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 Fire 2012 Tournament 
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Unread post Re: Fire 2012 Tournament
Let me first start off stating I did not read every word in the last 5 posts ..
But from my testing
1) Deaths are #SD#
2) pod/deaths as referred in the tourney mode setting as ship loss ..

If pod/death were selected , then surrendering causes the count to increase by one
this was my test and confirmed ..

#SD# confirmed only one count when you die ...

All counts for all activities are verified by player typing 'I' (eye)

The tournament should be set to :
if deaths only : then 3 to 5 at most.
If pod/ship loss/deaths then 10 to 15 .. but since this is FIRE :
play by fire .. die by 13 .. lol

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Tue Jan 31, 2012 10:27 am
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Unread post Re: Fire 2012 Tournament
We discussed this setting and I explained that I looked at providing a hybrid limit, but it required so many changes to code that I wasn't comfortable with it. On the other hand, the solution I provided required a few small changes to code and very little change to the way the settings are presented.

"Pods and Deaths" is basically the same as the original setting, with the main difference being that you're out on the last pod. Before, you'd only go out on a death.

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Tue Jan 31, 2012 10:53 am
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Unread post Re: Fire 2012 Tournament
Ok so for this game we need the Pod / Death setting turned on to 10.... correct RP?

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Tue Jan 31, 2012 11:23 am
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Commander

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Unread post Re: Fire 2012 Tournament
Toyman , that is correct.

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Tue Jan 31, 2012 11:42 am
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Unread post Re: Fire 2012 Tournament
T0yman wrote:
Ok so for this game we need the Pod / Death setting turned on to 10.... correct RP?


I'll make the change

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Tue Jan 31, 2012 4:28 pm
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Unread post Re: Fire 2012 Tournament
John Pritchett wrote:
We discussed this setting and I explained that I looked at providing a hybrid limit, but it required so many changes to code that I wasn't comfortable with it. On the other hand, the solution I provided required a few small changes to code and very little change to the way the settings are presented.

"Pods and Deaths" is basically the same as the original setting, with the main difference being that you're out on the last pod. Before, you'd only go out on a death.


You did fine John, I was just commenting on which method was going to be used in the Fire tourney. We're all excited, new "toys" to play with. :)

Like I said, both offer some interesting challenges. Thanks for the settings!

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Tue Jan 31, 2012 8:52 pm
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Unread post Re: Fire 2012 Tournament
2.18 installed.

Let's give it a rundown! Thanks JP

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Tue Jan 31, 2012 8:53 pm
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Unread post Re: Fire 2012 Tournament
2.18B looks good!

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Wed Feb 01, 2012 9:47 pm
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Unread post Re: Fire 2012 Tournament
I did an interesting test today where I did a macro-burst to move a planet from one sector to another 1000 times at maximum speed (ANSI off), with another player on the planet riding it. Prior to the recent release, this was causing the riding player to go out of sync and sometimes drop off the planet, and other times end up in the wrong sector or worse with mangled sector data (sector number shows up in the warps list, for example). But that's fixed now. And what was interesting about this test was that I had the riding player also bursting the same macro so they were both warping the planet back and forth, fighting for control of it. And it was able to stay in sync, nobody dropped to the sector and both players stuck with the planet and in the correct sector. So that's definitely stabilized. Finally.

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Thu Feb 02, 2012 12:31 am
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Unread post Re: Fire 2012 Tournament
Anybody else interested in playing on the mods team? Last call.

Will be banging the edit tommorrow morning sometime, and the game will activate at 8pm EST.
Game will be a bang and go. No moving dock, no hardening, just the edits as banged.

Have fun, and may the best team (I think that includes Crosby) win.

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Thu Feb 02, 2012 9:16 pm
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Unread post Re: Fire 2012 Tournament
Bump -

"February 3 at 8pm EST" Tonight!!

I think the mods are still looking for some players, contact Crosby or RP if looking for info.

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Fri Feb 03, 2012 1:49 pm
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Unread post Re: Fire 2012 Tournament
Ahh it seems there can't be a tourney without
some kind of drama.

We have a few players who wouldn't mind joining
the mods. I'm unfortunately at work and am too
busy to fix all this now. I'll be contacting them
when I get off work ~4pm CST and we'll be bringing
a by-God team this evening...

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Fri Feb 03, 2012 2:56 pm
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Unread post Re: Fire 2012 Tournament
Glad to hear about the additional players.

Game is banged, and set to open at 8pm EST
Game P on the server
Game address is in my sig
Colos have been adjusted as per discussed.
The requirement previously set for player passwords has been waived. The game will close to new players in 2 days (if this is an issue for either team we can discuss it).
Anybody not on team Killbillies or the Mods team will be removed from the game. (can we rename Mods at this point to something else? Firefighters? :? )

Good luck everybody.

Per the forum rules, chatter about the progress of this game can now commence :D

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Fri Feb 03, 2012 4:56 pm
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Unread post Re: Fire 2012 Tournament
Game kicked off right on time, 3 vs 4 (currently) no one did anything really stupid that they are admitting anyway :)

Server is running smooth and all looks good, thanks RP in advance for hosting this Tournie!

I hope no bugs show up but if they do, please everyone make sure and report them it will only make it better.

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Fri Feb 03, 2012 9:48 pm
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Unread post Re: Fire 2012 Tournament
Sysop goofed and set colies to 100k regen rather than the 25k
I'm not going to T-edit a change at this point though. Sorry for the mixup.

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Sat Feb 04, 2012 9:05 pm
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