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 the stalled state of tw2002 
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Unread post Re: the stalled state of tw2002
Spacecraft Minewars.

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Tue May 24, 2016 12:00 am
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Unread post Re: the stalled state of tw2002
Wow, image the TL on that ZTM, what about 96-hours until completion?

I love the shipbay idea. And the StarDock revision, would add a suggestion for an editor option to attach SD (and maybe sterilizing, moving all of the extra stuff to the following docks) to an expanded FedSpace and then create a given number of Deep Space Nine type docks that could be hidden or visible or placed in bubbles--to even permit bartering with Feregi.

Also a FedSpace option to pay for overnight ship berthings.

I was reviewing the doc for BRE and was thinking it would be really great if some of that game could be merged into TWGS.

For the photon idea, perhaps include a new weapon such as shipboard phasers that consumers FO or a new energy source product. Also the limpet logic needs to be reworked.

Oh and I support changes to the way you are penalized by attacking another's fighters, e.g., current game play makes it virtually impossible for blues to use Fed Comm ships. ...Also would be great to add a +/- alignment requirement for ships, similarly to the experience requirement settings.

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Tue May 24, 2016 12:01 am
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Unread post Re: the stalled state of tw2002
cc bee stares at them with a grin, when the feds welcome him to the club and say... "We will call upon you." ... laff, they never do.

the feds should call upon the commissioned players to perform duties.

1.) forced to hunt down a specific red pirate.
2.) all commissioned officers are called to war against "enhanced" aliens
3.) taxed by the feds (product or cash) (construction use)

Although your corporation and teammates are priority, all commissioned players share the common obligation to the Feds. A bounty of 500k should not be a ticket to ride. This creates a question ... "what of mixed corps?". Would the Feds demand the head of your red corpie... would mixed corps. have to have a "mega corp." arrangement? Maybe a red zone protected in a blue bubble. Interesting arrangements.
If the commissioned players experience increased Fed obligation, they should also feel increased benefits:
1.) reduced prices at the dock
2.) wages from dock and class 0 sales


Tue May 24, 2016 1:21 am
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Unread post Re: the stalled state of tw2002
cc bee wrote:
8.) ship time delay based on distance rather than ship type.

Could you explain this one a bit?
Current Default Delay is (Turns Per Warp) X (Distance) / 3 (IIRC),
but you can't turn the delay on without everyone screaming.

cc bee wrote:
10.) twgs ping filter... everyone plays at the same speed.
We already have this, and it appears to work well. It's called Latency under the emulation menu in v2.

cc bee wrote:
11.) backdoor to the underground for the evil player.
12.) expand the underground.

Evil Stardocks / Pirate Hangouts / Evil only ships
I could go on and on with this one...

cc bee wrote:
16.) connect twgs's together (multi-server wars).

That's what I thought JumpGate was gonna be... Alas it's just a server listing :(

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Tue May 24, 2016 8:23 am
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Unread post Re: the stalled state of tw2002
hi Micro...

ship movement delay: ... you said it "turns are in the equation"
all ships with twarp capability go equally fast... warp 1, warp 2.... and arrive at the same time. The deciding factor concerning ship movement delay is "Distance." A rewrite of this formula would create a truer model.

Explain Latency as it pertains to the setting in twgs. I have never seen it in action. If i have, it seemed to not have the effect of making that 120ms player equal to my wobbly speed.

Definitely, red make the cash but have a hell of a time around the dock. Just no fun there, unless your stacked !! (grin)


Tue May 24, 2016 11:25 pm
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Unread post Re: the stalled state of tw2002
With TWARP, distance doesn't matter, because you are folding space. It would make sense that you need a lot of power though, so different ships could take longer to recharge. Not necessarly related to ship size though, as larger ships might generate more power faster than smaller ships, or not.

Well, I think the default is 150 ms, so that's probably much lower than what you are describing. It won't help you unless you can get the GameOP to bump that up to whatever your average ping is. I think it would be neat if the setting was dynamic. Throw out the lowers and highest pings, average the rest and add a buffer of 25ms or so... I have mine set at 75ms, which is good for most players. Setting it to 300ms would help people with slow connections, but it would also slow EVERYONE down to that speed, even if you aren't playing. JP was considering enforcing the delay only when other players are in the same sector or nearby, which might be a good idea.

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Wed May 25, 2016 12:24 am
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Unread post Re: the stalled state of tw2002
That would be a giveway to aid hunt and kill scripts though.

In the editor for the movement constant it warns settings lower than 250ms result in the potential for data corruption and instability in the game, but the setting can be as low as 25ms.

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Wed May 25, 2016 2:58 am
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Unread post Re: the stalled state of tw2002
Adept wrote:
That would be a giveway to aid hunt and kill scripts though.

In the editor for the movement constant it warns settings lower than 250ms result in the potential for data corruption and instability in the game, but the setting can be as low as 25ms.

Latency is not the move delay, and can safely be set as low as zero according to JP. It is located on the "Emulation Editor" menu, not the "Game Timing Editor".

Latency delay is added on top of any other delays. It is Latency - Ping = Delay when Ping < Latency. So if latency is set to 75, and your ping is 50 your added delay would be 25ms (75 - 50). If your ping > Latency, then your added delay is zero.

If I set the Latency to 300, and you run Pro_Ping in that game, your best ping should be around 300.

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Wed May 25, 2016 5:20 am
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Unread post Re: the stalled state of tw2002
Though I think cc bee is speaking solely to the pauses experienced when ewarping or single-hoping adjacently.

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Wed May 25, 2016 7:47 am
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Unread post Re: the stalled state of tw2002
Adept wrote:
Though I think cc bee is speaking solely to the pauses experienced when ewarping or single-hoping adjacently.

Two different conversations.... In the same thread...

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Wed May 25, 2016 8:57 am
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Unread post Re: the stalled state of tw2002
Micro wrote:
Adept wrote:
That would be a giveway to aid hunt and kill scripts though.

In the editor for the movement constant it warns settings lower than 250ms result in the potential for data corruption and instability in the game, but the setting can be as low as 25ms.

Latency is not the move delay, and can safely be set as low as zero according to JP. It is located on the "Emulation Editor" menu, not the "Game Timing Editor".

Latency delay is added on top of any other delays. It is Latency - Ping = Delay when Ping < Latency. So if latency is set to 75, and your ping is 50 your added delay would be 25ms (75 - 50). If your ping > Latency, then your added delay is zero.

If I set the Latency to 300, and you run Pro_Ping in that game, your best ping should be around 300.


Yes. And as any sysop knows, setting latency higher than the default is a good way to make players angry; setting move delay to anything at all is a good way to guarantee that nobody plays on your server.

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Wed May 25, 2016 10:30 pm
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Unread post Re: the stalled state of tw2002
Shadow wrote:

Yes. And as any sysop knows, setting latency higher than the default is a good way to make players angry; setting move delay to anything at all is a good way to guarantee that nobody plays on your server.


It will make "some" players angry and turn them away. Other's nostalgic for the old game they used to play on dialup enjoy the experience. That's the entire purpose of giving sysops delay setting options, choices to create an environment that will help to bring in the types of players they want to host games for.

Not every server or every game is going to appeal to every player. Why in the world someone who does not like delays or time limit games continues to play them, only to have easy targets to win against? Don't play "down", always choose to play "up" against those who are more skilled. That's how you grow as a player and earn the respect of your peers.

Can't find skilled competition, train them!

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Thu May 26, 2016 7:18 am
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Unread post Re: the stalled state of tw2002
Shadow wrote:
Yes. And as any sysop knows, setting latency higher than the default is a good way to make players angry; setting move delay to anything at all is a good way to guarantee that nobody plays on your server.

Very true, and it still doesn't keep anyone from killing me...

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Thu May 26, 2016 10:41 am
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Unread post Re: the stalled state of tw2002
Cruncher wrote:

It will make "some" players angry and turn them away. Other's nostalgic for the old game they used to play on dialup enjoy the experience. That's the entire purpose of giving sysops delay setting options, choices to create an environment that will help to bring in the types of players they want to host games for.

Not every server or every game is going to appeal to every player. Why in the world someone who does not like delays or time limit games continues to play them, only to have easy targets to win against? Don't play "down", always choose to play "up" against those who are more skilled. That's how you grow as a player and earn the respect of your peers.

Can't find skilled competition, train them!


I agree.

give people a stick and a ball and tell them to make a game from it they will most likely hit the ball with the stick and thus they will play a game like most people who learn how to play baseball play. but they are not necessarily playing baseball by the rules that base ball has in place. they are making their own fun. but when you play with other people you set rules so others know how play the same ball and stick game you are playing with the others so if you break a rule or cheat just to gain an unfair advantage you are playing a different ball and stick game then others are playing.

and it discourages your competition so they decide to stop beating that ball with a stick and decide to hit you with that stick instead. :D

before i wanted a place where people could play "soft ball" on my server before i welcomed any type of game play. but i guess if i don't stick to the rule enforcement i end up with a lot of people hitting others with sticks and the balls remain untouched. (perverted pun not intended, get your mind out of the gutter if you see it as such :mrgreen: )

Trade wars is a game. it has rules. if you don't like the rules. play a different game. or make your own. just don't call it tradewars if and when you do. because it will just confuse those who want to play the same tradewars that others who want to play the set original rules do. with those who want to play the way they want to instead about the rules by those who play any way they feel. unless the rules allow.

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Sun May 29, 2016 11:54 am
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Unread post Re: the stalled state of tw2002
mrdon wrote:
I stumbled on this thread during a slow weekend and was inspired to try to clone TradeWars and see where that took me. I completed a simple big bang + ports web version available at:

http://linode.twdata.org:2002/public/index.html

I probably won't take it farther, but it was a fun excuse to get back into tw coding.

Source code is at https://bitbucket.org/mrdon/pytw


That's awesome.

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