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 ZTM 
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Unread post ZTM
I just finished a 20k sector ZTM using ProZTM4.11 in about 15 mins.

usually it takes me hours...


is this normal for the new twgs ???


Mon Jul 25, 2011 9:46 pm
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Unread post Re: ZTM
No, you didn't get a complete ZTM in 15 minutes. Sounds like a bug or something.

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Mon Jul 25, 2011 10:01 pm
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Unread post Re: ZTM
The new TWGS does ztm quite a bit faster than the old one. I noticed it as well. did a 16 k universe with 5000 random passes very quickly.. Not sure how long because I went away for lunch (45min) came back, sat down at desk and it was done...

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Mon Jul 25, 2011 10:35 pm
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Unread post Re: ZTM
If JP reads this, question: Was the plot delay removed? Or can we set that.. or?

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Mon Jul 25, 2011 10:50 pm
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Unread post Re: ZTM
Muss wrote:
I just finished a 20k sector ZTM using ProZTM4.11 in about 15 mins.

usually it takes me hours...


is this normal for the new twgs ???


While I would like to take credit for that speed, it sounds like something hosed up. The best speed I have seen is 5 hrs 45 minutes roughly for a 20k. I haven't ran a ztm on the new TWGS.

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Mon Jul 25, 2011 11:33 pm
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Unread post Re: ZTM
The current pacing delay for plotting a course if 40 ms per plot. That's 25 plots per second.

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Tue Jul 26, 2011 12:20 am
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Unread post Re: ZTM
Would be nice to have an option to slow that down.

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Tue Jul 26, 2011 12:44 am
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Unread post Re: ZTM
MicroBlaster wrote:
Would be nice to have an option to slow that down.


Yes it would, that's much faster than before. The previous was 500ms per plot after 2. Having a way to adjust that would allow sysops to speed up or slow down the ztm rate. That would be a nice feature.

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Tue Jul 26, 2011 12:47 am
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Unread post Re: ZTM
Well, as I've said before, I balanced these times based on a target CPU load on a test server. I expect to adjust any settings that you guys find to be too fast or two slow in order to keep the game playing like it should.

I'd rather set the pace to a particular value at this point and not have it configurable. I'll decide later if I want to put this on its own configuration option or expose a bunch of these pace settings in an editor like I originally planned.

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Tue Jul 26, 2011 1:06 am
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Unread post Re: ZTM
This one isn't about CPU load. Being able to slow this one down would put the scripters at a disadvantage.

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Tue Jul 26, 2011 1:15 am
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Unread post Re: ZTM
why do we want to put the scripters at a disadvantage?

maybe for games where scripting is not favored??

and why do we want to make a ztm take 5 or 6 hours?
what wrong with an hour?
it seems that 6 hours is a bit .. off .. when everything else is lightspeed. this is the "universe" we're traveling.. right? ;)

just asking. I really dont care either way.


Tue Jul 26, 2011 4:16 am
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Unread post Re: ZTM
Muss wrote:
why do we want to put the scripters at a disadvantage?

maybe for games where scripting is not favored??

and why do we want to make a ztm take 5 or 6 hours?
what wrong with an hour?
it seems that 6 hours is a bit .. off .. when everything else is lightspeed. this is the "universe" we're traveling.. right? ;)

just asking. I really dont care either way.

It's all a matter of style of play. Some GameOps want to bring balance to the game, slowing down or even taking away ZTM would give the humans a chance.

On the flip side, some GameOps publish the maps on their websites. Mayby there should be an in-game option to allow warps to be displayed for un-explored sectors too?

Personally, I'd prefer to have the maps before the game opens.

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Tue Jul 26, 2011 5:10 am
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Unread post Re: ZTM
why not have an option:

Universe, automatically explored --- *not* 'known'

...in TEdit.. That would save game ops a lot of time and hassle.

Anyway. Intentionally 'slowing' down game play with a 8hr to 10hr, mapping speed is myopic, imo. How much effort would it take to ask someone to create a sitter account and map while they chat? Besides that, how much slower is an 8hr map going to make a game that is bound to last several days anyways?

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Tue Jul 26, 2011 6:21 am
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Unread post Re: ZTM
MicroBlaster wrote:
This one isn't about CPU load. Being able to slow this one down would put the scripters at a disadvantage.


Right. That's my point, though. The values I came up with are arbitrary and are a MINIMUM pace delay I'd like to allow in order to keep from spiking CPU. Now we need to just play and decide where these need to be tweaked. Let me know and I'll adjust this number and we'll see how it feels.

Unfortunately, I can't release a new update for a few weeks, so it'll have to just be tested on the beta site.

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Tue Jul 26, 2011 7:21 am
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Unread post Re: ZTM
LoneStar wrote:
why not have an option:

Universe, automatically explored --- *not* 'known'

...in TEdit.. That would save game ops a lot of time and hassle.


I like that idea! Eliminate the need to map at all! :)

We do have to be careful about slowing down the plotting, humans like to play time limit games, if the game is set for 4 hours and ZTM takes 8... well, that's just not going to work.

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Last edited by Cruncher on Tue Jul 26, 2011 8:04 am, edited 1 time in total.



Tue Jul 26, 2011 7:29 am
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