Cruncher wrote:
Lawnmow - never heard of it before seeing the "mow" script in TWX = express move while killing figs in path.
There's a few in other languages too. I think rev had
one for zoc. But basically it just plots a course from
your TA to where-ever you tell it, creates a macro
that moves to each and sends a figkill wave. It creates
a long string that looks like...
m 1234 * z a 9999* m 2345* z a 9999 * m 3456 * z a 9999*
There are some substantial weaknesses in a mow, but
early on nobody will have millions of figs out so it's a
good way to get from point A to point B before you can
be killed. It is possible to torp a mower if you're very
fast, or use an "anticipation" torper, but it's not easy. If
you use a mower sparingly (mow to dock, mow out)
then you can usually get someplace before the enemy
sets up a torper to hit you.
Cruncher wrote:
gridding - takes on a whole new meaning when paired with planet drops (Pdrop)
LOL, yeh, that's why I made this years back:
http://www.navhaz.com/dny_tw_tutorial.txtIt's still mostly accurate, altho some of the bot details
need updated.
Cruncher wrote:
How to read the edit - Old door and HVS games did not have the * menu. I think we need an entire portion of this forum set aside to explain each of these edits and their effects on the game.
Some sysops explicitly want people to spend time
discovering and learning the edit. There's a lot more
than just the * menu. Most of that menu you can find
in other screens. The real challenge is usually the
planets. Do they produce figs, product, etc? How fast
are they?
The game does a major change when planets get
mobile. So knowing that will shape your strategy.
Cruncher wrote:
How to read a dscan - Density scan, we had that then, still very important today.
Yeh, sadly people still don't pay attention to them. You
can scan from a non-figged sector and see whether
the adjacent stuff is figged or not. If you compare that
to a fig list (or have a script that does) then you can see
where your figs are and where the enemy figs are w/o
having to holoscan.
Cruncher wrote:
The $/turn of common cashing methods - best to learn from corping with more experienced players who can teach you the finer details of cashing.
PPT varies based on TPW, but it's usually under 5k per
turn. SSM varies on TPW too, but it's usually under 10k
per turn. SST is around 12k per turn, depending on ports.
SDT is around 17k/turn, assuming good ports and 100%
ptrade. You can get upwards of 20k/turn SDT if you get
perfect ports, tho.
A little outdated, but still good:
http://tw-cabal.navhaz.com/strategy/economy1.htmlCruncher wrote:
How to calculate turn cost of stuff - Yeah, desktop calculators come in handy! As do keen observation skills.
Yeh, paying attention helps. Additionally, planning ahead
too. If you are 20 hops from dock, in a 4tpw ship, and need
to go get a ship from dock that has a twarp on it, why not
consider putting an xport ship somewhere in the universe?
I usually build an xport network in most games, and create a
macro like this:
x 22* 23* 24* *
You can xport from 22 to 23, to 24. And if one isn't available,
the game will still xport you to those that are. So you can build
a network, make a macro to xport you around it, and use that
to get yourself out of a bad situation sometimes. Or, at the very
least, use it to get ships from one side of the uni to another.