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Nav Haz questions
http://www.classictw.com/viewtopic.php?f=13&t=10143
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Author:  Tybalt [ Sat Mar 16, 2002 3:12 pm ]
Post subject: 

Questions: Is the percentage of nav haz from two planets colliding configurable? What about the rate that the nav haz clears over time?

Author:  Rave [ Sat Mar 16, 2002 3:38 pm ]
Post subject: 

quote:
Questions: Is the percentage of nav haz from two planets colliding configurable? What about the rate that the nav haz clears over time?


No. A destroyed planet creates 10% NavHaz, thus two destroyed planets create 20%. This is not configurable. NavHaz clearing is configurable by the ServOp. It defaults to 3% per day, but can be as low as 1% or as high as 100%, depending on the game edits. Note that NavHaz clearing is 100% in any sectors that are claimed by active Gold Alien races. As soon as a alien moves into a sector their race controls, they clear all NavHaz.

Lisa M. Wilson
aka Rave
uhndagrowhn bbs

uhndagrowhn bbs
telnet://uhndagrowhn.merseine.nu

Author:  nunya [ Sat Mar 30, 2002 5:11 pm ]
Post subject: 

I am playing in a gold game, and I destroyed a port a while back. I went into that sector today to build another port and though the nav haz does not even register as 1%, I still cannot build a port there.
Any reason for this?

Author:  mirkath [ Sat Mar 30, 2002 5:22 pm ]
Post subject: 

If the Nav Haz from the destroyed port is 0%, and you still can't build a port there, then I would guess that either the game is full of ports as set by the sysop, or that the radiation is still alive in the sector. The radiation is from the destruction of the port, and will dissipate when the cycle ends. this is usually every 14 days from the big bang date

Aut Pax, Aut Bellum
Clan Gunn
Mirkath

Author:  Doctor Who [ Sat Mar 30, 2002 7:10 pm ]
Post subject: 

quote:
I am playing in a gold game, and I destroyed a port a while back. I went into that sector today to build another port and though the nav haz does not even register as 1%, I still cannot build a port there.
Any reason for this?


naz doesnt affect the building of a port .. or the destruction of a port (be it I know one user that feels that ports can collide with planets) anways ..
at this menu
==-- Trade Wars 2002 --==

T - Play Trade Wars 2002
I - Introduction & Help
S - View Game Settings
H - High scores
X - Exit

Enter your choice:
hit * .. and you'll get all (virtually all) of the game settings that you'll need to know ..

look for this area

[Settings]
Days Til Deletion=14 Days
Colonist Regen Rate=12000
Max Planet Sector=5
Max Corp Members=6
FedSpace Ship Limit=5
Photon Missile Duration=2 Sec
Cloak Fail Percent=3%
Debris Loss Percent=3%
Trade Percent=100%
Steal Buy=True
Production Rate=50
Max Production Regen=50
Multiple Photons=False
Clear Bust Days=1 Days
Steal Factor=70%
Rob Factor=50%
Rob Delay=False
Port Production Max=32760
Radiation Lifetime=14 Days
Fighter Lock Decay=1440 Min

and the area in red is what your interested in .. It's not allways 14 days but I think that's the default setting .. so the radiation clears on a 14 day cycle (not 14 days from the day the port was blown) so just look at the V screen in the game and you'll know when the radiation will clear ..

Regards


<<Doctor Who>>

Author:  nunya [ Sun Mar 31, 2002 2:33 am ]
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Well I tried the * and nothing happens. Any other suggestions? Maybe I just need to wait till 14 days have gone by huh?

Author:  Doctor Who [ Sun Mar 31, 2002 4:39 pm ]
Post subject: 

quote:
Well I tried the * and nothing happens. Any other suggestions? Maybe I just need to wait till 14 days have gone by huh?


Hmm odd .. I didnt think it could be disabled :/ .. weird
I need to look into that ;) .. would suck for it to be turned off .. if th egame doesnt support the * then it's probably 14 days ;) ..

Jon


<<Doctor Who>>

Author:  Rave [ Sun Mar 31, 2002 8:10 pm ]
Post subject: 

quote:
Hmm odd .. I didnt think it could be disabled :/ .. weird
I need to look into that ;) .. would suck for it to be turned off .. if th egame doesnt support the * then it's probably 14 days ;) ..


It can't be disabled. It might be able to be spoofed, though I'd have to check into that. The information presented in the * listing is contained in a text-format file in the particular game directory. It might be possible to delete or modify the text file, thereby "spoofing" the game settings, but if I remember correctly, this file is rebuilt on the fly.

Lisa M. Wilson
aka Rave

Author:  Doctor Who [ Sun Mar 31, 2002 9:46 pm ]
Post subject: 

quote:
quote:
Hmm odd .. I didnt think it could be disabled :/ .. weird
I need to look into that ;) .. would suck for it to be turned off .. if th egame doesnt support the * then it's probably 14 days ;) ..


It can't be disabled. It might be able to be spoofed, though I'd have to check into that. The information presented in the * listing is contained in a text-format file in the particular game directory. It might be possible to delete or modify the text file, thereby "spoofing" the game settings, but if I remember correctly, this file is rebuilt on the fly.

Lisa M. Wilson
aka Rave


Yea but if he's playing on a bbs running the door game then this * doesnt exist right? .. wasnt the * only introduced recently into the twgs scene? ..



<<Doctor Who>>

Author:  Father Cajone [ Thu Apr 25, 2002 3:59 am ]
Post subject: 

quote:
Well I tried the * and nothing happens. Any other suggestions? Maybe I just need to wait till 14 days have gone by huh?

enter * at enter menu instead of just T to enter game will show the settings in a TWGS setting.
In a BBS using TW games as a door rather than as TWGS it will
generally not show the settings.




Edited by - Father Cajone on April 25 2002 02:05:03 AM

Edited by - Father Cajone on April 25 2002 02:08:16 AM

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