Beta 3.11.12 Bug Reports
News 7/20/99 News 7/10/99 Update on 7/7/99 News News 7/7/99 News 7/6/99 News 7/3/99 News 7/2/99 News 6/28/99 News 6/26/99 News 6/24/99 News 6/24/99
Sorry, no new news for a while, waiting for John P to catch-up with everything
we have given him thus far. Besides bugs, and combat odds, he is also working
on the Alien editor stuff too. There have been some reports of very nasty
bugs that the users are unfortunately typical "buggers" and are not giving
them up. One specific one is the "cloaking bug". A player can be online and
appear cloaked at the same time. Come on guys.. if you know how to work it,
give it up! :)
I got stuck in my citadel, could not do anything but redisplay the citadel
menu. Only way out of it was to access the global command menu *, then I
could Q to leave.
This one is more of a difference... when you fake bust... try to rob or
steal the same port twice in a row, it costs you 50 holds in TWGS, was only
5 in HVSTW. Personally, I don't have a problem with this, seeing how you
can sst much longer before busting with TWGS than you could HVSTW.
Attacking personal ships is not a bug, but a difference between HVSTW and
TWGS. TWGS games do allow you to attack your own personal ship, but not a
corp ship. Twhelper ship capture script does not have a stop once the ship
is captured and goes on to attack it.
Stop the presses! More bugs found!
1) When using Twh's F11 key to capture an enemy ship, the script did not
stop once it was captured, and ended up attacking and destroying my own
personal owned ship. There needs to be a qualifier added to not allow a
player to attack thier own personal or corp owned ship. Right after this,
the server went down also. Maybe coincidence, or maybe I crashed it...
need Eleq to verify.
2) P-torps.... need to call on Hosem to qualify this one (he is the master
p-torper) hehe. It's been a while, but if I recall correctly, a p-torp not
only shuts down a cannon for the duration, but also the sector figs, mines
and planetary figs. I had a good 7-5 seconds left of the photon wave, but
when I attempted to land on a L2 planet, the fighters did not allow me to
land without attacking.
3) In the MBBS game, if you dip into negative alignment, you can enter the
police station until it dips to -100 or below.
In the TWGS it seems any amount of negative alignment prevents you from
entering. I don't know if it's worth changing, but one little mistake would
make a player SOL.
John is getting close to another release! Please visit his post on
www.azi.com/forum/
for a list of fixes for the next release. If anyone is planning on
rebanging soon, you may want to wait a few and try the "newest" release.
I would like to thank everyone involved in Beta testing, and particularly
those who have helped me in game "B". You can look forward to game "B"
resetting again shortly, with more "game-like" settings (not all stock). So,
take off the kid gloves and have fun!
Update on max figs per sector. You can place more than 50k figs in a sector
if it has a planet in it! Woo-woo! I think I like this one ;)
Whew! Sorry for the late update, so many things have been discussed lately.
Some of the highlights: Terra default holds 100k colos max, discussing ways
to make it unlimited in the quantity of colos that can be available.
Maximum number of fighters that can be deployed in a sector is 50k, even if
the sector is empty of planets.
In the current classic game, there is an auto flee which works just as if
you are offline and someone with more fighters than you attacks, you
automatically move to another sector. Not saying it is good or bad,
just different.
The "Hump-Day" specials, game date in general actually are set in the year
2011! So, they run on our Tues & Fri in the year 1999 :)
While running colonizing or hauling scripts with Twhelper 9.0, every once in
a while you get hung-up at the "Display Planet" pause. Simply hitting enter
will move it along. So, don't count on using those scripts for afk.
Very many things have been reported lately, many thanks to all involved in
reporting eather bugs, or differences between how the twgs game differ from
the HVSTW games. Some things are relating to the continuing problems of
extern not yet working properly. John is working on solutions.
EleqTrizi't has given us the proper formulas for alignment and experience
changes during player to player attacks!
Alignment: Attacker + (Victim x 0.5 x -1)
Experience: Attacker + (Victim x 0.1)
Hopefully these will be incorporated, at least in the MBBS mode games on the
next release. Along with changes on fig and ship attacks.
Reports of Nav Haz in sector 1. Sector 1 should never have Nav Haz.
Limpet Mines: They need more magnets! :) Fall off as soon as you hit
another one. There goes our "friendly" limpet strategy :(
Game T: A couple of things bug me there, #1 the feds are not doing their
job.. seems the limit for ships parking in fed space is being ignored.
#2 When there are ppl talking on fed com, and you are in the middle of a
trading script, twh wants to send you off to a random sector.
Very annoying :(
One last thing.. maybe John can help Eleq with this, seems he always has to
run extern manually, and well, he forgets sometimes. Must be just a little
tweeking needing to be done to the settings.
Ok, spent way too much time in the game today.. hehehe.. was too hot to go
out anyhow :)
#1. Ran into this one unintentionally. Towed a ship to SD, sold it and
bought another. First time was the same ship name, same ship #, different
type of ship. Sold a MF and bought a Colt. When I came up from SD to
transport into the Colt to outfit it, it was still in my tow beam. Came
back later in the game and tried it a few other times, and this time was
selling and buying then buying the same ship type, same ship #, but
different names, and still, each time the newly purchased ship was still on
my tow beam without having to reinitialize tow beam.
#2. I had J Lewter try to cap the MF while we were all at SD. He could not
cap it. First I had it corp owned, then personal owned, and I even left the
sector, leaving the unmanned per ship alone at SD, and he still could not
attack it. We all know that under certain conditions in HVSTW if you attack
an unmanned ship at SD, the server crashes. But, I also remember a time in
early 2.x versions of HVSTW that you were able to attack unmanned personal
ships, but not unmanned corp ships. And I don't beleive that caused any
crashes. During this test, I am a robber and J Lewter has his Fed com,
flying an ISS.
Game "B" has been reset today, with the new fixes. It was banged before I
got home from work, so did not tweek the game settings til after a few have
already started. Just to be fair, I gave the players who had already started
more turns, so they don't have to wait so long for them to regen. Just to
clear things up for everyone who plays game "B"... yes, I run the game, and
yes I play it. If I kill or get killed... that is part of the game. I want
it made perfectly clear, I do not and never will use tedit to cheat!
Ok now for the settings for this game, pretty much the same as before, but
with a few changes:
Turns - 5k
Figs - 20
Creds - 300
Holds - 20
Days to delete - 90
Max players - 200
Sectors - 5k
Ports - 4k
Ferrengi - Classic Ferrengal, 20% regen
Colos - 48k per day
Fed Space - 5
Planets per sector - 5
Corp size - 5
Course length - 30
Photons - Yes, 10 seconds
Port regen - 4 days