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 Scripts 
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Unread post Scripts
I have had a few players come to me and ask if I could setup a game that disables scripts from running is there a way to do that not allew Scripts ?

tbarlow

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Thu Feb 02, 2017 7:55 pm
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Unread post Re: Scripts
I have an idea I don't think anyone has tried:

Turn on all delays to their maximum. Make ports regen 50%, max 5k product, increase photon wave 10seconds, and give ships only enough holds to twarp a few hops, make planets hold virtually nothing in product and hold tiny amounts amounts of Cols and fighters.

In other words: remove the reason people use scripts in the first place: working with a massive planet with massive ships and a massive grid. Only a die hard player would play a game like that :)

P.s. There's nothing you can do about macros ;)

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Fri Feb 03, 2017 12:01 am
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Unread post Re: Scripts
LoneStar wrote:
P.s. There's nothing you can do about macros ;)


Wouldn't turning cps to 1 do the same to a macro as it does to script, still only allows so many commands per second.

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Fri Feb 03, 2017 2:31 pm
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Unread post Re: Scripts
thanks Guys

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Fri Feb 03, 2017 5:28 pm
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Unread post Re: Scripts
T0yman wrote:
LoneStar wrote:
P.s. There's nothing you can do about macros ;)


Wouldn't turning cps to 1 do the same to a macro as it does to script, still only allows so many commands per second.


Don't know; never played on a server at that setting, that I'm aware of.

A script is essentially a Macro wrapped in lots of conditional-code. I think people are addicted to, more than Scripts: Speed. I suppose my point is; remove the speed in whatever way you think makes sense. :wink:

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-= There are 10 types of people in the world: Those that understand Binary and those who do not
-= If Oil is made from Dinosaurs, and Plastic is made from Oil... are plastic Dinosaurs made from real Dinosaurs?
-= I like to keep my friends and my enemies rich, and wait to see which is which - Tony Stark (R.I.P.)


Fri Feb 03, 2017 8:16 pm
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Unread post Re: Scripts
T0yman wrote:
LoneStar wrote:
P.s. There's nothing you can do about macros ;)


Wouldn't turning cps to 1 do the same to a macro as it does to script, still only allows so many commands per second.



Lol, with that setting one may be able to type to fast. :)

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Sat Feb 04, 2017 1:35 am
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Unread post Re: Scripts
tbarlow wrote:
I have had a few players come to me and ask if I could setup a game that disables scripts from running is there a way to do that not allew Scripts ?

tbarlow


The only way to disable TWX Proxy is to run the old HVS MBBS version, of course you'll also need MBBS server software. When I first returned I did play on the old HVS MBBS game to verify that TWX Proxy DID NOT work there, but Swath did, all except for the hyper function that aborts display on space, that was not an option in the old version.

Of course, the old HVS MBBS version is chock-full of bugs, but still a "hoot" to play if that was the first version you were exposed to like I was.

Player Macros will always work in any version of TW since they are only a combination of keystrokes.

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Sun Feb 05, 2017 1:05 pm
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Unread post Re: Scripts
Put a BBS in front of TWGS. Most scripters can't tolerate the 2 - 3 minutes it takes to register. Put an email verifier in there, and they will run for the hills.

You won't have any players though :)

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Mon Feb 06, 2017 9:39 am
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Unread post Re: Scripts
Micro wrote:
Put a BBS in front of TWGS. Most scripters can't tolerate the 2 - 3 minutes it takes to register. Put an email verifier in there, and they will run for the hills.

You won't have any players though :)



Only the ones who don't want to play with/against scripts.

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Tue Feb 07, 2017 11:53 pm
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Unread post Re: Scripts
Micro wrote:
Put a BBS in front of TWGS. Most scripters can't tolerate the 2 - 3 minutes it takes to register. Put an email verifier in there, and they will run for the hills.

You won't have any players though :)



Good idea... Don't you think most scripters would find a way around that? :shock: :shock:


Tue Feb 07, 2017 11:58 pm
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Unread post Re: Scripts
Sure, but there are only 3 left, and none of them are interested.

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Sun Feb 12, 2017 12:38 am
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Unread post Re: Scripts
Micro wrote:
Sure, but there are only 3 left, and none of them are interested.


6 if you count them twice

sk

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Sun Feb 12, 2017 1:04 am
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Unread post Re: Scripts
tbarlow wrote:
I have had a few players come to me and ask if I could setup a game that disables scripts from running is there a way to do that not allew Scripts ?

tbarlow


Or you can use some of the settings I use to discourage trigger scripts.

1) Time Limit Game
2) Max movement delay for planets
3) Max movement delay for photons
4) Disable reading daily logs from game menu
5) Disable "# see who's online" from the game menu
6) Ship movement delay set to constant 250ms

Use the game Announcements to post your rules and enforce them. Rarely have I had to ban a player, but duping is strictly prohibited.

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Sun Feb 12, 2017 5:15 pm
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