--------------- FIDO MESSAGE AREA==> TOPIC: 124 TRADE WARS Ref: F2P00015 Date: 02/19/98 From: PHIL MCCLOUD Time: 09:17pm \/To: DAVID E. WATERS (Read 0 times) Subj: Re: What is a CIM? On 19 Feb 98 08:34:48, When the subject was What is a CIM? ...David E. Waters spoke these words to Phil Mccloud > I ask again, in this echo, what is the CIM and where might I get it? > Phil DE> DE> CIM is Computer Interagation Mode. This reached by pressing "C" to DE> Activate the computer. Then hold down the ALT key and enter 201, DE> release ALT key, press ALT key and enter 202, do this for 203, Thank You David for that explanation. :) Phil --- GEcho 1.00 * Origin: -= * THE WARZONE II * =- Portland, OR 503-777-3754 (1:105/63) --------------- FIDO MESSAGE AREA==> TOPIC: 124 TRADE WARS Ref: F2P00016 Date: 02/16/98 From: BIL BURTON Time: 10:17pm \/To: RAY ELLIS (Read 0 times) Subj: Re: podding? RE> I gotta plan: hog all the colonists! Logon multiple times during the RE> day! Make sure NO ONE else gets any. I guess a few people have already read your playbook. There's rarely more than 1 shipload at any one time (best time to get on: after the board's been down). Now I look fondly back on 3.04 and the POP bug. Let's make that a sysop option. Or better: as late as possible, when all the Easty's are asleep. ... Bil Burton, a.k.a. =: barefoot =: Corvallis, OR --- Blue Wave/QWK v2.10 A --- Big Ted 2.0 for Wildcat/5 * Origin: The Computer Hotline! - telnet://bbs.klock.com (1:357/1.0) --------------- FIDO MESSAGE AREA==> TOPIC: 124 TRADE WARS Ref: F2P00017 Date: 02/16/98 From: BIL BURTON Time: 10:18pm \/To: CRAIG NADELL (Read 0 times) Subj: re: tradewars 3.05?? BB> I've tried in the past but the attached file doesn't get there and BB> I'd rather not bother the sysop enough rather than to ask why. I BB> forgot what file you are looking for-- but you could/should also be BB> able to DL it (we must have here...). CN> i have searched everywhere around here that should have it but since i CN> do not have a telnet or internet account it's a bit tugher to find.... CN> tell me the exact name of the file and i'll be able to search for it a CN> little easier As I said (above), I forgot the file you are looking for-- is it the TWAliens file? ... Bil Burton, a.k.a. =: barefoot =: Corvallis, OR --- Blue Wave/QWK v2.10 f --- Big Ted 2.0 for Wildcat/5 * Origin: The Computer Hotline! - telnet://bbs.klock.com (1:357/1.0) --------------- FIDO MESSAGE AREA==> TOPIC: 124 TRADE WARS Ref: F2P00018 Date: 02/17/98 From: BIL BURTON Time: 08:18am \/To: CAROLYN STOFFEL (Read 0 times) Subj: Re: Abbreviations -=> Quoting Carolyn Stoffel to Bil Burton <=- BB> And you have set the standards for truth. Anything you say. BB> you'd have to think about partial ship complements and, for BB> you, thinking hurts. What if the freighter had only 60 BB> holds, not 65-- would you start stealing at 60? Yes, most BB> definately yes, just as surely as you rerun your old tired BB> insults, yes. CS> ENOUGH! CS> CS> I hope that's clear. It is NOT AT ALL clear. What IS the purpose of this echo? it "exists so that sysops, users, and game programmers can discuss *tactics*, program development, and *opinions* of online space/trading games". *Verbatium* [emphasis mine]. When to steal is as exactly germane to the purpose of this echo as any (and more so than most of the other issues that you slide by). CS> No response - if you want to object to this message, take it CS> netmail or email, NOT PUBLIC! As I have told you, you don't get email, it bounces at your end. If *you* desired to throttle discussions that are germane to the very purpose of this echo, *you* are changing the rules. Changes to the rules of this echo are open to discussion to its participants-- especially when we don't have the foggiest idea what the rules are supposed to be. ... Bil Burton, a.k.a. =: barefoot =: Corvallis, OR --- Blue Wave/QWK v2.10 - --- Big Ted 2.0 for Wildcat/5 * Origin: The Computer Hotline! - telnet://bbs.klock.com (1:357/1.0) --------------- FIDO MESSAGE AREA==> TOPIC: 124 TRADE WARS Ref: F2P00019 Date: 02/17/98 From: BIL BURTON Time: 08:23am \/To: CAROLYN STOFFEL (Read 0 times) Subj: Re: Badhouse "tw_ats" (?) -=> Quoting Carolyn Stoffel to Bil Burton <=- BB> Anyone have a working copy of this program? They sure have a CS> I have TWATS995.ZIP. Never tried it. I understand it's very user CS> unfriendly. I've also been told that it's the cause of lag on CS> MBBS systems when it's zero turn mapping. I unpacked it and cannot understnad the interface; just reading the "docs", it's more FAQ's then guidelines. I don't have a registered version and registration is required to work. I would think that a cripple version would be made available for people to at least get a sense of how the program works, but it often doesn't take long for a pick to appear after the cripple program hits the streets. But, inspite of the spiffy webpage, I'd hesitate to send off money. ... Bil Burton, a.k.a. =: barefoot =: Corvallis, OR --- Blue Wave/QWK v2.10 e --- Big Ted 2.0 for Wildcat/5 * Origin: The Computer Hotline! - telnet://bbs.klock.com (1:357/1.0) --------------- FIDO MESSAGE AREA==> TOPIC: 124 TRADE WARS Ref: F2P00020 Date: 02/17/98 From: BIL BURTON Time: 08:29am \/To: CASEY ENGLER (Read 0 times) Subj: Re: population &tw3 bugs CE> What happens if you take the population of terra all the way downa dn CE> are there any good cheat bugs in tw3? Then good traders go after each other, trying to steal each other's CITs. The biggest bug in version3.0-.04 is the POP bug, which allows traders to max populations on their planets in a matter of minutes. On day two, I had 4,000 FTs, and traded them away for new ships and a bunch of gtorps; on day three, I had 30K FTs. Of course, it's only fun if everyone knows the POP bug... ... Bil Burton, a.k.a. =: barefoot =: Corvallis, OR --- Blue Wave/QWK v2.10 e --- Big Ted 2.0 for Wildcat/5 * Origin: The Computer Hotline! - telnet://bbs.klock.com (1:357/1.0) --------------- FIDO MESSAGE AREA==> TOPIC: 124 TRADE WARS Ref: F2P00021 Date: 02/17/98 From: BIL BURTON Time: 08:36am \/To: CAROLYN STOFFEL (Read 0 times) Subj: Re: Reset the tw game BB> each sector)... which takes (say) two hours for each trader. BB> You are saying the instead you (as sysop) make the map BB> yourself, and then put the file where the traders can DL it BB> in, say 2 minutes. CS> I have no objections to the sysop or someone else doing a zero CS> turn map and making it available to everyone. Why should each CS> player spend a couple of hours doing one? CS> CS> Rather than each player using all that time and either tying the CS> system up (single line BBSs) or slowing the system down (multi- CS> line BBSs or telnetable), let one person do it for everyone. CS> CS> Of course, there remains the problem of which mapper will suit CS> everyone. And, of course, this is yet another option that should be made to the sysop as a process of Bigbang. Instead of the "add on" "features" threatened to be released by the Gold edition (e.g., worm & black holes). ... Bil Burton, a.k.a. =: barefoot =: Corvallis, OR --- Blue Wave/QWK v2.10 5 --- Big Ted 2.0 for Wildcat/5 * Origin: The Computer Hotline! - telnet://bbs.klock.com (1:357/1.0) --------------- FIDO MESSAGE AREA==> TOPIC: 124 TRADE WARS Ref: F2P00022 Date: 02/17/98 From: BIL BURTON Time: 08:38am \/To: PHIL MCCLOUD (Read 0 times) Subj: Re: tw3 ferringi a questi PM> I guess so...um...what's a CIT? PM> Phil A 1K block of colonists (or short for CITizen). ... Bil Burton, a.k.a. =: barefoot =: Corvallis, OR --- Blue Wave/QWK v2.10 d --- Big Ted 2.0 for Wildcat/5 * Origin: The Computer Hotline! - telnet://bbs.klock.com (1:357/1.0) --------------- FIDO MESSAGE AREA==> TOPIC: 124 TRADE WARS Ref: F2Q00000 Date: 02/20/98 From: NATHANIEL SMITH Time: 09:47pm \/To: BIL BURTON (Read 0 times) Subj: Re: POP BUG? -> RE> I gotta plan: hog all the colonists! Logon multiple times duri -> RE> day! Make sure NO ONE else gets any. -> -> I guess a few people have already read your playbook. There's -> rarely more than 1 shipload at any one time (best time to get -> on: after the board's been down). Now I look fondly back on -> 3.04 and the POP bug. Thus far, you are the ONLY ONE I've seen refer to the POP BUG in V3.04, yet you have never explained it. Is this another figment of your imagination or what? Why not enlighten everyone to this suspected bug of yours. And don't come back with I don't give up secrets that allow cheating with no explanation. If the bug is in fact real then prove it by posting the method of employing it on a consistent non-random basis. I would rather hear something informative from you with substance, than read the burton/pitman drivel all the time. P.S. Arguing with a Moderator can be hazardous to you, your bbs feed, and ultimately your entire Net's Feed if you do not heed warnings. Freedom of Speech be damned, echo mail is the moderator's realm and it doesn't have to be a free society. Think about that before you continue your public criticism of the Co-Moderator's warnings. Else everyone in your neck of the woods may lose the Tradewars Echo and have you to blame for it. Lancor NC-271 (20yr Retired Navy freedom fighter) (don't whine about freedom to me) Sorry Carolyn, but enough is enough;) --- WILDMAIL!/WC v4.12 * Origin: Lancor's BBS Hampton, VA. (757) 726-2511 (1:271/370.0) --------------- FIDO MESSAGE AREA==> TOPIC: 124 TRADE WARS Ref: F2Q00001 Date: 02/19/98 From: BOBBY CROWDER Time: 03:54am \/To: CRAIG HEALY (Read 0 times) Subj: Re: reset the tw game CH> -> Agreed, but what if the Ferrengi had been designed to actually CH> -> expand their territory, attacking and/or invading player assets they CH> -> discovered in the process, using the same rules of combat that CH> -> applied to the players? Would that also be objectionable? CH> CH> That would be fine, because you can defend against them. It's the CH> ones that can blast through a million fighters and wipe you out that CH> I won't accept. Ah, good. That's what I was hoping you'd say. I didn't think many players would have a problem with it as long as they knew the alien race would be forced to play by the same rules. CH> -> The reason I'm asking is because I'm currently designing a TW-like CH> -> game (well, alike in the fact that it's a turned-based tactical space CH> -> exploration/exploitation wargame that takes place in a randomly CH> -> generated universe) and I've been playing around with the idea of CH> -> introducing an alien invasion force at some point that will CH> -> attack/invade everything it encounters until it is defeated by the CH> -> players. CH> CH> Sounds like a winner. Please keep us informed. And I do have a CH> "Games Test" menu on my BBS if you want a beta site. Heh, it's a bit early to start thinking about beta sites, I'm still driving myself nuts working out the game mechanics and testing preliminary object designs. So far I have a universe generator that can create a 5,000 sector universe in under 5 seconds, well more like 3 seconds max to be perfectly honest, but at the moment it only handles sector objects because I haven't started coding any of the other objects yet... Speaking of game mechanics, I'd like to hear some opinions about ship to ship combat methods from everyone. I personally think that TW's method of attack is completely unrealistic given that the majority of ship types in that game are entirely unsuited to carry hundreds, much less thousands, of fighters unless said fighters are really, /really/ tiny and attached to the outer hull in some fashion. I'd much rather use some type of ship based weapon, either one that fires projectiles (like a rapid-fire Electromagnetic Rail Gun) or an energy beam weapon (like a High Energy Particle Projector). The EMRG would be easier to code since it would function pretty much like fighters in TW do, in that you fire a certain amount of ammo at the enemy ship and have to eventually replenish your supply. However, the HEPP, being energy based, wouldn't have any type of supply to replenish so a player would always have the full offensive capability of their ship available even though their shields/hull armor will be reduced during the counterattack. (Yes, I intend to make sure that even offline players will retaliate if attacked.) Also, while I'm on this subject I'd like to ask whether or not anyone would like to see some sort of ship damage system. Without a ship damage system, attacks will either result in the reduction of the attackee's shields/hull armor and when the hull armor reaches 0 the ship blows up and occupant heads for their Escape Pod. (Just like v1.03x TW.) With a ship damage system, an attacker could end up damaging/destroying various ship systems depending on what part of the ship they managed to hit and could end up capturing the ship intact if they manage to knock out the weapon arrays and engines or just life support. (If this sounds complicated, well it kinda is, but it is more realistic.) Opinions on this issue are /sorely/ needed because I don't want to spend time & energy designing a damage system and then find out that the players hate it! (BTW, I'm open to any suggestions regarding any aspect of the game that anyone reading this may have because I'm not laboring under any misapprehensions that I know exactly how a TW-like game should be designed... If you feel that your suggestions would be offtopic just send 'em to the e-mail address below.) (-=Night Owl=-) Internet: nightowl1@ipass.net * JABBER v1.2 * Become a programmer and never see the world. e --- Big Ted 2.0 for Wildcat/5 * Origin: The Computer Hotline! - telnet://bbs.klock.com (1:357/1.0)