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
████████╗██╗ ██╗███████╗ ███████╗████████╗ █████╗ ██████╗ ██████╗ ██████╗ ██████╗██╗ ██╗ ╚══██╔══╝██║ ██║██╔════╝ ██╔════╝╚══██╔══╝██╔══██╗██╔══██╗██╔══██╗██╔═══██╗██╔════╝██║ ██╔╝ ██║ ██████╔╝█████╗ ███████╗ ██║ ███████║██████╔╝██║ ██║██║ ██║██║ █████╔╝ ██║ ██╔══██╗██╔══╝ ╚════██║ ██║ ██╔══██║██╔══██╗██║ ██║██║ ██║██║ ██╔═██╗ ██║ ██║ ██║███████╗ ███████║ ██║ ██║ ██║██║ ██║██████╔╝╚██████╔╝╚██████╗██║ ██╗ ╚═╝ ╚═╝ ╚═╝╚══════╝ ╚══════╝ ╚═╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚═════╝ ╚═════╝ ╚═════╝╚═╝ ╚═╝
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
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.
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
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Click Add
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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
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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
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.
The purpose of this article is to provide information on finding and invading bases. There are two major sections. Section one will cover methods for finding an opponents base and section two will cover methods of taking it once you have found it.
Finding a base:
The key to finding an opponent’s base is to start early. On your first day in the game you should complete as accurate of a ZTM as possible. Once this is complete you’ll want to process the data for a list of dead ends in the game. These will be the most likely base locations.
With a well organized team, you should be able to send ether probes to each of the dead ends within 3-4 days. For each sector, place avoids on the sectors where ether probes are destroyed and then probe the target dead end again. You will want to repeat this until the probe is either able to make it to the target or it is unable to find a path within x hops. If it is unable to find a path, record the sector for manual checking later. Once you have probed the entire list of dead ends, if you still have a large supply of credits, it is often best to send probes to all of the unexplored sectors in the game. If it takes multiple days to do this or you have multiple people doing it, make sure you trade your avoid lists so you don’t have to waste probes on places where you already know there are enemy fighters. Once you have completed your probing, run a CIM script to record the ports currently visible for future reference.
The next step is to visit the blocked dead ends. This can be a dangerous thing to do. To maximize your chances of survival, it is best to use a macro to kill enemy fighters. A good macro for this purpose would be “m**any9999**f1*cd” where * is an enter. If you have trouble with being photoned, adding a transport at the end should remedy it. When going out to check on these sectors, make sure you drop at least one fighter in each sector you pass through. This will help stop other people from probing for your base, allow you to eliminate possible base locations, and give you twarp points closer to areas you wish to explore. If there is a base you cannot find in a dead end, begin expanding your search to those sectors your probes hit. Order your search in such a way that you give preference to sectors with fewer warps in. For example, you would want to check a sector with 2 warps in over one with 5 warps in. Also, keep watch on visible ports with a CIM script. If you know the enemy is continuing to build bases, sectors with blocked ports give you a good place to start looking for new ones. So long as you are methodical in your searching, you should find bases relatively quickly.
Invading a base:
Once you have found an enemy’s base, you quite obviously will want to deny the enemy the use of it. There are three basic ways of doing this. The first is to invade the planets and capture everything in the sector. This has the benefit of giving you whatever the enemy had, but is often too expensive. The second method is to try to collide the planets when extern runs. This is much cheaper than invading but is far less sure. The third method is to block enemy access to it by way of your fighters or planets. This method is risky because you are forced to put a sizable amount of your own resources in a location known to other players.
To help you decide which method is best, you need to evaluate your enemy. If your enemies are experienced players, it will be difficult to block them from the sector. If your enemies have more resources than you, especially fighters on the planets, it will be difficult to invade. If your enemies’ planets are level 4 or higher, they will likely not stay around until extern for a collision attempt. Often times your best recourse is to do some combination of methods. For example, you can invade two planets and try to collide the other three at extern. Alternately, you could try to block the enemy from the sector until extern and then attempt collide them.
Another factor that needs to be considered is whether or not the planets are shielded. If they are not shielded, you can use photons to bypass any cannon settings or military reactions. If they are shielded, you will need to take into account what ore they have. If shielded, you will most likely need to get podded mothing one or more times.
The first step once you have found enemy planets is entering the sector with them. If they are not yet shielded, the best method is to launch a photon then enter the sector while the wave is in effect. This will prevent you from taking any blasts from any quasar cannons the planets might have. This too you should macro with something along the lines of “cpy*qm
If the planets are shielded, entering the sector can be trickier. While a photon will still disable sector fighters, the quasar cannons on the planets will still fire. Assuming no death limit, the best method is to disrupt all mines and then enter the sector in a cheap ship with around 1100 fighters. At this point a lot of things can happen. The goal is to get the planets firing small enough blasts so that you can enter the sector and kill the fighters. Be warned, every time you fire at the sector fighters and you do not kill all of them, the quasar cannons will fire at you. The formula for sector quasar cannon damage is figured as: (sector percent * total ore) / 3. From this it is easy to determine how much ore is left on a planet after you have had two blasts. The formula for this is: percent = (1 – (second hit / first hit)) * 100. To find the total ore on the planet before that blast was fired, you use the formula: (sector blast * 3) / (percent / 100). You then subtract the amount of ore that was just used for the last blast from that number and you have the current amount of ore on that planet. If you take that times the percent it is firing at and then divide it by three you will have the strength of the next quasar blast. It is often useful to add 50-100 damage on to this, as there will likely be colonists producing ore.
The basic goal of mothing planets is to drain as much ore as possible using the fewest fighters possible. As each circumstance is different, you will have to determine what is optimum for your current situation. Keep in mind that each person is only allowed to be podded twice each day. The third time will #SD# them. Keep in mind that a planet needs at least 200 shields to block a photon. It is cheapest to drain a planet of some ore and then land to destroy a few shields. Once it is below 200, you can treat the planet as an unshielded planet. Keep in mind, however, that when you destroy the last shield on a planet, the atmospheric cannon will fire on you again if a photon wave is not currently active.
If there is a death limit in the game, using the fewest figs possible may not be feasible. If you have someone one #SD# from being eliminated, this is the person you want to start off testing defenses. When there’s a death limit, instead of trying to get into the sector with as few fighters as possible, you want to try to get in with as few deaths for people not within one death of being #SD#. This normally involves sending in full interdictor cruisers to eat the ore down as quickly as possible. Since the people you have doing this are close to being eliminated, you will want to make sure that they are safe. When a cannon kills you, your pod always goes to your previous sector. For more information on where your previous sector is in different circumstances, please refer to the article on that subject. In this case, the sector you are moving from next door is your previous sector. To that end, you will want to put several shielded planets in the sector you are moving in from, and make sure you are not invading from a one-way sector. You want enough planets that it would take the enemy multiple attempts to enter the sector and kill the pod of the person who just got killed by the ore. Also, you will want to make sure you have a path of your own fighters at least four to five hops out from where you are invading. If you are killed ship to ship and do not have that many sectors claimed, the pod probably will not flee and the person attempting to invade will end up #SD#.
Sometimes it is possible to drain an enemy’s ore using very few fighters to do it. There are two basic methods to do this. The first is if any enemy has an interdictor on their planet turned on, but no cannons. In this case you can attempt retreat from a sector fighter at no turn cost to you. The interdictor will hold you, using 500 ore from the enemy’s planet. Since the cannon is off, you will just be held and put back at the sector fighter prompt. You can repeatedly attempt to retreat until you drain all of an opponents ore. The second method is a little trickier and requires at least two people invading at once. The upside to this is it can be done on a planet with active sector cannons, so long as the interdictor is turned on. To set up, Player A will have fewer fighters than player B and will drop off of the corp with player B. Player B will make sure there is an empty sector that player A can potentially flee to. Player B will then fire one fighter at player A. Player A will attempt to flee, but will be stopped by the interdictor on the enemy planet. No cannons will fire. This will use 500 ore off of the enemy planet for each repetition. Please note, both of these methods will only drain the ore on planets with active interdictors. It will not affect planets in the sector without active interdictors.
One of the hardest planetary setups in terms of getting into the sector is several planets with mild cannon settings and several million offensive sector fighters. Since sector offensive fighters will attack with 1.25 * the max fighters and shields a ship can carry, the mild cannon blasts are enough to allow the sector fighters to finish off the ship entering. To counter this, you must first get enough ships with fighters in the sector under the sector fighters to either drain the cannons or kill the sector fighters. To do this, you will need to drain the cannons enough that the ship with maximum fighters and shields can survive all of the cannon blasts. You will then photon under the sector fighters, probably wanting to tow second ship full of fighters into the sector with you. You will want to do this until you have enough fighters in the sector to completely drain the planets of ore. Once that is accomplished, you must drain the sector cannons to the point that a ship with at least 1.3:1 defensive odds can enter the sector and live through the cannon blasts. Now you will need to have player A enter the sector in the ship with the best odds that can enter the sector and survive the cannon blasts. Once this person enters, he will wait at the pause after the cannons fire. Player B will then transport into one (or more) of the empty ships in the sector and fill up player A’s ship with fighters. He will then transport back so that he is not able to be photoned. Player A will then hit enter and the sector fighters will attack him. Since he has at least 1.3:1 defensive odds and full fighters, he will survive the fighter attack. Player B will then transport back into the sector and refill him. Player A will then fire one fighter at the sector fighters. This will trigger the sector cannons to fire. Player B will then continue to refill him as he does that until the cannons are empty. At this point, it is a simple matter of killing the sector fighters to claim the sector. Please note, this is difficult to impossible to do with the enemy online and actively defending.
Once you have the sector, direct invading is the surest way of taking an enemy’s planets. Fighters on planets get 3:1 odds when defending, or 2:1 odds when attacking with a military reaction level. Ships in the sector with a planetary defense bonus get four times their normal defensive odds. Planetary shields get 20:1 odds. A cannon firing in the atmosphere either does 2 damage for every ore used if the game is MBBS mode or does 1 damage for every 2 ore used if it isn’t MBBS mode. Once you know these odds, it’s just a matter of doing the math to see if you can invade the planets. Normally, if there are a small number of planetary shields, it’s advantageous to eat one atmospheric cannon blast to drop the number below 200, then photon in to finish off the shields and kill off the fighters on the planet. Keep in mind, once you kill the shields, the cannon will fire again and any offensive fighters on the planet will attack. That being the case, make sure you kill off the last shield while in a photon duration. If there are a large amount of shields on all of the planets, it is often best to drain all of the ore from the planets in the sector before attempting to land, since it will take few fighters that way. If you don’t have enough fighters to directly invade all of the planets, you need to evaluate if invading some of the planets are worthwhile. If they are, and you can take them, do it. If they are not, you can try to collide the rest of the planets at extern.
Colliding planets is far from a sure thing. At extern, there is a 10% chance of a collision of planets in a sector for each planet over the maximum. That means, if you have ten planets over the maximum in a sector and extern runs, you are guaranteed a collision. This is the best amount to overload someone’s sector to try to get a collision, if you add more planets the odds of you colliding the planets you are aiming for decreases. Even if you do everything correctly, you are still dependent on luck. Also, leaving planets until extern to collide them can give your opponent the opportunity to move them if they are warpable. There are three methods for collision that will work in most cases. The first method is to leave the sector in enemy hands until right before extern, then photon under their sector fighters, create ten planets, then transport out to another ship. You can do this method without ever having claimed the sector, but the downside is that you risk being killed by sector defenses. Also, you have to make sure the sector one hop out is clear of mines and nav haz so you do not set off your photon on the way in. The second method requires you to claim the sector at some point during the day. You then get a lock on the sector with a planet but do not engage. Just before extern you engage your lock, lift off of the planet, create ten planets, land back on the planet, and warp back home. The upside to this is that you don’t have to worry about photons or sector defenses. The downsides are that you first have to spend the resources to claim the sector, and then you risk colliding your own planet if you mistime it or mess up your macro. The third method is to claim the sector and then lock you opponents out of the sector until extern.
Attempting to lock an opponent out of a sector is a risky move at best. There are only two ways to guarantee success. One is to have enough shielded planets with large enough sector blasts that they are unable to spend enough pods in one day to get in. The other is to put enough in the sector so the opposition does not have enough fighters to make it through. The first method is fairly self-explanatory. For the second, a good combination is often a large number of sector fighters combined with a planet with an interdictor generator. Be warned, the invasion tactics explained above can also be applied to your block. If you do attempt to lock an opponent out of a sector, you should only be doing it for one of three reasons. The first is that you need more time to generate more resources to take the rest of their planets. The second is that you wish to hold the opposition out long enough to make a collision attempt at extern. The third is that you are wishing to entirely lock your opponent out of the game.
Before you attempt any sort of invasion, make sure you have it clear what your goals are and that you can achieve them. If you attempt an invasion and fail, you are normally much worse off than when you started. To help you succeed in an invasion, it is best to do all of your planning and setup before you ever begin. Once you commit yourself to an invasion, speed is key. The faster you are able to act, the less time you give your opponent to stop you.
The nominations page for the 7th Annual TradeWars Awards is now up. Please go to https://tavern.homeip.net/TWGS/ to place your nominations now. You will have until 7 PM EST Thursday, February 19th to get your nominations in. Final voting will begin Friday, February 20th at 7 PM EST and last until Thursday, February 26th at 7 PM EST. Winners will be posted as quickly as possible after that. Go get your nominations in right away!
I’m home, server is up, Hollywood was mahvahlous, just maaaahvahlous.
and I’m in Hollywood. I’ll be back late Saturday.
EIS has given us a small update about what to expect for the new year on the EIS Forums:
“First let us state that we appreciate all the die hard Trade Wars fans sticking with it through the past year or so with little or no updates. This is just a quick memo to let you know that we are now back with vigor to complete some long awaited and anticipated updates to Trade Wars, TWGS and the EIS website. To give a brief status report of what should be coming in the near future:
* .56 Code Release
* Jumpgate
* Reported web site bug fixes (including registration and links sections)”
recently i was asked to prepare an article on base building. i was actually quite surprised by the request. normally i am considered merely a good scripter and much less a tactician. however, i do know a thing or two about it and i am glad to write for whomever will read. since this is about base building, i will leave the finer points of base defending to someone else, keeping in mind that the two subjects overlap somewhat. also, since the basics of planetary citadels, fighter odds, quasar efficiency, etc. are discussed in detail elsewhere (e.g. https://tradewars.fament.com/Cruncher/Tradewar.htm) i will let the reader do his own homework on those subjects.
i suppose the best way to go about this is to recount the evolution of my own thinking and practice when it comes to base building. keep in mind that when i say ‘evolution’ i mean it in the scientific sense. most people think that ‘evolution’ is the continuous improvement of something, e.g. a species or a theory or a society. however, ‘evolution’ merely indicates change. for example, species evolve, but it is natural selection that determines which of the new species will survive. in fact, the quality of the dominant species may be more brute and primitive than the previous. say for example if stronger but stupid apes evolved at the same time as weaker but smart apes – the situation may be such that the stupid apes could exterminate the smarter apes. evolution is no guarantee of improvement. natural selection tends to produce some improvement, but there is a certain amount of luck involved, and a great deal of opinion about what ‘better’ is. so i say all of this as a disclaimer to my article. the ‘evolution’ of my thinking and practice of base building may not be an improvement at all, so i leave it for you to test.
when i first started playing tradewars, i preferred to build bases in deadend bubble areas. just briefly, a ‘bubble’ is any group of sectors that can only be accessed by means of one entrance – naturally this means that there are usually deadend sectors inside a bubble. assuming stock planets, i took the good advice of better players and built type H, O, and L planets at the same time in any given sector, often in more than one location to improve the chances that one of the bases survives. the type H is a slow builder, but it is invaluable for defensive purposes later. the type O is a bad planet defensively, but it makes organics at 2:1, which is great for cash if you have an organic buying port in the same sector. the type L planet is a fast citadel and early defender, but i didn’t get much use out of it other than that. playing this way, i won very few games.
after a while i began to understand the use of warpable planets (level 4 citadel). i started writing scripts for planet-drop and planet-warp-photon – tactics that helped me start winning more games. the basic idea is to bring the awesome power of your planet to bear upon players hitting your fighters, and make them take quasar blasts if possible. it wasn’t until much later that players started getting good at beating planet-drop tactics (with good macros) and exploiting planet-warp-photon by making me use a lot of fuel ore and eventually by landing on my planet when i warped adjacent to photon them. i also learned that when games are MBBS mode, you can make a pretty penny doing megarobs and buydowns. basically the concept is to move your planet over a port, buy all the products off of it and rob all the credits back – voila, free products! look for more information on this in another article.
another trick that is very important is the citadel beamer. once you have a level 1 citadel, you can install a beamer. with a beamer it only costs you 1 turn and 10 fuel ore per hop to fly your ship anywhere in the game. that means if you are colonizing in your imperial starship, you can get to terra for only 1 turn instead of 4. this is a huge savings – take advantage of it early.
back to base building – like i was saying, i didn’t win a lot of games. what was the problem? well here’s a few for starters: 1) i put a lot of colonists on the planets. why is this bad? well it isn’t bad in and of itself, in fact it’s good, just not good for you! if you load up a planet with a lot of colonists, but you cannot defend it from invasion, then you are in effect, colonizing for someone else – the player who takes your planet! trust me, 5000 sectors is not a very big universe – you will be found sooner or later. 2) i spent a lot of effort working the type O planets for organics. type O planets have almost no defensive ability because of low fuel ore production and long citadel times. in addition, you can make almost as much money – if not just as much – selling fuel ore off of the type H planets you are building, with the added benefit that the fuel ore has a defensive quality in level 3+ planets if you decide not to sell it. 3) i was building in large bubbles. the problem with building in large bubbles is that your opponent no longer has to search 5000 sectors to find you, he only has to search 100 or so. your base is a needle in a very small haystack. chances are your opponent will find you quickly!
so i started building in 1 or 2-deep bubbles, i.e. bubbles that are very small. i also stopped building type O planets altogether, and i started winning more. why? well first of all, it’s easier to defend two planets than three – no more H-O-L – just H-L. second of all, the list of 1 and 2-deep bubbles is a lot longer than the list of larger bubbles, making my base a needle in a larger haystack. third, i only brought in enough colonists to start the citadels. often, i wouldn’t even bother bringing in enough colonists for both the H and L – i would bring them in for the citadel on the L, then move the colonists to the H and start the citadel there too. why spend lots of turns and fuel ore running to terra for them, when you have enough on another planet in the same sector?
what did this do for me? well now i can build bases with minimal effort, saving me turns to go hunting or cashing or better yet – support my red corp-mates in their efforts to cash. with the planets harder to find, they would survive long enough to be defendable, and due to my extra turns cashing, i had fighters to defend them with. if they did get invaded, then at least i didn’t lose too many colonists. once my planets got to level 2, i immediately put fighters on them! it will cost your enemy about twice the fighters to take your planets once they are level 2 – so even if you lose your planet, it will cost your enemy more fighters than it did you. you might even have enough fighters elsewhere to go take the planet back.
but wait! that’s not all. as i began to play against better players i started to figure out ways to find them – and ways that they found me. first of all comes the ‘blocked port’ trick. picture this: you went out exploring the first week of the game and you know that there is a port in a certain deadend bubble. later you look in your port cim data and discover that the port is not listed anymore – aha! someone has put a fighter over that port, maybe they have a base there! this is one of the most common ways to get found. that is why i started building bases in deadends without ports – a major stealth improvement.
then, against even better players, i discovered that it’s pretty much impossible to hide in any deadends for long enough to have level 4 planets. so you can either 1) defend them – which i did most often – or 2) find better hiding places. so i thought about it and i came up with this: since most players expect you to hide in deadends, you could probably do better by hiding somewhere else – but where? i started building in sectors with only 2 warps out – sectors that were nowhere near any bubbles. chains of 2-warp sectors are what a lot of players call ‘tunnels’ and they are very good choices for early bases, just be careful that you don’t choose a spot near high traffic areas like the major space lanes, stardock, and class 0 ports.
since most great corps have at least two red players to bring in the cash, it is also a good idea to make your base location one of your sdt ports. the benefits are threefold: 1) you can have your red players steal the products you need for planet upgrades; 2) you get increased defenses for your reds as they work; and 3) the beamer on your planet will save you a lot of turns furbing.
finally, my latest and greatest lesson of all i learned in BOTE 2002 this year. normally i would build three or four bases and hope that the planets might make it to level 4 so that i can move them if they are found. the problem is that it is very hard to defend four locations. say that you have 200k fighters – if you want to defend all four of your bases equally, thats eight planets – you can only put 25k fighters on each planet. what does this mean? it means that all of your planets are easy to capture! what is the cure? you have to accept the solemn task of destroying your own planets! do you see? you started four bases in hopes that at least one of them survives to be defensible, right? what if three of them survive? you have to destroy at least one more of them – so you can divide your 200k fighters among four planets instead of eight. or – what if you think your opponents have way more fighters than you? you should decide which one of your planets has the best chance of getting to level 4 and kill the rest – it is better to have one planet with 200k fighters and keep it, than to have four planets with 50k fighters and keep only one – or lose them all to multiple opponents! why let your opponents take easy planets? trust me – you can make a lot more money megarobbing in MBBS mode or planet trading in TWGS mode with that one single planet under you than without it, and why should your opponent get to start megarobbing with your planets? spend all your effort filling that one planet up with fighters and shields – then you will have a fighting chance to take other peoples’ planets. make them colonize for you!
the result, my friends, is that now i spend my base building efforts early in the game to get one level 4 type L planet and cross my fingers that one of my type H planets gets to level 4 also. what do i do with the rest of my turns? load up my type L with fighters and shields! hunt for other players’ planets! if you can kill their planets before they get to level 4 – or to level 2 for that matter – then you are putting yourself in a better position to win.
like i said before – this is just the ‘evolution’ of my thinking and practice when it comes to base building. it might not work for you. experiment yourself with different approaches. if you are losing a lot of games, think about what you are doing. if you are winning alot of games, stick with what you have been doing, but try to find better players to test it against.
one final tip – a freebie that i learned from dr. bad. it’s more of a philosophical question really: “what’s in a base?” think about it. is your base sector 1234? what makes sector 1234 your base? if you are out trading in your planet and you finish up all that you have to do, why should you move your planet back to sector 1234? what is special about it? it is just 1 in 5000 sectors, right? to paraphrase the old adage, “home is where the heart is,” “base is where your planet is.” why waste the fuel ore to move your planet back to sector 1234 without a good reason? if the reason is just that you like that sector, then you need to think again. you may have good reasons to move your planet back to sector 1234, e.g. your planet is part of a defensive setup protecting other assets. i’m not saying it’s stupid to have sector 1234 as your base – i’m just saying that you should think before moving your planet back there and make sure you have a good reason to spend that 15 hops times 400 fuel ore per hop – which will cost you 15*400/250=24 turns in a colonial transport to replace. (just remember, moving a planet may take 0 turns, but it’s costing you 400 fuel ore to move 1 sector, which is at least 1.6 turns in a colonial transport to replace – don’t be deceived by the 0 turn cost.)
I want to Thank the reverend for taking the time to write this great article



