twgs.tradewars.org
Vid's World

Brought to you by: Epic Interactive Strategy
Development by: John Pritchett
TWGS Beta Bug Reports: http://www.eisonline.com/twgs/beta/
EIS Support Forum: http://www.eisonline.com/TWForum/
Home Sector Sysop: EleqTrizi'T
Vid's World Sysop: Vid Kid
Gameop: Cruncher

Brief Evolution of Tradewars
MBBS / TWGS Comparison Chart

The main purpose of this site, and the Beta Test Game is to put the final touches on the Classic/Gold MBBS mode TWGS game. No offence intended for the non-MBBS players, but my knowledge of those games is minimal at best. It is MHO that John P. has done a wonderful if not sometimes seemingly imposible job. He cannot complete his job without our help. It still amazes me that so many ppl attempt to seriously play a game which is still in beta, and whine when bugs get in the way, or the sysop trying his best resets games to correct bugs. This is how the Beta Test game came into being.

Archive:
TWGS Beta 3.11.20-39 Bug Reports: http://tradewars.Fament.com/Cruncher/Beta4.htm
TWGS Beta 3.11.13-19 Bug Reports: http://tradewars.Fament.com/Cruncher/Beta3.htm
TWGS Beta 3.11.12 Bug Reports: http://tradewars.Fament.com/Cruncher/Beta2.htm
TWGS Beta 3.11.11 Bug Reports: http://tradewars.Fament.com/Cruncher/Beta1.htm

News 06/20/01

Post by John Pritchett:

Please forward this message to all interested parties.

First, I want to thank everyone for weighing in on these issues. I normally prefer having these debates on the forum, but the response seemed to be better than we usually get on a forum question.

The most important thing I got from the discussion was the idea of placing Online Fleeing into the Computer, Personal Settings menu. I like this idea very much. This should be a matter of personal preference, I think. Many of the arguments I've received against removing it have been for defensive uses. I didn't hear many people complaining about not being able to ping/torp, but I did hear from people who relied on it as a way to move a ship without towing.

I could add this to the CN menu and also add it as a global to allow quick toggle of auto flee.

Other than that, here are the current plans for SDF and Repo:

Repo:

I intend to have extern repossess ALL ships in FedSpace with only one exception. Ships in tow will not be repossessed. I will not automatically place a ship in tow once it has been purchased, so new purchases are in danger of being repossessed when extern runs.

In the future, if ship buyouts continue to be a problem, I will consider implementing a ship limit or another change to address the problem further.

SDF:

SDF is a difficult tactic to use, and is an advanced tactic that is only understood by veteran players. I don't want to eliminate it entirely, but 3 turns per cycle is just too powerful. I have implemented and tested a solution that has the ability to change the turn cost from between 3 and 4, thereby decreasing its power but not eliminating its benefit. The solution works like this:

When a player flees from an attack, whether online or offline, a flag is set.

When a player uses a turn, this flag is cleared.

If a player lands on a port or a planet while this flag is set, there is a probability that he/she will be penalized a turn. If this probability is 50%, then there will be on average 1 turn cost for every two times a player flees and then ports or lands. This has the effect of increasing the turn cost of SDF from 3 to 3.5 turns per cycle average. The probability can be either gameop configurable, or we can arrive at a well-balanced value through testing and make it static.

If a player has no turns, there will be no penalty. This penalty is only necessary to weaken SDF, and a player without turns is clearly not using SDF.

The explanation for this turn penalty is this: If a player plots a normal course into a sector, they are guaranteed to enter within close range of the planets and ports. If a player flees into a sector, they are not able to plot a specific course and there is a chance that they will enter the sector far from the planets and sectors. In this case, they must use a turn to approach the planet or port at impulse speed. I know it's a bit of a stretch, but it works for me :)

--
John Pritchett
Epic Interactive Strategy
www.eisonline.com

News 05/07/01

I've been receiving sketchie reports about players getting booted back to menu when attacking toll figs and ports. Some reports of player records being corrupt, or out of sync. Right now I'm not entirely sure if all these reports pertain to release .45 or not. Please be sure to enclude what server/game you are playing, and the version.
Thank-you

News 05/01/01
Version .45 is now up and running at thestardock and Twlinks
Among the fixes... Silence all msg, and the ability to run over 500 Gold Aliens without crashing!

News 03/20/01
Version .44 is now available for public d-load!
Please follow instructions listed on the EIS d-load beta page for proper installation, as to not carry over corupt data files.

News 03/05/01

After much debate about Q-Cannon, we are staying with the changes made in version .31

Standard Mode -
1,000,000 Ore on planet
1% Setting
10,000 Ore used
Sector - 3,333 Damage done
Atmos - 5,000 Damage done

MBBS Mode -
1,000,000 Ore on planet
1% Setting
10,000 Ore used
Sector - 3,333 Damage done
Atmos - 20,000 Damage done

This is slightly different from HVS MBBS, but the ratio of damage done, and fuel used remains consistant. Keep this in mind when setting your cannons :)

News 03/02/01

Quazar Cannon Test was run on twlinks Game M - MBBS mode

We used a full H set at 1% sector & 1% atmos.
Sector hit at 3333 Damage, which is correct.

(Ore x % set / 3 = Damage done)
1,000,000 x 1% = 10,000 / 3 = 3333

Atmos hit however is reversed
This is what we had:
990,096 left on planet before landing, 980,218 after hit. Used 9878 units of fuel ore.
But I sustained damages of 19,800.

What Should have happened is the 1% atmos should have hit at 9,900 damage and only used 4950 units of fuel ore.

Total ore on planet x percentage set = Damage done
Damage done / 2 = Cost in ore

This forumula definately needs to be fixed.

News 02/26/01

Unmanned ships at SD not getting repo'ed at extern.
The crash on TwLinks.com the other night had nothing to do with the game. (Pointing finger at Bill Gates Windoz!)
TheStardock.com goes back to using .39 because of possible data coruption problems with .43
We are very closely examining AI behaviors at this time. Stay tuned for further updates.

News 02/25/01

We're seeing a few bugs in .43 now. Tow bug - tow beam is not releasing when docking at SD. It even holds thru exiting & entering the game.
There is a bug associated with Ferrengi's, when they attack it seems as if they aren't loosing any figs, at least that part is not showing correctly, because when we attack back, it takes fewer figs than one might think.
Last night TwLinks.com Crashed. Retaliator and I were in the game, but not doing anything at the time of the crash. When Hekate booted it back up, it showed Ret and I as active in the game, even though we were not logged on at the time.

News 02/24/01

Lots of changes these past few days... revision .43 is out, and seems the obvious bugs we were seeing are gone now. EleqTriz'T installed .43 on TheStardock.com. The USO should give it a good stress test :)
Rick Mead has rewritten the EIS Forum He's done a great job! We also now have a "private" Beta Team Forum. After you register for the EIS forum, be sure to let me know what handle you're under, and I'll give you access to the Beta Forum.

News 02/21/01

From JP, "I'm getting very skeptical about the data problems, even though it has shown up on several games. My gut instinct is that it's being caused by an incomplete install, probably because of a locked TW2002 or NONPSERV executable. I've asked Vid to send me the executables from one of the games so I could verify that he's running the correct ones."

There are two sides to beta testing.. the host server side, and the player's side. The bugs we've reported below more than likely are NOT representative of release .42, but rather the cause of an incomplete install. Here are a list of all the servers on the net who are running .42 now:
Alphaprime
TwLinks
Fament
twgs.Swath.net
Frogland
Vid's World
If anyone is experiencing bugs on any of these servers, please let us know. Thanks

News 02/24/01

Lots of changes in the past few days... revision .43 is out, and the obvious bugs we were seeing are gone now. EleqTriz'T has installed .43 on TheStardock so now it will get a good work-out on the USO.

Rick Mead has done a great job on the new EIS forum! We now have a "private" forum for Beta Test Team communications. If you haven't registered on the forum yet, please do so, and let me know what handle you registered under. As soon as I know, I'll give you access to the Beta Forum.

News 02/19/01

Still seeing bugs in game D today, with one difference. I was NOT able to trigger the bug tonight, I was CEO of a corp. Only players not CEO's & not on a corp seem to be effected by this bug.

Aliens & Ferrengi & def figs... behavior is not consistant. Sometimes there are msgs they have entered the sector, sometimes not. Sometimes they attacked the sector figs, sometimes not.

With Hekate's help, Vid Kid did a fresh install of .42 with the hopes that the bugs we were seeing were carry-overs from previously corupt data files. After the fresh install, Whisp capped a Cargo Tran. "Capped a Cargotran and it displayed as being owned by "defunct Corp". I was in a Corp flagship and CEO of corp. I tried to transport to it.. it displayed as a corp ship but said it was unavailable. Tried capping it with 1 fighter.. poof. I tried to repeat it with a missle frigate and a colt but those both worked correctly (belonged to my corp) when I capped them."

JP does have the game files and is working on a solution. Stay tuned for further updates!

News 02/19/01

Whisp received neg ali for killing a Ferrengi.
Previous cap files of bugs were found on game E, possible cause was previously corupt data files. I request all beta testers run Game D, as that is a fresh reset.
I'd like to welcome some fresh faces to our Beta Team... Hekate, Whisp, Spaz & Dark Rider!
Welcome aboard!
As for the rest of you... get in here! You need to show me a note from Bad Girl & Guardian that you are excused from beta testing to play in USO! LOL j/k

News 02/18/01

More hidden ships? Found a sector reading 40 density, 0 anom, empty on the holo. Vid Kid checked the sector in tedit, nothing there. (Game D)

News 02/18/01

We heard of a couple of bugs in .42 so went to work testing it on Vid's World today. It seems as if all unmanned ships are going directly to Sector 0. No passing GO, no collecting $200! :( Here are the cap files I got today, Buy ship bug and Cap Alien ship bug. Vid Kid got a cap file of a tow ship bug and sent that along with his game errors file to JP. If anyone is interested in helping test this and future releases. Just let me know, thanks.

News 02/02/01
Version .41 is released! Again, JP is working on fixing the file system, but biggest news for player strategy is the cloak failure. "Now they'll engage always, and fail at extern depending on the sysop-configurable failure probability." EIS Beta Page. Now sysops can go back to setting cloak failure rate, and players won't have to worry if thier cloak failed when engaged! This minor fix is one I've looked forward to, and IMHO was much needed. Thanks JP!

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