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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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Planet IG's and Aliens
Why is it that you cannot hold an alien in a planet IG but when a sysop makes the alien home world L6 and turns on the IG, they get caught on thier own IG?
This discussion came up this morning when T0yman and I were discussing different ways to capture a new alien ship from a very aggressive race. He tested and indeed, the alien was not held in his IG.
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Thu Nov 25, 2010 9:51 am |
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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: Planet IG's and Aliens
In order to avoid generating too much spam, an alien that's trapped by an interdictor will not generate an interdictor message. In fact, the Interdictor is not actually triggered at all. However, the alien should not move as long as the interdictor is active. Can you verify that the alien is actually leaving the sector of an active PIG?
_________________ 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 25, 2010 10:40 am |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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Re: Planet IG's and Aliens
John Pritchett wrote: In order to avoid generating too much spam, an alien that's trapped by an interdictor will not generate an interdictor message. In fact, the Interdictor is not actually triggered at all. However, the alien should not move as long as the interdictor is active. Can you verify that the alien is actually leaving the sector of an active PIG? I verified it on Ice. I moved a planet under and Alien and I watched him wander in and out 4 times and "YES" the IG was turned on . I also know that one Version 1.03 if I set the flag of a planet and left it in their home world for them to claim to make the game a little harder once capped if I added Ore their own planet would hold them. If you going to look at this anyway it would be nice to be able to use all the same flags for planets in tedit that we can use for non-alien planets Add a little more difficulty to the planet capping type games if I could give them an IG.
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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Thu Nov 25, 2010 10:53 am |
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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: Planet IG's and Aliens
Ok, I spotted a small problem with the test for interdiction. I've corrected it, but I'm not in a position to easily test this. Can you keep an eye on this on the beta and give me an update once the beta is released or I send out an update to the beta sites? I should be sending out an update request within a few days.
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Thu Nov 25, 2010 11:04 am |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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Re: Planet IG's and Aliens
No Problem I am running another test right now.... earlier when this happened I was beside a Class 0, I am in open space now waiting on him to move Test Done: Sector : 13039 in uncharted space. Planets : <<<< (K) Sahara >>>> (Shielded) Officer : Ensign Federation Sheridan, w/ 100,000 ftrs, in Federal Destiny (The Federation Imperial War Dreadnaught) Fighters: 1 (belong to your Corp) [Toll] Warps to Sector(s) : 2293 - 4412 - 11858 - 19740 ------------------------------------------------------------------------ Planet has a level 6 Citadel, treasury contains 1 credits. Military reaction=0%, QCannon power=46%, AtmosLvl=0%, SectLvl=0% -=-=-=-=-=- TransWarp power = 582 hops -=-=-=-=-=- ÛÛÛÛ Planetary Defense Shielding Power Level = 200 ÛÛÛÛ Planetary Interdictor Generator = ACTIVE -=-=-=-=-=- TransPort power = 24 hops -=-=-=-=-=- Deployed Fighters Report Sector 13039: Officer Federation Sheridan's Imperial Wa r Dreadnaught entered sector. Federation Sheridan warps out of the sector. Sector : 13039 in uncharted space. Planets : <<<< (K) Sahara >>>> (Shielded) Fighters: 1 (belong to your Corp) [Toll] Warps to Sector(s) : 2293 - 4412 - 11858 - 19740
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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Thu Nov 25, 2010 11:27 am |
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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: Planet IG's and Aliens
Ok. The planet record that was being loaded to test for enough ore was not the correct record. I've changed it so it's looking at the correct record and hopefully that's all it is.
_________________ 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 25, 2010 1:06 pm |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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Re: Planet IG's and Aliens
Will that also fix if the Aliens claimed the planet and the IG was turned on ? Previously it would hold them in their sector, once this version of beta is available can I then place L6 planets in their home sector with no ore and once they cap them then add ore and figs? Or you we be getting those flags made available to Sysops
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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Thu Nov 25, 2010 1:09 pm |
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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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Re: Planet IG's and Aliens
A better fix is to allow creation of Alien flagged planets via tedit.
Then you could create the planets directly even if the alien wont go looking for them
_________________ 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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Thu Nov 25, 2010 1:18 pm |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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Re: Planet IG's and Aliens
Yes that is the preferred option, but I will take either one. I don't mind the extra work to put into a game, but having all flags available would be my first choice.
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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Thu Nov 25, 2010 1:53 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: Planet IG's and Aliens
Wow, I always intended for you to be able to set a planet as owned by a Gold alien race. Oops.
I just added the ability to set a variety of different fighter and mine owners in sector, including Gold aliens. I'll update the planet owner setting to use the same menu of owners.
Player Corporation Rogue Pirate Ferrengi Abandoned Gold Alien
I need to devote a month or two just to TEDIT work.
_________________ 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 25, 2010 2:19 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: Planet IG's and Aliens
John Pritchett wrote: Wow, I always intended for you to be able to set a planet as owned by a Gold alien race. Oops.
I need to devote a month or two just to TEDIT work. Lol, it never ends, hey? You fix or change one thing, another comes up. The ability to set a planet as owned by a race will be a welcomed addition. Thanks for that.
_________________ -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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Thu Nov 25, 2010 2:32 pm |
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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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Re: Planet IG's and Aliens
Good Stuff!...Opens Up Copious possibilities!
Yes Virginia There is a Santa Klaus!
_________________ 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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Thu Nov 25, 2010 2:40 pm |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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Re: Planet IG's and Aliens
JP that sounds great in the past I have had to move a planet in let them cap move another and repeat since they seem to only claim 2 extras in the home sector. I tried 5 a few times and they just ignored the others. T-edit addition for ownership would make it great. Thanks for looking into that. I had a game where I had 3 in main sector and 2 each adjacent owned by the alien race totaling 9 planets. And only 1 was movable the others were only L3 to be annoying. The Alien race took them a week before they claimed the last one so I could move it into position.
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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Thu Nov 25, 2010 3:38 pm |
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Vid Kid
Commander
Joined: Sun Feb 25, 2001 3:00 am Posts: 1837 Location: Guam USA
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Re: Planet IG's and Aliens
It would also be nice to be able to edit that IG flag on the alien created planet. Then I would not have to set the fuel & figs so high on them.
just a thought.
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Thu Nov 25, 2010 5:03 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: Planet IG's and Aliens
Ok, the Z flags screen is enabled for alien planets now. Not sure why that was disabled, but I obvious didn't think it should be supported for some reason. I guess we'll find out why :)
_________________ 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 25, 2010 5:52 pm |
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