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  • Newbie Question(s)

    Hello everybody. I've always loved big strategy games, but never heard of this one till a few days ago, when i was perusing the Apolyton boards. Looks fun, especially when the powers that be start beating each other up.

    Anyway, a number of questions. I haven't seen these addressed in any of the threads, so either there aren't any answers, or everyone knows the answers.

    (1) Mapping. Is the map set up in such a way that no warp lines cross? Is there any "scale" to it? (i.e. if correctly laid out, is a sector some approximate distance?) Can it be represented on a flat surface without warp lines crossing, or perhaps on the surface of a sphere? Or is it in fact a three-dimensional manifold? I have yet to see a sector with more than six warps. Does this indicate a hex grid, or a cubical grid? How big is the map, i.e. assuming one takes the most direct route, what is the farthest one can travel between two sectors? I'm just trying to neaten my maps up, but perhaps that is pointless. Should I go buy some tinker toys, or just rob the chem department of their carbon molecule model kits?

    (2) What's a DL? What does IIRC mean? Do the helper scripts do anything that I cannot (besides being much faster?)

    (3) Are there any set algorithms for best prices at ports? Obviously, there is some kind of supply/demand curve at work at them.

    (4) Where can I learn about the basics of attack and defense? I'm not quite sure what I need right now, since I don't know how these work (and I'm not really in a position to experiment). E.g. how good are shields and fighters compared to each other? How do you capture a ship instead of destroying it? If I've got 100 figs and 100 shields on a Scout Marauder, what can it stand up against? I'm absolutely clueless here.

    (5) Assuming I do not belong to a corporation, can I operate more than one ship at a time? Can I run them simultaneously, or do "I" need to be at the controls of them to make them go?

    (6) Why can't we just all get along and love one another?

    thanks

    -rad

  • #2
    (2) What's a DL? What does IIRC mean? Do the helper scripts do anything that I cannot (besides being much faster?)

    *DL = Double Login (using more than one name in the same game / forum)
    *IIRC = If I Recall Correctly
    *Helper scripts also have some stuff like safety toggles for blind warps, self destruct, etc. Some people love em. I don't use one.

    (3) Are there any set algorithms for best prices at ports? Obviously, there is some kind of supply/demand curve at work at them.

    The simple answer is a rating of 100% means they'll sell low and buy high. As that number fluctuates according to the amount they have in stock, the prices change accordingly.

    (4) Where can I learn about the basics of attack and defense? I'm not quite sure what I need right now, since I don't know how these work (and I'm not really in a position to experiment). E.g. how good are shields and fighters compared to each other? How do you capture a ship instead of destroying it? If I've got 100 figs and 100 shields on a Scout Marauder, what can it stand up against? I'm absolutely clueless here.

    First, type "Tradewar 2002 battle calculator" into Google and you'll find all kinds of helpful stuff.

    (5) Assuming I do not belong to a corporation, can I operate more than one ship at a time? Can I run them simultaneously, or do "I" need to be at the controls of them to make them go?

    You can transport between ships, but you need to be the one flying each one. So two ships does not give you twice the turns though you can have two (or more) ships for very different purposes.

    (6) Why can't we just all get along and love one another?

    Because you suck and we will own you. Love, Apolyton Co. (...just kidding... )
    [This message has been edited by yin26 (edited May 08, 2001).]
    I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

    "Yin": Your friendly, neighborhood negative cosmic force.

    Comment


    • #3
      quote:

      Originally posted by Radagast on 05-08-2001 12:56 PM
      Still wondering about the mapping though: is there any "neat" method for doing it, or do maps just end up being messes with warp lines going all over the place?


      I too wish there was a "neat" way of mapping the universe, but I don't think there is. I use pieces of paper and a pen. And yes, I end up with numbered sectors all over the place (with known ports listed of course). I don't see any rhyme or reason to the sectors so I don't think there is a neat way to plot it all out.



      ------------------
      After all is said and done, usually more is said than done.
      ____________________________
      "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
      "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
      ____________________________

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      • #4
        Well, I'm sure that I will get this somewhat incorrect, but,
        IIRC, the map is a disjoint directed map; i.e., any sector
        could warp to any other sector, there is no "distance" that
        can be inferred from sector numbers, and there are the
        possibilities of one-way warps, which make mapping it out on
        paper non-trivial.

        Normally, however, you can at least map certain sections; if
        you start at a sector with only 1 warp out, you can normally
        build a good sized map just by using the shipboard computer
        to list warps out of a sector from there...

        But there is no easy way to do it (unless I am missing something)

        Comment


        • #5
          Hehe.... I found a neat port pair (excellent, .e 100%, org/equip) a couple of days ago, only to find that there was a one way warp, and one leg was 1 warp, while the other was 3..... Needless to say, I quickly found a better one.
          *grumbles about work*

          Comment


          • #6
            Yin,

            Thank you for the speedy reply! Very useful.

            Still wondering about the mapping though: is there any "neat" method for doing it, or do maps just end up being messes with warp lines going all over the place?

            Comment


            • #7
              More on mapping: Yeah, the way the universe is created is, by default, 30% of the number of sectors (300 in a 1000 sector game) two-way warps are randomly strewn about. The maximum warps OUT a sector may have is six, but there is no limit on number of warps IN (i.e. any more warps over six heading in will be one ways), and 3% of the number of sectors (30 in a 1000 sector game) one-way warps are added.

              Since connections are entirely random, you can end up with completely random patterns, a three sector loop in one direction, but five sectors in the other direction and you run back into the loop, or whatever. Mapping on paper is nigh on impossible. That's why TW Helper programs are big business (most have graphical mapping algorithms that at least ATTEMPT to make it look clean, though the best laid plans of mice and men...).

              If you have no helper, at least try JTwat since it's free, but if you're totally against automation of any kind, just write down a list of port pairs and dead ends as you find them, don't bother with a complete map. You might miss some of the more complex dead end arrangements this way, but the helper programs sometimes do too. Mapping open space is futile and unnecessary for the most part. The game will auotmatically plot any course for you. Just write down the important sectors.

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