A variation by Kemper3 of the popular Red Alert edits ( SETTINGS ) will open Wednesday, at 7pm Pacific (10pm EST). Stardock TWGS, on the comeback!
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6 Man Red Alert Opening Wednesday
Dupe Crackdown Coming
We’re cracking down hard on dupes. If you feel you’ve been
locked out of a game unfairly, dispute at sysop aaat thestardock dizzot com
7th Annual TW Awards Winners Announced
Congrats to all winners!! It was a big year for Kemper3, Cherokee, TWX and Jerry from Coastgames. A big thanks from Stardock and contributing editors for all you have done for the game. Keep it up, and here’s to another seven!
Bravo!
7th Annual TW Awards
Today is the last day to participate in the 7th Annual TW Awards. As was the case last year, there are several very close categories, so your vote really does count.
Voting will be closed at 7pm eastern time tonight!
The awards are being hosted at The Lost Traders Tavern
TWGS .58 is Out
Visit the TWGS Beta Page for details.
https://www.eisonline.com/twgs/beta/
City of Industry, A Time Limited Game
City of Industry ( SETTINGS ) will open tomorrow night at 6pm. Two hour time limit, 5 min instant time penalty per login, 750 turns. The game itself is actually geared for some violence, but it’ll take some time to get there.
Anyone caught trying to get around the time limits with Main Menu bots will be disqualified, if not banned. Your enemies WILL turn you in, repeated logins are being monitored. Stardock has games for the hardcore Res Judicatas of the world.
City of Industry will open automagically.
USO4.1 Will Open Automagically
Ok, my biggest problem is opening the games on time. I’m a forgetful soul, so I’ve written a little script to do it for me and scheduled it.
The game tonight will open by itself tonight at 6. No more late openings! wooo
My Thots on the USO & Game Bang
I don’t know why some of you are so upset. EVERYONE practices plans to end games quickly. I used to, it was a source of pride to be able to shut down 4-5 games in a row within the first 48hrs. The fact that a corp was able to do it within 90 mins, in a tournament no less, thats freakin awesome.
Best tournament plan, EVER.
Next, I’ll be banging the USO4 edits tomorrow night at 6pm Pacific ( SETTINGS ). It’ll also be on the latest version of TWGS, whatever that may be. the reverend wants to play, so declare a holy war and get some revenge.
Zoc Macros, by Res Judicata
Macros, I guess I am writing this as the master hC is unavailable. I learned the best combat macros playing with hC during WTC2001. I have since trained several peeps in the Art of Combat with zoc/twx The focus of this article will be ZOC user buttons and RES-Macros.
First off current version of ZOC has 32 user defined buttons. 20 user defined Fkeys, 32 Auto Replies and 32 Auto Macros. We shall cover the 32 user defined buttons, using my set up as example.
Ok 32 buttons here is a view of standard.zoc in the zoc/options folder.
err well I have 31 here, leaving 1 button for on the fly use.
[OPTS_MACROS]
UserDesc#00=”game”
UserDesc#01=”XPORT”
UserDesc#02=”SD”
UserDesc#03=”Voids”
UserDesc#04=”Ansi”
UserDesc#05=”Zone”
UserDesc#06=”Buy EQ”
UserDesc#07=”Buy Ore”
UserDesc#08=”Kill Port”
UserDesc#09=”Move”
UserDesc#10=”PAIR”
UserDesc#11=”Mega Buy”
UserDesc#12=”Sell”
UserDesc#13=”MEGA”
UserDesc#14=”LAND 38″
UserDesc#15=”NS Dock”
UserDesc#16=”STOP”
UserDesc#17=”a999″
UserDesc#18=”SD1″
UserDesc#19=”SD2″
UserDesc#20=”SD3″
UserDesc#21=”SD4″
UserDesc#22=”SD5″
UserDesc#23=”SD6″
UserDesc#24=”SD7″
UserDesc#25=”SD8″
UserDesc#26=”SD9″
UserDesc#27=”Tdrop”
UserDesc#28=”HOLO 2″
UserDesc#29=”CASH”
UserDesc#30=”Photon-Move”
UserDesc#31=”Pdrop”
UserValue#00=”rrrrrrrrrrrrrrrrrrrr”
UserValue#01=”x1^Mq”
UserValue#02=”uy^M.^Mc”
UserValue#03=”cv0^Myyq”
UserValue#04=”cn1qqd”
UserValue#05=”^RUN=SCRIPT everend_zonedeploy.ZRX”
UserValue#06=”$ss2_BuyDown^M30^M0^M”
UserValue#07=”$ss2_BuyDown^M10^M0^M”
UserValue#08=”pay20000^M^M”
UserValue#09=”$ss1_Move^M”
UserValue#10=”^RUN=jackalpair.txt”
UserValue#11=”^RUN=SCRIPT everend_class7.zrx”
UserValue#12=”^RUN=_port_negotiate.ZRX”
UserValue#13=”^RUN=_megarob.zrx”
UserValue#14=”l 2^Mc”
UserValue#15=”x42^M”
UserValue#16=”$sx^M”
UserValue#17=”a999^M^M”
UserValue#18=”ay9999^M^M ay9999^M^M ”
UserValue#19=”any9999^M ^M any9999^M^M ”
UserValue#20=”anny9999^M ^M anny9999^M^M ”
UserValue#21=”annny9999^M ^M annny9999^M^M ”
UserValue#22=”annnny9999^M^M annnny9999^M^M ”
UserValue#23=”annnnny9999^M^M annnnny9999^M^M ”
UserValue#24=”annnnnny9999^M^M annnnnny9999^M^M ”
UserValue#25=”annnnnnny9999^M^M annnnnnny9999^M^M ”
UserValue#26=”annnnnnnny9999^M^M annnnnnnny9999^M^M ”
UserValue#27=”^RUN=_tdrop.zrx”
UserValue#28=”qqshl 2^Mc”
UserValue#29=”tcyf99999999^M^M”
UserValue#30=”^RUN=SCRIPT everend_photonandmove.zrx”
UserValue#31=”^RUN=_pdrop.zrx”
Ok that is a partial view of standard.zoc file which is the backend of zoc buttons. The way to manually add a button is much different then editing this file. However, you can edit this file and save/reboot zoc to take instant affect.
Adding a Macro go to Options-JumpTo-Buttons
![]()
Click Add
![]()
Ok name your button then add the macro make sure you choose “TEXT TO SEND”
thats it, now you have a new button.
Ok procedure is same to add an Fkey however you just type in the macro
![]()
Ok my sample LIST from Standard.zoc file
The most common used macro in TW is ATTACK I have 9 attack buttons for FED or DOCK. Notice I have spacing in my macros, a double space will send a SPACE to TWGS. The purpose of this SPACE is to abort display.
Various messages will be displayed while in combat in TW. Some of these messages and displays are time consuming and take up lots of screen
Take for example landing on a planet with 30 planets in sector. When you use l to land you see all 30 planets listed below. If you use l with double spaces you tell TW to Land but dont display planet list. example “l 30^M” will land on cit #30 without filling up your screen with the full sector list of planets
Another use is in combat, where you attack and blow up some one. if you use double spacing after each attack, if you kill some one, you wont get the DISPLAY Message that you killed them, thus eliminating the SCROLL after KILL message. Example “ay9999^M^M “
Now remember RES always attacks with 2 or more shots at same time so my standard attack would look like this. “ayy9999^M^M ayy9999^M^M ” Notice also I have 2 ‘y’ in this sample.
The extra y is for BEACONS, if you were to attack me with a beacon in sector your macro would hang up on
the beacon, giving me time to POWER-UP. Whereas if there is no beacon the extra y will not effect the macro.
WARNING WARNING
IN FED if you use “ayy9999^M^M ayy9999^M^M ” and miss your target the second wave might SHOOT A FED, hence you DIE. Recommend not using extra Y attack macro in FED, I use it mostly in my Fkey set up for planet battle.
Ok back to display messages, you get a BIG LONG message while Pbusting planets for EXP. You can use spaces to speed up this macro to be 99.99% untouchable at dock
ok sample bust macro for dock “quy.^Mcl zdy uy.^Mcl zdy ps “
This will bust 2 planets and land back on dock. Notice there is no planet scanner on ship If you have a planet scanner, you must use exact CIT numbers. This gets tricky as you can be vulnerable at dock.
Another factor to consider is when entering a SECTOR with CANNONS. If you warp into cannons you get a new PROMPT/PAUSE from being HIT by sector blasts. To remove this you would use a macro like this. Example “m8834^M^M”
Double Enter characters will keep you moving through combat messages when being hit with cannons. So mothing its important to have lots of ENTER KEYS to keep your macro moving fast.
Well that about does it for this article.
Take a close look at my buttons you will see how I use ZOC buttons to run TWX scripts as well.
Enjoy
Res Judicata
Pod Locations, by Dr. Bad
Oh Where Oh Where has my little pod gone!
… or more importantly, where will it go.
Suppose you are about to go do something risky. Maybe its exploring with your enemy online, maybe its an invasion. Having an escape pod is not much good if you’re just going to immediately get killed in it, so it pays to know exactly where you pod will go before you get killed, and just as important to manipulate that to be somewhere handy.
The game goes very close to having two consistent rules for pod locations:
If you kill yourself, your pod goes to your “previous sector”.
If someone kills you, your pod flees along a “safe path”.
(I’ll get to what “previous sector” and “safe path” mean in a minute.)
I mean this very genericly- i.e. if someone else pressed the keys that caused the game to put you in a pod, then your pod will use the “safe path” algorithm. If _you_ pressed the keys then it’ll go to your “previous sector”
For example, Killing yourself includes among other things, blowing up on quasars, blowing up on military reaction, hitting navhaz, getting killed by offensive sector fighters, even attacking Captain Z. Being killed by someone else includes them hitting your ship with figs, blowing up the planet you were on, or blowing up the port you were on.
Just to be confusing, there’s one special case – bwarp fusion. God knows why. If you fuse bwarping your pod goes back in the sector you attempted to bwarp from, and ignores your previous sector. [twarp fusion does at least follow the rules- e.g. manual warp from 23 to 24, your last sector is now 23. Attempt to twarp from 24 -> 36 (but fail), pod goes to 23- your previous sector as we’ll see shortly.]
ok, so what do “safe path” and “previous sector” mean?
“previous sector”
The previous sector is a weird concept in twgs, although the weirdness does make for some interesting subtle differences between the various methods of moving about- and thereby some subtle invasion tactics. twgs maintains a “previous sector” field and puts your pod there whenever you blow yourself up. The previous sector set depends on how you move:
manual warp, or retreat (note- don’t confuse retreat and flee) from 1234 -> 2345; your previous sector is now 1234
transport from ship in 1234 -> ship in 2345; your previous sector is now 1234
transport from ship in 2345 -> ship in 2345; your previous sector is now 2345
pwarp from sector 1234 -> sector 2345; your previous sector gets set to sector 1 [in recent previous twgs versions it would instead remain unchanged].
your teammate pwarps from sector 1234 -> sector 2345 with you landed; your previous sector is now 2345 [again this changed recently from not changing your previous]
twarp from sector 1234 -> sector 2345; your previous sector is now 2345!
bwarp from sector 1234 -> sector 2345; your previous sector does not change.
It is left as an exercise to the reader to determine where your last sector is if you:
– fled from sector 1234 to sector 2345 whilst online
– ” ” whilst offline
– got towed from sector 1234 to 2345 whilst online
– ” ” whilst offline
– got podded, and then exchanged your ship in a citadel for a fresh one with a new pod all ready to go.
Clearly the main goal here is to avoid your pod staying in the sector you got yourself blown up in, as usually the same thing that blew up your ship will get your pod as well. If you follow the 3 golden rules, you should hardly ever get #SD# invading without significant “assistance” from an enemy:
_DO NOT EVER_ twarp to an enemy sector. Its worth the handful of turns to twarp next door, then manual warp to their sector.
_DO NOT EVER_ transport between two of your ships in your enemy sector. Instead first transport to a ship in a different sector and then transport to the ship you wanted to get into- its worth one turn for your pod to go somewhere your enemy can’t immediately kill.
_DO NOT EVER_ have a teammate pwarp you to your enemies base before invading.
Where you can arrange it, before landing on enemy planets, its best to transport to a ship in your home base, and then from there to a ship in your enemies sector- that way if you get podded, your pod is extra safe in your home base.
“safe path” – Well, first up, what is “safe” then? A sector is safe if either it contains fighters belonging to you, your corp, or is empty. [exercise for the reader- work out if mines have any effect.] Should you get killed by someone else, twgs uses the following approach to choose where your pod goes:
1. Pick a bunch of random locations 3-20 away. [I’m not sure on the exact max (20) and min (3) here, however the exact figures have little impact.]
2. Plot paths from your current location to those random locations.
3. Move as far along one of those paths as possible whilst only passing through safe sectors.
On many occasions this will leave your pod a long way from where you got podded. If your current sector is completely surrounded by enemy figthers though, your pod will not be able to move at all along these paths without encountering an “unsafe” sector- and hence will remain in the sector where you were blown up- and presumably your opponent will quickly kill your pod.
Simple so far. On most occasions where your current sector has at least one “safe” adjacent sector, your pod will at least move out- though the more sectors you own in that vincinity, the better odds you have of fleeing a long way. If you think this algorithm through however, you’ll see that there are other occasions where your pod does the disastourous thing of remaining in the sector with your foe. One common example is if you are killed in the gate of a dead end:
1234S – 2345 – 3456* – RestOfSpace
|
4567* – RestOfSpace
Suppose you are killed in sector 2345, sectors marked * are unsafe, sectors marked “S” are safe. When twgs picks its bunch of random locations 3-20 hops away, it _can’t possibly_ pick 1234, as its only 1 hop away. Further, _every_ path to somewhere 3-20 hops away goes through 3456 or 4567. Hence your pod cannot move safely along any of these paths, and it remains in 2345 to be cleaned up by your enemy.
Even outside a bubble type situation there are occasions where your pod will not flee.
Rest of Space – 1234S – 2345 – 3456* – RestOfSpace
|
4567* – RestOfSpace
Again suppose you get killed in 2345. But suppose that at 95% of the plots to other sectors go through 3456 and 4567, and only 5% through 1234. In this kind of case your pod may eject through 1234 if you are lucky, but there’s also a reasonable chance that all the plots twgs picks go via 3456 & 4567- and hence your pod does not eject. This can frequently happen at, or next to, stardock, as in most maps, “most of space” is in the direction of alpha or rylos from stardock, and not so much is in the direction of the other 4 exits.
As you can see, getting podded by an enemy can at times be quite dicey. Sometimes in online invasions, its worth making certain you kill yourself, so that your enemy does not get the opporunity to kill you (and potentially have your pod not eject)
One final word of warning. The mechanics of getting podded have changed in almost every version of twgs for the last couple of years. The descriptions above are written based on revision .55. Don’t expect it to be the same in future versions. If yer gonna do some complex invasion, and it matters, test it first in a test game, or pay the price.
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