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Refers to an instance when a player requests one of their Corpie’s to warp a Shielded Planet to their TA for them to land on and evacuate from the sector this is usually resulted from being struck by a Photon by an opposing player while Cashing or Gridding. This is usually a triggered command performed by a Script.

Refers to the use of a Shipboard Density Scanner and/or Holo-Scanner.

Refers to the use of a semi-program (referred to as a script), Scripts are usually inherent within a Helper program or utility. Scripts are used to perform game routines through the use of automation based on pre-programmed actions and functions, thereby relieving the player from the monotony of repetitive tasking. Scripts can be either compiled or left in plain ASCII form and are usually custom written to perform a specific task within the game using automation or Macro-automation, thus allowing the player accomplish more in a given frame of time, while still permitting precision and accuracy within their gaming activities. The effectiveness of a Script depends on how thoroughly it was written. Common TW Scripting languages include: Java, REXX, and TWX.

Script Kiddie
Refers to a player that is dependant on playing the game effectively though the use of scripts, mainly the scripts these types of players are ones that they themselves did not create.

Refers to the process of either Docking at a Class 0 Port to check for Limpets; moving to a sector that is known to be clear of Limpets and then logging off and then back on, to clear any Limpets from that players ship; Scrubbing can include purposefully moving into a sector that has Personal Limpets from a Corpie, thereby picking up their Limpet and dropping off the Limpet of a potential opponent.

Seed Sector
This refers to a standard of strategy that is based on the principal of minimizing losses during the creation of a newly Claimed Sector as they are relatively weak and incapable of protecting themselves against most Invasions. Setting up a Seed Sector involves placing only the minimum number of required Colonists and Products on each given Planet in-order for that Planet to advance onto it’s next Level and/or for the sectors StarPort to continue its construction until completion.

Refers to when a player pods themselves, either by accident or on purpose to lower their experience and alignment. Self-podding is usually used by Blue players to maintain their Fed-Safe status.

An acronym for: Ship Destroyed, which refers to when a player’s ship has been destroyed by another player, an alien, or by the player them self. Also referred to as: #SD#, #SHIP DESTROYED#, Kill. This is also an acronym for: StarDock.

An acronym for: Steal-Dump-Flee, another Red credit producing tactic. There have been some changes in the way TWGS handles fleeing that make it less lucrative than it was in the past, although it is slightly more profitable then performing an SDT, though is now less profitable then using the Mega-rob tactic. Additionally, this maneuver is difficult to setup. The setup for SDF involves the assistance of three Corpies, at least one planet, and two adjacent or nearby Ports per run. The two Ports being used must be surrounded by fighters to ensure that the Pinging directs the fleeing Red into the correct sector. The Red starts off stealing Equipment from one port, then dumps it onto the planet, then requests one of their Corpies to Ping them to the other Port where they again steal Equipment and dump it onto a planet, after-which requesting to be Pinged back to the starting Port. This process uses between 2-4 turns per cycle and can make commonly generate 13-20 million and is capable of topping out at 27-million credits per 1,000-turns.

An acronym for: Steal-Dump-Transport, a Red tactic to generate credit. This requires two COLTS, two upgraded XXB Ports (the Equipment should be upgraded to be between 1,260-1,510 Units on both Ports), a few hundred thousand startup credits, and a planet under each port. This is generally a mid-game tactic where most Reds make their profit. SDT is performed by using the two XXB Ports, which should be located within the maximum Transport range of the ships being used, (if flee-to or safety ships are being used these should also be placed within the Transport range of the SDT operation as well), and either creating a Planet or parking a Mobile under each of the upgraded Ports. The Red steals Equipment from one port and dumps it onto the planet and then transports to the other ship and repeats the Equipment steal and dump from the other Port. After the Ports are cleaned out the Equipment, it is then sold back, and the process repeated. This process generates approximately 7-10 million and tops out at 13-million credits per 1,000-turns.

Refers to a software application that provides an end-user interface between the users computer operating system and it’s kernel functions. Shell’s originate from the word “shell” as shell’s are considered an outside layer between the outside or user and the inside or hardware components of the computer.

Ship Delay
This is a TWGS Global SysOp/GameOp configurable setting, which determines an inherent movement delay on all ships depending upon their TPW, the higher the TPW is the slower the ship moves or Twarps from sector to sector. Delay settings are as follows:

0 – Normal Movement (1000ms * TPW)
1 – Quarter Movement (250ms * TPW)
2 – Third Movement (333ms * TPW)
3 – Half Movement (500ms * TPW)
4 – Double Movement (2000ms * TPW)
5 – None, N/A (250ms)
NOTE – 1,000ms are equal to 1-second.

Ship Swapping
Refers to when players use the Citadel on a Planet to exchange Ships with one another, Ship Swapping costs the players 0-turns. Only Ships that are able to make Planetary landings and have been configured by the SysOp or GameOp to Ship Swap are allowed to use perform this action.

Refers to when an opposing player attempts to activate triggers within the scripts of their opponents, whom they suspect are using scripts. Spoofing consists of sending quoted text via in-game communication links. This can cause the opponents script to misfire, often resulting in erroneous actions to the opponent that is being spoofed.

An acronym for: Sell-Steal-Flee, a Red cashing routine. SSF is performed using three corporate members and two ports in adjacent or nearby sectors. SSF starts by having a Red sell Equipment to a Port and then Stealing it back from the same Port, the Red then requests to be Pinged to the other Port where then Sell the stolen Equipment to that Port and then steal it back, after-which requesting to be Pinged back to the first Port and the process begins again. This process nets between 10-14 million and is capable of topping out at 16 million credits per 1,000-turns.

An acronym for: Steal-Sell-Move. A Red profit-generating tactic, which is very turn intensive. Unless the COLTS in the game have a 1-TPW, this routine is not very effective, using the SST or SDT methods would be better served, (this would be an exception in unlimited turn games.) Approximately, the per-hour of operation this tactic generates approximately 150-million and tops out at 576-million credits; although the constant movement is highly dangerous.

An acronym for: Sell-Steal-Transport, another Red credit making tactic. This requires two COLTS with Equipment loaded in its holds, two XXB Ports (the Equipment should be upgraded to between 300-units at each Port), and around one hundred thousand in startup credits. This is an early game tactic used by most Red players, until they obtain the resources to perform the SDT method. This is performed by using the two XXB Ports, which should be within 7-sectors of each other, a COLT should be parked under each Port. The Red then sells the Equipment to the first Port, steals it back, and then transport to the 2nd ship sells the Equipment from that ship, steals it back and transports back to the first ship. This process is repeated until the Red gets Busted. This process generates approximately 8-11 million and tops out at about 13-million credits per 1,000-turns.

This is a designated Cass 9 Port and apart of the Major Shipping Lanes (MSL). There is only one StarDock throughout the game. The StarDock enables players to purchase, stock, and upgrade their ships with equipment at the Shipyard and Hardware Emporium, visit the Police Station, Library, Lost Trader’s Tavern, The Underground, and the Theater. A BBB port is also located at the StarDock. Also referred to as: Dock.

This refers to a Port, where products are either purchased or sold according to the Class of the StarPort and shipment and storage availability of each specific Port, there are nine total classes of StarPorts. One StarPort is permitted per sector and can be created, destroyed, or upgraded by players as desired, limited only by the set bounds of the configuration and Mode of the game. To create a StarPort a Planet stocked with the required products must be present in-sector and takes a specified number of days to complete its construction. To upgrade a Port, the required number of credits must be on-hand and to destroy a Port the required number of Fighters must be available, along with the shipboard defensives to sustain from the Ports Counter-attack. All Ports trade according to their MCIC, which varies from Port to Port. Port quantities can be Upgraded to: 32,760 in MBBS Mode and 65,530 in MBBS Gold Mode. When a StarPort is created or destroyed the StarPort's name is announced in the Daily Logs, (when the Port is destroyed the sector the StarPort was in is also announced.) Also referred to as a: Dock, Port.

Stepping the Cannons
Refers to an anti-Mothing process that consists of setting the Q-Cannons of all Planets within a Claimed Sector to account for the varied edits of each individual ships combined Fighter and Shield capacities, (as designated by the SysOp or GameOp within a specified game edits.) This process works by setting the Q-Cannons to fire upon intruders using incremental increases in-order from lowest numbered Planet to highest numbered Planet, hence “Stepping” the Cannons, thus limiting the effects of Mothing by using only the amount of Fuel Ore required to Pod an intruding vessel.
NOTE – Keep in-mind that Stepping the Cannons is a form of Fuel Ore conservation and that Planetary Fuel Ore will be drained during successive Invasions, thus it is relatively important to moderately over-buffer the stepping process to account for the spend Fuel Ore, otherwise Stepping the Cannons will begin to lose it’s effectiveness during a prolonged Invasion.

An acronym for: Shut The Freak/F*ck-Up!

Originally this referred to a game in which the SysOp or GameOp made no changes to any of the settings, whatsoever. It's now more commonly used to refer to a low turn (1,000 or less), 5,000-sector game with no ship, planet, or alien modifications. Also referred to as: Classic.

An acronym for: Special Weapons and Automagic TradeWars 2002, a popular terminal Helper program, which supports JAVA, REXX, and TWX scripts. Created by Stein; SWATH was written in C and C++.

Tue Jun 27, 2006 9:44 am
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