View unanswered posts | View active topics It is currently Tue May 05, 2026 3:58 am



This topic is locked, you cannot edit posts or make further replies.  [ 172 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10 ... 12  Next
 the stalled state of tw2002 
Author Message
Sergeant Major

Joined: Mon May 11, 2015 8:36 am
Posts: 63
Post Re: the stalled state of tw2002
Adept wrote:
Something else that might help much to improve the game, it is a turn based engine durning battles, such as you see in RPGs, you have a shortsword so you get 2-4 swings then the opponent gets an opportunity to respond with their two-handed sword, with 1-2 swings (though they do not have to respond, but at least are afforded a timeframe for which to react, either by attacking back, running away, bringing up their shield, casting a spell, drinking a potion, whatever), this could also be further based upon other character features such as strength and weapon skills, which could be represented in TW by ship specs, such as how planets classifications determines how fast colos reproduce or die-off, daily product and fighter generation, etc.

As of now a macro-burst attack script can take another player out without any chance to react; you move into a sector, see weapons powering up message, try to press a button, and then have a long pause and find yourself booted to the login screen--even when in a fully loaded gold ship, even when you, yourself, attempt to macro in and out of a sector.

Also the xport menu is so very slow, making trying to xport to safety futile most of the time, at least when you have a large selection of ships, as it take about 1/2 a second to display each ship and you cannot abort the display.


xport menu is a bug, that presumably will be fixed at some point. that's not by design.

behavior of attacks is by design. if you're running a script to counter their script, you can potentially beat it. if not, tough luck. don't like it, go play something else.


Mon Apr 04, 2016 4:25 pm
Profile
Ambassador
User avatar

Joined: Fri Feb 23, 2001 3:00 am
Posts: 4016
Location: USA
Post Re: the stalled state of tw2002
Shadow2 wrote:

behavior of attacks is by design. if you're running a script to counter their script, you can potentially beat it. if not, tough luck. don't like it, go play something else.


Behavior of attacks IS NOT by DESIGN. Once we showed JP the bug he fixed it. Now in v2 it's working as intended.

_________________

BOTE 1998 Champs: Team Fament
HHT 2015 Champs: Cloud09
Big Game 2016 Champs: Draft team
HHT 2018 Champs: Rock Stars
Big Game 2019 Champs: Draft Team


Classic Style Games Here:
telnet://crunchers-twgs.com:2002

Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm
Blog with current server info: http://cruncherstw.blogspot.com
Discord: https://discord.gg/4dja5Z8
E-mail: Cruncherstw@gmail.com
FaceBook: http://www.facebook.com/CrunchersTW


Mon Apr 04, 2016 10:17 pm
Profile ICQ WWW
Sergeant Major

Joined: Mon May 11, 2015 8:36 am
Posts: 63
Post Re: the stalled state of tw2002
Cruncher wrote:
Shadow2 wrote:

behavior of attacks is by design. if you're running a script to counter their script, you can potentially beat it. if not, tough luck. don't like it, go play something else.


Behavior of attacks IS NOT by DESIGN. Once we showed JP the bug he fixed it. Now in v2 it's working as intended.


I know what you're referring to, but I am also 99% sure that what Adept is referring to is a V2 game, so when I say "behavior of attacks", I mean Adept's comment on ability to respond to them.

And I also think a great many people would debate about whether this, and other things you had JP "fix", were actually "bugs".


Mon Apr 04, 2016 10:31 pm
Profile
Chief Warrant Officer
User avatar

Joined: Sat Feb 27, 2016 1:01 am
Posts: 193
Location: Molon Labe
Post Re: the stalled state of tw2002
No, it is based on an engine that was not designed to complement macro automation. Even when the player thrust into a defensive posture is countering with macro automation themselves. For example, I recently macro'ed a tow to Sector-1 for a returning player (knowing full well at this point a desperate enemy player was sitting there on a kill script), released it and twarped out, I was in a loaded ship with 16k shields and 150k figs, when I refreshed my screen at base I was left only with 9k figs. I was one wave away from a podding. And in that same game, a day earlier, I warped into Sector-1, in a ship with 10k shields and 50k figs, and was instantly killed, at that time as soon as I saw weapons powering up, I attempted to land, though could not because I was booted from the game, dead, simultaneously with the stream of messages being received. And earlier today I was hiding on a port, while stuck on an IG, when the player decided to just attack the port, again I had no time to react to that attack, it was just an instant stream of sudden messages, while I was simultaneously podded and killed. Also, last week in a game I mowed to SD as a returning player and was podded and killed, while aborting displays for the mow, I received zero information about what occurred, with no opportunity to react.

Again, an encounter exchange engine would greatly increase the overall game experience. And I realize you completely disagree, but again, your opinion is from the point of view of an individual who feels that playing TradeWars consists of stilling at Terra on a kill script in a fully loaded ship or who thinks it is cool to knock off players that have been active in a game for only a few hours--and which you label "newbies" (so again nothing much achieved either way.)

And who cares if the issue pertains to a bug or not, much has changed since the original concept of the game--which was devised back when floppy disks were literally floppy and people would pay hundreds for the newest high speed modem.

_________________
The object of life is not to be on the side of the majority, but to escape finding one’s self in the ranks of the insane.” — Marcus Aurelius

TWX Proxy Reference Online


Tue Apr 05, 2016 1:26 am
Profile ICQ
Ambassador
User avatar

Joined: Fri Feb 23, 2001 3:00 am
Posts: 4016
Location: USA
Post Re: the stalled state of tw2002
Adept wrote:
... it was just an instant stream of sudden messages, while I was simultaneously podded and killed. Also, last week in a game I mowed to SD as a returning player and was podded and killed, while aborting displays for the mow, I received zero information about what occurred, with no opportunity to react...



Oh yes, I know what you mean and that changed happened to v1 back around '00 - '02. JP was making the game more "script friendly", that's around the time that TWXProxy was gaining popularity, and that's about the time I left the game entirely for 8 years, I only returned because JP returned. "That" behavior remains, but the burst attack was fixed.

I still adamantly believe that "abort on space" needs a toggle. I want to see every line of every text available in a fight scenario.

_________________

BOTE 1998 Champs: Team Fament
HHT 2015 Champs: Cloud09
Big Game 2016 Champs: Draft team
HHT 2018 Champs: Rock Stars
Big Game 2019 Champs: Draft Team


Classic Style Games Here:
telnet://crunchers-twgs.com:2002

Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm
Blog with current server info: http://cruncherstw.blogspot.com
Discord: https://discord.gg/4dja5Z8
E-mail: Cruncherstw@gmail.com
FaceBook: http://www.facebook.com/CrunchersTW


Tue Apr 05, 2016 6:44 am
Profile ICQ WWW
Ambassador
User avatar

Joined: Wed Apr 20, 2011 1:19 pm
Posts: 2559
Location: Oklahoma City, OK 73170 US
Post Re: the stalled state of tw2002
Shadow2 wrote:
And I also think a great many people would debate about whether this, and other things you had JP "fix", were actually "bugs".

JP is the final authority on what is a bug, and he religiously refuses to fix anything that he feels were the intentions of the original designers. This is of coarse up to his interpretation, but there are often clues in the source code that we don't have access to.

_________________
Regards,
Micro

Website: http://www.microblaster.net
TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002

ICQ is Dead Jim! Join us on Discord:
https://discord.gg/zvEbArscMN


Tue Apr 05, 2016 8:44 am
Profile ICQ YIM WWW
Ambassador
User avatar

Joined: Wed Apr 20, 2011 1:19 pm
Posts: 2559
Location: Oklahoma City, OK 73170 US
Post Re: the stalled state of tw2002
@Adept, You want to use a charger script instead of mow. The charger script is much faster since it isn't laying figs, and most will port or land automatically when you reach your destination.

It is also good to have a fedsafe player for these types of activities. I know that isn't always possible though.

_________________
Regards,
Micro

Website: http://www.microblaster.net
TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002

ICQ is Dead Jim! Join us on Discord:
https://discord.gg/zvEbArscMN


Tue Apr 05, 2016 8:53 am
Profile ICQ YIM WWW
Sergeant Major

Joined: Mon May 11, 2015 8:36 am
Posts: 63
Post Re: the stalled state of tw2002
Cruncher wrote:
I still adamantly believe that "abort on space" needs a toggle. I want to see every line of every text available in a fight scenario.


The problem is that every line of text the server sends you, and your client interprets, adds precious time before you can react to what is happening. With scripts, it really doesn't make sense to have unnecessary text during a combat situation.

And you can toggle it any time you want, it's called CN9.


Tue Apr 05, 2016 11:31 am
Profile
Sergeant Major

Joined: Mon May 11, 2015 8:36 am
Posts: 63
Post Re: the stalled state of tw2002
Adept wrote:
No, it is based on an engine that was not designed to complement macro automation. Even when the player thrust into a defensive posture is countering with macro automation themselves. For example, I recently macro'ed a tow to Sector-1 for a returning player (knowing full well at this point a desperate enemy player was sitting there on a kill script), released it and twarped out, I was in a loaded ship with 16k shields and 150k figs, when I refreshed my screen at base I was left only with 9k figs. I was one wave away from a podding. And in that same game, a day earlier, I warped into Sector-1, in a ship with 10k shields and 50k figs, and was instantly killed, at that time as soon as I saw weapons powering up, I attempted to land, though could not because I was booted from the game, dead, simultaneously with the stream of messages being received. And earlier today I was hiding on a port, while stuck on an IG, when the player decided to just attack the port, again I had no time to react to that attack, it was just an instant stream of sudden messages, while I was simultaneously podded and killed. Also, last week in a game I mowed to SD as a returning player and was podded and killed, while aborting displays for the mow, I received zero information about what occurred, with no opportunity to react.


Okay, so here are a few clues for you here, since you seem to have missed out on your quota of clue.

Clue #1. Playing an unlimited turn game, or high turn game, where attack modes like pdrop and such are permitted and photons are turned on, is not something inexperienced players should do. When I was new to the game, it took me a while to realize this and I experienced exactly what you are experiencing. Then I realized, maybe low turn and/or builder games are a better choice while you're learning the game.

Clue #2. Mowing or Twarping to Terra at or just before/after extern, when another player is trying to get back in the game, might literally be the fastest way to get killed in the game, regardless of who is playing. Ask my teammates who experienced this in the recent tournament. If you're not fedsafe, trying to take a ship to a player who is coming back in is pretty much suicide. Either get fedsafe, or wait until the next morning when terra probably won't be blocked. You were pretty much putting a "kick me" sign on your back.

Clue #3. Hiding on a port when you have a limp on you is the second easiest way to get killed in tradewars. Unless you are in a game where ports are invincible, landing on a port is probably less safe than sitting in the sector.

Clue #4. If you are killed and coming back into a game and need to get to stardock, USE THE RIGHT SCRIPT. I don't mean to shout but come on, really? I routinely do this with players on terra running dockkill and/or on stardock running dockkill, when I am not fedsafe, and I pretty much always make it to dock. Learn how mombot works and use terra kit/dock kit, or use independent scripts. They work.

Again, this is a matter of playing in the wrong games. Play a builder's game, or play on Cruncher's Trade Hugs server. You'll find you will die a lot less.

Adept wrote:
Again, an encounter exchange engine would greatly increase the overall game experience. And I realize you completely disagree, but again, your opinion is from the point of view of an individual who feels that playing TradeWars consists of stilling at Terra on a kill script in a fully loaded ship or who thinks it is cool to knock off players that have been active in a game for only a few hours--and which you label "newbies" (so again nothing much achieved either way.)


There's always Candy Crush. My 6 year old finds it to be much less violent and safer for delicate sensibilities.


Tue Apr 05, 2016 11:42 am
Profile
Sergeant Major

Joined: Mon May 11, 2015 8:36 am
Posts: 63
Post Re: the stalled state of tw2002
Micro wrote:
@Adept, You want to use a charger script instead of mow. The charger script is much faster since it isn't laying figs, and most will port or land automatically when you reach your destination.

It is also good to have a fedsafe player for these types of activities. I know that isn't always possible though.


Bingo. Micro whipping out the clue stick and beating Adept with it. :)


Tue Apr 05, 2016 11:43 am
Profile
Ambassador
User avatar

Joined: Fri Feb 23, 2001 3:00 am
Posts: 4016
Location: USA
Post Re: the stalled state of tw2002
Shadow2 wrote:
Cruncher wrote:
I still adamantly believe that "abort on space" needs a toggle. I want to see every line of every text available in a fight scenario.


The problem is that every line of text the server sends you, and your client interprets, adds precious time before you can react to what is happening. With scripts, it really doesn't make sense to have unnecessary text during a combat situation.

And you can toggle it any time you want, it's called CN9.


I understand that, but if it were not an option to turn off, then everyone would be in the same situation.

How many times have you been killed and at the game menu when you never even saw the message that the enemy had entered your sector? The next time you're killed pvp, scroll back and look.

_________________

BOTE 1998 Champs: Team Fament
HHT 2015 Champs: Cloud09
Big Game 2016 Champs: Draft team
HHT 2018 Champs: Rock Stars
Big Game 2019 Champs: Draft Team


Classic Style Games Here:
telnet://crunchers-twgs.com:2002

Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm
Blog with current server info: http://cruncherstw.blogspot.com
Discord: https://discord.gg/4dja5Z8
E-mail: Cruncherstw@gmail.com
FaceBook: http://www.facebook.com/CrunchersTW


Tue Apr 05, 2016 8:26 pm
Profile ICQ WWW
Sergeant Major

Joined: Mon May 11, 2015 8:36 am
Posts: 63
Post Re: the stalled state of tw2002
Cruncher wrote:
Shadow2 wrote:
Cruncher wrote:
I still adamantly believe that "abort on space" needs a toggle. I want to see every line of every text available in a fight scenario.


The problem is that every line of text the server sends you, and your client interprets, adds precious time before you can react to what is happening. With scripts, it really doesn't make sense to have unnecessary text during a combat situation.

And you can toggle it any time you want, it's called CN9.


I understand that, but if it were not an option to turn off, then everyone would be in the same situation.

How many times have you been killed and at the game menu when you never even saw the message that the enemy had entered your sector? The next time you're killed pvp, scroll back and look.


Plenty. I definitely understand. I'm just not sure how to solve it without making the bot/scripts less efficient.


Tue Apr 05, 2016 9:12 pm
Profile
Commander
User avatar

Joined: Mon Oct 29, 2001 3:00 am
Posts: 1096
Location: Tucson, AZ
Post Re: the stalled state of tw2002
Shadow2 wrote:
And I also think a great many people would debate about whether this, and other things you had JP "fix", were actually "bugs".


JP has the last word on what is or is not a bug.

_________________
Suddenly you're Busted!


Tue Apr 05, 2016 10:31 pm
Profile WWW
Ambassador
User avatar

Joined: Fri Feb 23, 2001 3:00 am
Posts: 4016
Location: USA
Post Re: the stalled state of tw2002
Shadow2 wrote:
Cruncher wrote:
Shadow2 wrote:
Cruncher wrote:

How many times have you been killed and at the game menu when you never even saw the message that the enemy had entered your sector? The next time you're killed pvp, scroll back and look.


Plenty. I definitely understand. I'm just not sure how to solve it without making the bot/scripts less efficient.


Bingo! Ding.. Ding.. Ding.. Give this man the prize.

I love winning as much as the next player, but to win while compromising the integrity of the game isn't worth it.

And yes, I'm the one running the grid defense script that Xanos wrote, because I can and it's allowed.

_________________

BOTE 1998 Champs: Team Fament
HHT 2015 Champs: Cloud09
Big Game 2016 Champs: Draft team
HHT 2018 Champs: Rock Stars
Big Game 2019 Champs: Draft Team


Classic Style Games Here:
telnet://crunchers-twgs.com:2002

Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm
Blog with current server info: http://cruncherstw.blogspot.com
Discord: https://discord.gg/4dja5Z8
E-mail: Cruncherstw@gmail.com
FaceBook: http://www.facebook.com/CrunchersTW


Wed Apr 06, 2016 7:39 am
Profile ICQ WWW
Sergeant Major

Joined: Mon May 11, 2015 8:36 am
Posts: 63
Post Re: the stalled state of tw2002
Cruncher wrote:
Shadow2 wrote:
Cruncher wrote:
Shadow2 wrote:
Cruncher wrote:

How many times have you been killed and at the game menu when you never even saw the message that the enemy had entered your sector? The next time you're killed pvp, scroll back and look.


Plenty. I definitely understand. I'm just not sure how to solve it without making the bot/scripts less efficient.


Bingo! Ding.. Ding.. Ding.. Give this man the prize.

I love winning as much as the next player, but to win while compromising the integrity of the game isn't worth it.

And yes, I'm the one running the grid defense script that Xanos wrote, because I can and it's allowed.


I'm confused now. So scripts compromise the integrity of the game but yet it's ok for you to run them? I am just not following you. What is compromising the integrity of the game again?


Wed Apr 06, 2016 10:59 am
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 172 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10 ... 12  Next

Who is online

Users browsing this forum: No registered users and 12 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by wSTSoftware.