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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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Re: New Cit level
Singularity wrote: Why not just have certain special ships available randomly, ie: someone sold one to dock or something?
You'd have a server side script that would enable one of, say, 50 shiptypes at random. Then once sold, it would mark that as unavailable again, or you could do 1 special type per day and change daily. Either could be done easily via server-side script. You need to restart the server to make ships available/unavailable.
_________________ Coconut Telegraph (ICQ)#586137616 Team Speak3@ 220.244.125.70:9987 Founding Member -=[Team Kraaken]=- Winner of Gridwars 2010 - Ka Pla
Jesus wounldn't Subspace Crawl
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Sat Nov 06, 2010 2:47 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: New Cit level
Parrothead wrote: You need to restart the server to make ships available/unavailable. No you don't, I just tested this. If you set the ship as "manual deployment" and then save the record, you can no longer buy it at stardock. You can then set it back to general deployment and save the record and it shows back up.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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Sat Nov 06, 2010 10:40 pm |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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Re: New Cit level
Singularity wrote: Parrothead wrote: You need to restart the server to make ships available/unavailable. No you don't, I just tested this. If you set the ship as "manual deployment" and then save the record, you can no longer buy it at stardock. You can then set it back to general deployment and save the record and it shows back up. On the version of the TWGS we have here, we can set the ship to manual or general . But if the Active flag is set to Yes/No, we have to stop the server to change that. Can you confirm this on your version of the TWGS as well?
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
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Knight to Queen's Bishop 3
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Sun Nov 07, 2010 7:47 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: New Cit level
Thrawn wrote: On the version of the TWGS we have here, we can set the ship to manual or general . But if the Active flag is set to Yes/No, we have to stop the server to change that. Can you confirm this on your version of the TWGS as well? You don't have to activate/deactivate to make it unbuyable at stardock. Just switch to manual deployment and it goes poof.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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Sun Nov 07, 2010 7:59 am |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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Re: New Cit level
Singularity wrote: Thrawn wrote: On the version of the TWGS we have here, we can set the ship to manual or general . But if the Active flag is set to Yes/No, we have to stop the server to change that. Can you confirm this on your version of the TWGS as well? You don't have to activate/deactivate to make it unbuyable at stardock. Just switch to manual deployment and it goes poof. Yes, I realize that. Sorry, my question may not have been clear. At the end of summer, we were testing the TWGS and have a version where the mail was fixed, and a bunch of global settings were changed to local (v1.04.09). I was curious to know since we can rebang and add games without stopping the server, is the ship/planet/alien active flag setting still require the server to be shut down first or will that get changed so one does not have to stop the server? I don't know how many versions behind we're at, so I was curious if that particular setting has changed or will change/remain as is.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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Sun Nov 07, 2010 8:38 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: New Cit level
Oh, I don't know. I don't run the beta, and won't until the bugs are worked out enough to provide a smooth experience. We had a lot of problems in HHT that could be attributed to the beta, so we're not there yet.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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Sun Nov 07, 2010 10:27 am |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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Re: New Cit level
Singularity wrote: Oh, I don't know. I don't run the beta, and won't until the bugs are worked out enough to provide a smooth experience. We had a lot of problems in HHT that could be attributed to the beta, so we're not there yet. Yes, from taking time to catch up on my reading, seems there are a lot of issues. I guess my wife and I are lucky with the version we have. Having the stable version of the TWGS that allows us to rebang games without shutting down the server and some settings moved from global to local works out for us. I do know that the version we have had no fixes/changes to the actual game except the mail function was switched so we no longer have the bloated twmail.dat file issues. Looks like we will stay with our version and be happy. Thanks for bringing me up to speed Sing.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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Sun Nov 07, 2010 10:52 am |
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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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Re: New Cit level
Singularity wrote: Thrawn wrote: On the version of the TWGS we have here, we can set the ship to manual or general . But if the Active flag is set to Yes/No, we have to stop the server to change that. Can you confirm this on your version of the TWGS as well? You don't have to activate/deactivate to make it unbuyable at stardock. Just switch to manual deployment and it goes poof. I will try that. I got a message when Trying to activate from Tedit ship editor. I was trying to put a player in a ship not available from dock
_________________ Coconut Telegraph (ICQ)#586137616 Team Speak3@ 220.244.125.70:9987 Founding Member -=[Team Kraaken]=- Winner of Gridwars 2010 - Ka Pla
Jesus wounldn't Subspace Crawl
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Sun Nov 07, 2010 4:06 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: New Cit level
@Thrawn, there are just too many hooks into the ships, aliens and planets to allow them to be hot-toggled. But you can set a particular game to inactive, then toggle active/inactive. You don't need to drop the entire server to do this.
I really like the idea of a shipyard Citadel level. If I understand the request right, it's actually not that difficult. Allowing players to build ships would be trivial. As far as upgrading ships, the ship type would define a set of hardware items supported by a ship "out of the box", but then an "upgrade" feature would allow you to add any other type of hardware support to any ship for a price. All it would take is a flag on the ship record that indicates what hardware items that ship supports, and it would default to the set of hardware supported by the ship type as defined in the Gold editors (or stock defaults). From that base set of hardware, you could add to and take away. The one thing I'd probably want to add to the ship type data would be a "hard points" or some other commodity that would determine how much capacity you have to upgrade, so you'd have to make choices (drop some hold space for something else, etc).
This is definitely doable. I could have such a system implemented in an hour, I think. The hard part would be coding the new citadel level, with menus to support ship building and upgrading. Of course, I really see this as being more of a v4 type of addition. I will definitely keep it in mind.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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Thu Nov 11, 2010 12:05 am |
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Stoneslinger
Immortal Op
Joined: Thu May 29, 2008 9:04 am Posts: 143 Location: Kitchener, Ontario, Canada
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Re: New Cit level
John Pritchett wrote: @Thrawn, there are just too many hooks into the ships, aliens and planets to allow them to be hot-toggled. But you can set a particular game to inactive, then toggle active/inactive. You don't need to drop the entire server to do this.
I really like the idea of a shipyard Citadel level. If I understand the request right, it's actually not that difficult. Allowing players to build ships would be trivial. As far as upgrading ships, the ship type would define a set of hardware items supported by a ship "out of the box", but then an "upgrade" feature would allow you to add any other type of hardware support to any ship for a price. All it would take is a flag on the ship record that indicates what hardware items that ship supports, and it would default to the set of hardware supported by the ship type as defined in the Gold editors (or stock defaults). From that base set of hardware, you could add to and take away. The one thing I'd probably want to add to the ship type data would be a "hard points" or some other commodity that would determine how much capacity you have to upgrade, so you'd have to make choices (drop some hold space for something else, etc).
This is definitely doable. I could have such a system implemented in an hour, I think. The hard part would be coding the new citadel level, with menus to support ship building and upgrading. Of course, I really see this as being more of a v4 type of addition. I will definitely keep it in mind.
_________________ Stoneslinger http://theswampbbs.net telnet://theswampbbs.net
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Thu Nov 11, 2010 8:50 am |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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Re: New Cit level
John Pritchett wrote: @Thrawn, there are just too many hooks into the ships, aliens and planets to allow them to be hot-toggled. But you can set a particular game to inactive, then toggle active/inactive. You don't need to drop the entire server to do this.
Noted. I forgot that if no one is in the game and the Aliens are set to "sleeping", I can change the active flag on a ship/planet. If a player is in the game and the aliens are moving, I have to make the game inactive first. Works for me Thanks John.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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Thu Nov 11, 2010 4:14 pm |
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