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 Port Quantities 
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Unread post Port Quantities
Does anyone now how (what settings) would have caused all the ports in a Subzero game (Game A on DarkStarBase) to have the port quantities set to 15k for all ports in all categories? (the one with 15240 in equ was a port upgrade for stealing)

20238 15000 100% 15000 100% 15000 100%
20240 -15000 100% 15000 100% -15240 100%
20241 15000 100% -15000 100% 15000 100%
20244 -15000 100% 15000 100% 15000 100%
20246 -15000 100% 15000 100% -15000 100%
20247 15000 100% -15000 100% -15000 100%
20251 -15000 100% -15000 100% 15000 100%
20253 -15000 100% 15000 100% -15000 100%
20254 15000 100% -15000 100% -15000 100%
20255 -15000 100% 15000 100% 15000 100%
20256 -15000 100% -15000 100% -15000 100%

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Sun Mar 18, 2012 9:01 am
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Unread post Re: Port Quantities
Helix wrote:
Does anyone now how (what settings) would have caused all the ports in a Subzero game (Game A on DarkStarBase) to have the port quantities set to 15k for all ports in all categories? (the one with 15240 in equ was a port upgrade for stealing)

20238 15000 100% 15000 100% 15000 100%
20240 -15000 100% 15000 100% -15240 100%
20241 15000 100% -15000 100% 15000 100%
20244 -15000 100% 15000 100% 15000 100%
20246 -15000 100% 15000 100% -15000 100%
20247 15000 100% -15000 100% -15000 100%
20251 -15000 100% -15000 100% 15000 100%
20253 -15000 100% 15000 100% -15000 100%
20254 15000 100% -15000 100% -15000 100%
20255 -15000 100% 15000 100% 15000 100%
20256 -15000 100% -15000 100% -15000 100%




Vid's port upgrade script.

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Sun Mar 18, 2012 9:55 am
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Unread post Re: Port Quantities
lol , I was going to say that .. I can think of no other way that could happen except that script.

btw , how long did it take to run that script .. I remember when I wrote it
it took 45 mins on a game .. but with machines now days , it might take a fraction of that time.

Bot Link should take less time too.

Vid

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Sun Mar 18, 2012 12:56 pm
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Unread post Re: Port Quantities
Thanks you guys, my thinking was that it might be related to the port harding feature in TWGS v2.xx. Though I am not sure if I am disappointed or not that it was an SO. :)

H

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Last edited by Helix on Sun Mar 18, 2012 9:25 pm, edited 1 time in total.



Sun Mar 18, 2012 4:04 pm
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Unread post Re: Port Quantities
Vid Kid wrote:
lol , I was going to say that .. I can think of no other way that could happen except that script.

btw , how long did it take to run that script .. I remember when I wrote it
it took 45 mins on a game .. but with machines now days , it might take a fraction of that time.

Bot Link should take less time too.

Vid


took a long time to run 30k on that game.. the machine I run the server on is set for service memory and cpu optimization. Not program. several hours I think.

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Sun Mar 18, 2012 4:50 pm
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Unread post Re: Port Quantities
Wow , my last test was on a 20k game and took 45 mins. although that was with a slow system (my best at the time)

I normally do not use that feature because it does effect the game.
A player looking to gain exp from upgrades , looses some of that.
As well as res running , can only use a port for a shorter amount of times before they run into the limitations of most red scripts.

Red scripts like to upgrade ports , when they can not , they stall.

Otherwise that Port Fixer is great.

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Sun Mar 18, 2012 7:01 pm
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Unread post Re: Port Quantities
I have used my version of the same script but normally only 4 sectors out and around fed to allow players to make money before heading out.

Yes these are building games, not sure I would do it in an unlim or kill'em all game.

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Sun Mar 18, 2012 7:25 pm
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Unread post Re: Port Quantities
Good idea Toyman , I may do that with the bot link .. beef up the fed space ports so they will be cash makers and harden them as well.

Great idea for startups ...

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Sun Mar 18, 2012 9:06 pm
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Unread post Re: Port Quantities
Unrelated question, DSB, why the exit enter delay this edit? It makes clearing Farley's 10 armid, 10 limps per sector painfully slow.

H

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Sun Mar 18, 2012 10:46 pm
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Unread post Re: Port Quantities
Helix wrote:
Unrelated question, DSB, why the exit enter delay this edit? It makes clearing Farley's 10 armid, 10 limps per sector painfully slow.

H

Didn't know any delays were set. I will check it out.

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Mon Mar 19, 2012 9:31 am
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Unread post Re: Port Quantities
Darkstarbase wrote:
Helix wrote:
Unrelated question, DSB, why the exit enter delay this edit? It makes clearing Farley's 10 armid, 10 limps per sector painfully slow.

H

Didn't know any delays were set. I will check it out.


Are you talking about a death delay?

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Mon Mar 19, 2012 12:12 pm
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Unread post Re: Port Quantities
I think what he is seeing is the new exit prodecure that closes the game when you logout, so there is a delay when relogging. Not huge but there is one, if it is taking to long might have to look at the exit/enter script and see if it can be made faster.

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Mon Mar 19, 2012 1:34 pm
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Unread post Re: Port Quantities
T0yman wrote:
I think what he is seeing is the new exit prodecure that closes the game when you logout, so there is a delay when relogging. Not huge but there is one, if it is taking to long might have to look at the exit/enter script and see if it can be made faster.

T0y,

Thats exactly the issue I am talking about. I didn't even think to attribute it to the fact the game had to close. If you want to check it out its game a on darkstarbase

H

Command [TL=00:00:00]:[6007] (?=Help)? : Q
<Quit>
Confirmed? (Y/N)? Yes
Do you wish to engage a Cloaking Device? No
The pause seems to happen here.
==-- Trade Wars 2002 --==

T - Play Trade Wars 2002
I - Introduction & Help
S - View Game Settings
H - High scores
M - View Access Modes
X - Exit

Enter your choice:

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Helix
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Lest we forget
I had to ask myself WWSGD?


Mon Mar 19, 2012 5:52 pm
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Unread post Re: Port Quantities
So, in response to your question, I havent added any delays to any of my games. If TWGS is doing it, its not under my control.

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Tue Mar 20, 2012 3:47 pm
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Unread post Re: Port Quantities
Helix wrote:
T0yman wrote:
I think what he is seeing is the new exit prodecure that closes the game when you logout, so there is a delay when relogging. Not huge but there is one, if it is taking to long might have to look at the exit/enter script and see if it can be made faster.

T0y,

Thats exactly the issue I am talking about. I didn't even think to attribute it to the fact the game had to close. If you want to check it out its game a on darkstarbase

H

Command [TL=00:00:00]:[6007] (?=Help)? : Q
<Quit>
Confirmed? (Y/N)? Yes
Do you wish to engage a Cloaking Device? No
The pause seems to happen here.
==-- Trade Wars 2002 --==

T - Play Trade Wars 2002
I - Introduction & Help
S - View Game Settings
H - High scores
M - View Access Modes
X - Exit

Enter your choice:


The pause after
The pause seems to happen here.
is because TWGS is taken the player (invisibly) to the Main Menu and back to the TMenu
to close all files and reset all player variables.

This should not take more then a few micro seconds ...
I have used a :
WaitOn "Enter your choice"

to send the remaining part of an exit/enter script to trigger and keep in sync with.

By no way is this safe way to clear limpits with an active player online unless you change your clearing strategies.

Note :
It had to be done to fix other bugs that have been with TWGS for awhile.

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Tue Mar 20, 2012 7:53 pm
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