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2.13 Tedit
http://classictw.com/viewtopic.php?f=52&t=32486
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Author:  Vid Kid [ Sun Nov 06, 2011 12:11 am ]
Post subject:  2.13 Tedit

I noticed when I uninstalled 2.05 on another box and installed 2.13
that it made a desktop icon for service.

Then when I got that removed (was not installed as service) XP pro box.

It did archive the one game I had been testing with , so I rebanged it to see the big bang hardening .. said 100 % instead of what I would have expected X 1

anyways I cranked it to X 5 or 500 % as it has it.
then after rebang was completed I went to Tedit to look over the new features and how they would effect my sysop scripts (as if I planned to rewrite them).

firstly I checked ports .. the hardening multiplier was ok (except as a %)
for the first 4 (class 0/9's) .. the rest were @ normal (100%)

this was great so far .. then I looked over port 4 , as my script would do the
changing to SBB port , I only need to do the change in 3 areas .. the
- in ore to a positive integer , set the amount max to 1500 and set the ore on hand to its max ...

I noticed that the normal problem with the rebang engine was still there and one reason I wrote port fixer in the first place ...
to fill the port in sell , buy and buy value because the rebang does not
always set them to 3k like they are supposed to have been at bang.

I am reporting that that still needs fixing .

This is as far as I did today , my new box has been powered down for the night.

more to report in next few days as I continue tests as a beta developer does
:wink:

Author:  John Pritchett [ Sun Nov 06, 2011 12:43 am ]
Post subject:  Re: 2.13 Tedit

I've made a note to test this.

Author:  Runaway Proton [ Sun Nov 06, 2011 7:38 am ]
Post subject:  Re: 2.13 Tedit

I find the port hardening a bit confusing as well, I kinda think of it as X1 X2 X3 etc rather than percentages. AS it it's been blown 1 2 or 3 times etc up to whatever the max I think 6 or 7 rather than %. I 've not tested how hard it is to blow dock at 500% but I don' think it's as strong as one that's been blown 6 times by a hardening script.

Author:  John Pritchett [ Mon Nov 07, 2011 1:15 am ]
Post subject:  Re: 2.13 Tedit

The progression of port power as ports are destroyed is complicated. The port power percentage is basically a simple multiplier over what the port would otherwise be at any given time. So if you set it to 500%, then the port is 5x stronger than it would normally be. If that's not enough port hardening, I can increase the range.

Author:  Vid Kid [ Mon Nov 07, 2011 2:43 am ]
Post subject:  Re: 2.13 Tedit

I recall the tedit setting was 100% to 1000% or equal to X1 to X10

In my port hardening script it hardens to X7 and that is as hard as a single player with a ship set as :
400k fighters
16k shields
60k fighters per attack wave
8:1 offensive odds
8:1 defensive odds

So when game is active , the ship edit probably wont be that maxed.
And even if corpies were to feed each other in an attack , would be too costly to do this another time or two.

X5 is good enough to slow or stop dock blowing to block supply lines of ships & hardware supplies.
X10 would be way overkill .. perfect to prevent such acts .. if that was what your going for here.

Author:  John Pritchett [ Mon Nov 07, 2011 11:44 am ]
Post subject:  Re: 2.13 Tedit

Should I add the ability to just make the ports invincible?

Author:  Promethius [ Mon Nov 07, 2011 12:11 pm ]
Post subject:  Re: 2.13 Tedit

John Pritchett wrote:
Should I add the ability to just make the ports invincible?


The class 0s shouldn't be invincible, just costly to take out. If they are invincible, then players won't waste assets blowing them up with a chance of getting podded. Most players are aware of the possibility that dock can be blown, and are prepared for it if it happens. It simply adds another part to the game.

Author:  Vid Kid [ Mon Nov 07, 2011 12:15 pm ]
Post subject:  Re: 2.13 Tedit

I think the port multiplier is the right feature , and the ability to carry over the setting to the next bang is perfect.

With the first 4 ports .. class 0/9's

Author:  T0yman [ Mon Nov 07, 2011 12:17 pm ]
Post subject:  Re: 2.13 Tedit

Promethius wrote:
John Pritchett wrote:
Should I add the ability to just make the ports invincible?


The class 0s shouldn't be invincible, just costly to take out. If they are invincible, then players won't waste assets blowing them up with a chance of getting podded. Most players are aware of the possibility that dock can be blown, and are prepared for it if it happens. It simply adds another part to the game.

Some Sysops have a rule against the destruction of Class 0/ Stardock.... and we know how well everyone follows the rules :)

Author:  John Pritchett [ Mon Nov 07, 2011 12:37 pm ]
Post subject:  Re: 2.13 Tedit

So even though a lot of games wouldn't use it, there are some ops who like to protect those ports, and an "invincible" setting would make that rule absolutely enforceable. Sounds like something worth doing. As an extension of the current port power setting, it would be very easy to do.

Author:  Cruncher [ Mon Nov 07, 2011 1:07 pm ]
Post subject:  Re: 2.13 Tedit

John Pritchett wrote:
So even though a lot of games wouldn't use it, there are some ops who like to protect those ports, and an "invincible" setting would make that rule absolutely enforceable. Sounds like something worth doing. As an extension of the current port power setting, it would be very easy to do.



I like that, and that would ne an option I would use. I don't recall ever being in a game that had a 0 port blown, I suspect that happens more in unlim games when you can accumulate excessive assets.

But just in case, I'd still like that added "assurance" that the 0 ports in my games can't be blown.

Author:  John Pritchett [ Mon Nov 07, 2011 2:39 pm ]
Post subject:  Re: 2.13 Tedit

Quote:
I noticed that the normal problem with the rebang engine was still there and one reason I wrote port fixer in the first place ...
to fill the port in sell , buy and buy value because the rebang does not
always set them to 3k like they are supposed to have been at bang.


I'm not sure I understand this. Bigbang isn't supposed to set ports to 3K. It's supposed to set them to a random capacity, then stock them to 100% of that capacity. Are you saying you want to control how much capacity the ports start at?

Author:  T0yman [ Mon Nov 07, 2011 2:56 pm ]
Post subject:  Re: 2.13 Tedit

I would just be happy with setting the port type SSS/SBB/BBB, players can upgrade them if they want.

Author:  Promethius [ Mon Nov 07, 2011 3:32 pm ]
Post subject:  Re: 2.13 Tedit

John Pritchett wrote:
Quote:
I noticed that the normal problem with the rebang engine was still there and one reason I wrote port fixer in the first place ...
to fill the port in sell , buy and buy value because the rebang does not
always set them to 3k like they are supposed to have been at bang.


I'm not sure I understand this. Bigbang isn't supposed to set ports to 3K. It's supposed to set them to a random capacity, then stock them to 100% of that capacity. Are you saying you want to control how much capacity the ports start at?


I believe he is talking about the port at Stardock which I have always found to be 3k on each product, unless it is T-edited.

Author:  John Pritchett [ Mon Nov 07, 2011 7:21 pm ]
Post subject:  Re: 2.13 Tedit

Oh, I see. I'll look at that.

Ok, StarDock's port is BBB and inits to 3K. Vid, what is it you're expecting to see that's failing?

I removed the ability to change the special port classes, but I'm going to add back in a setting to define the class of the port at the special ports so they're still Class 9 and Class 0, but with a port that's SBB or whatever.

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