time consuming.

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Sun Dec 05, 2010 4:55 pm
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Unread post Re: Timings - Help me out here, what am I missing?
Apparently once a day. I haven't bothered to check the time @ Toyman's as he expects you to tend your own grid. Ice9 runs ongoing scripts for his games I was told.

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Sun Dec 05, 2010 5:54 pm
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Unread post Re: Timings - Help me out here, what am I missing?
Promethius wrote:
Just curious, how is the grid fig limit enforced (and detected). Is it a once a day script that reads fig deployment in T-Edit and then randomly reduces the grid? Stepping through sectors in T-Edit is time consuming.


My understanding is V'Ger only runs it if he feels someone is over or if someone makes a request. It is based on the "Honor System" and we know how that works in TW's :) I run one that counts daily and yea it can take a while but I stagger the time, and you run the risk of losing a gate if you go over. I remove random sectors if you are over no matter how many are in the sector.

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Sun Dec 05, 2010 5:57 pm
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Unread post Re: Timings - Help me out here, what am I missing?
Space Ghost wrote:


dont worry cruncher when its really ready for testing I'm pretty sure JP will make it available to the other BETA sites. Give JP a chance to make sure the build is ready for testing in WIDE Beta.


Thank you SG, that's all I'm asking. I haven't seen any activity in this thread for a few days.

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Unread post Re: Timings - Help me out here, what am I missing?
Been off the grid for a bit (flu going around). I'm getting close to being ready to start the next phase on establishing game timings. I want to work it out with scripted games first, then we can explore other uses for the pacing.

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Wed Dec 08, 2010 1:25 pm
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Unread post Re: Timings - Help me out here, what am I missing?
John Pritchett wrote:
Been off the grid for a bit (flu going around). I'm getting close to being ready to start the next phase on establishing game timings. I want to work it out with scripted games first, then we can explore other uses for the pacing.


I hope you got lots of rest and lots of fluids. Feel better John!

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