View unanswered posts | View active topics It is currently Sun May 17, 2026 3:30 pm



Reply to topic  [ 14 posts ] 
 How to find hidden SD? 
Author Message
Corporal

Joined: Tue Mar 26, 2002 3:00 am
Posts: 6
Unread post 
I just started a hidden SD game for the first time. Is there any easy way of finding it without exploring the whole universe?


Wed Nov 20, 2002 10:12 am
Profile
1st Sergeant

Joined: Thu Oct 17, 2002 2:00 am
Posts: 35
Unread post 
if you hvae a good ztm done, there are scripts that will estimate where the stardock is :) or you can always search for sectors with 6 warps in them :) heh


Wed Nov 20, 2002 11:28 am
Profile ICQ YIM
Lieutenant Commander
User avatar

Joined: Thu Mar 21, 2002 3:00 am
Posts: 890
Location: USA
Unread post 
quote:Originally posted by Nova

I just started a hidden SD game for the first time. Is there any easy way of finding it without exploring the whole universe?


The standard way of finding it involves running a ZTM, and then using a script to parse out your ZTM to look for sectors with 6 ways out and 7+ ways in. SD and the Class 0 ports usually appear in those sectors. In a 5000 sector game, there are usually between 10 and 20 sectors like that. All you have to do is check them out till you find it.

There are other ways, but almost all of them rely on getting ZTM or partial ZTM info first.

_________________
http://tw-cabal.navhaz.com - THE TW info site

Man, I gotta quit showing up here...next thing you know i'll get dragged back in.


Wed Nov 20, 2002 1:28 pm
Profile WWW
1st Sergeant

Joined: Thu Oct 17, 2002 2:00 am
Posts: 35
Unread post 
What are those other ways...just to feed my curiosity :)


Wed Nov 20, 2002 1:59 pm
Profile ICQ YIM
Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
Unread post 
quote:Originally posted by dagger43

What are those other ways...just to feed my curiosity :)

SD tends to be towards the middle of the universe. If you compare distances to sectors, it won't be on the fringes so much.


Wed Nov 20, 2002 3:36 pm
Profile
1st Sergeant

Joined: Thu Oct 17, 2002 2:00 am
Posts: 35
Unread post 
it's weird, and it might just be coincidence, but in most every game I've played, stardock is in the 2000's in a 20,000 sector universe :)


Wed Nov 20, 2002 4:38 pm
Profile ICQ YIM
Lieutenant Commander
User avatar

Joined: Thu Mar 21, 2002 3:00 am
Posts: 890
Location: USA
Unread post 
Well,
If you have a large corp, then each of you can run a partial ZTM (i.e. you do 1-1000, corpie 2 does 1001-2000, etc...) and combine them into one ZTM file. Then you check that file. Takes about 1/4 the time than doing it solo.

Or, without going into too many details, you can figure it out if you know where Fed is, and you run a 500 or so random sector ZTM. You count the number of times each sector shows up, and that gives you a list of sectors that appear a LOT besides Fed. Those are usually 6 ways. Then you eliminate all the sectors that are right off Fed, and that gives you a list of five to ten sectors. SD is usually within 1 or 2 hops of one of them. Of course, all this assumes that the sysop didn't move the SD.

I've had a lot of success with this method, combined with elements of the first method. (Each corpie runs 200 to 300 sectors, and then we combine it. I check the the list and the surrounding sectors to see if any of them are 6-ways with backdoors by using voids...) But we've also had our share of complete misses. Usually we find SD within 10 minutes of getting on. It's all scripted.

Not too long ago, I found an even better way that involves a lot of gnarly math. It's not any faster than the way I just told you about, but you can do it solo, and you don't have to wait on your corpies to send you their numbers. Notice how I don't say anything else about it. [:D]

quote:Originally posted by dagger43

What are those other ways...just to feed my curiosity :)

_________________
http://tw-cabal.navhaz.com - THE TW info site

Man, I gotta quit showing up here...next thing you know i'll get dragged back in.


Thu Nov 21, 2002 12:48 am
Profile WWW
Corporal

Joined: Tue Mar 26, 2002 3:00 am
Posts: 6
Unread post 
quote:Originally posted by dagger43

if you hvae a good ztm done, there are scripts that will estimate where the stardock is :) or you can always search for sectors with 6 warps in them :) heh


I can do the ztm allright, but where would i find a script that will locate SD?


Thu Nov 21, 2002 9:45 pm
Profile
1st Sergeant

Joined: Thu Oct 17, 2002 2:00 am
Posts: 35
Unread post 
http://www.twtavern.com that's one place, can't think of any off the top of my head.


Fri Nov 22, 2002 12:18 am
Profile ICQ YIM
Lieutenant Commander
User avatar

Joined: Thu Mar 21, 2002 3:00 am
Posts: 890
Location: USA
Unread post 
Check out my website. I have posted the scripts that my corp used to find a hidden dock. It works on the principal of a partial ZTM and then void checking for 7-ways.

They are at http://www.tw-cabal.com/scripts.html at the bottom of the page.

e-mail me if you have questions.

_________________
http://tw-cabal.navhaz.com - THE TW info site

Man, I gotta quit showing up here...next thing you know i'll get dragged back in.


Fri Nov 29, 2002 12:58 pm
Profile WWW
Lieutenant

Joined: Sat Mar 03, 2001 3:00 am
Posts: 592
Location: USA
Unread post 
There is another way.
Explore sectors 1-100 sequentially. It may not be in sectors 1-100 but you will find it along the way if your paying attention to the sectors flying by.


Sat Nov 30, 2002 6:17 pm
Profile ICQ YIM WWW
Sergeant Major

Joined: Mon Oct 21, 2002 2:00 am
Posts: 53
Unread post 
Stardock and the class 0's always (at least that I've seen) have six warp exits, and in almost all cases, the sectors that they warp to are not dead-ends (e.g. all warp to at least one other sector). So once you made a map, you could check for the sectors with six warp exits, then check those sectors to be sure that they each have at least one other warp. From all of those, you can plot courses to and from Sol (sector 1), and throw out the ones that are less then five or more than ten hops away in BOTH directions. The ones that are left are the first ones to check.


Thu Dec 05, 2002 4:04 am
Profile
Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
Unread post 
quote:Originally posted by midnight

Stardock and the class 0's always (at least that I've seen) have six warp exits, and in almost all cases, the sectors that they warp to are not dead-ends (e.g. all warp to at least one other sector). So once you made a map, you could check for the sectors with six warp exits, then check those sectors to be sure that they each have at least one other warp. From all of those, you can plot courses to and from Sol (sector 1), and throw out the ones that are less then five or more than ten hops away in BOTH directions. The ones that are left are the first ones to check.

In an unedited universe, SD and the class 0's have 6 warps out and 1 one-way warp in. A script to find sectors like that is useful even in games where SD is displayed, so you can find the class 0's within 1-2 hours.


Thu Dec 05, 2002 5:58 pm
Profile
Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
Unread post 
quote:Originally posted by Zentock

Hello Nova, and Dagger43.

Upon carefully reading your question and the posts from other users,
i will answer your question rather then expound the vurtues of this or that script.(scripts may indead be faster but if the script does the work, what have you really learned besides how too run that particular script?).

OK too inialize your search begin at an optimal time, a few mins before xtern is best. at that time lay 1 toll fighter in every sector around fed space. when xtern runs u will have up too 6 seperate sectors around fed space where the feds will destroy your deployed figs.
sd , rylos, and alpha centari have a warp path too and from fed space.
more often then not a few of the warps will merge so u can have less then 6 so dont sweat it
even if u only have 1 sector too start with.

after u have done the above, log every sector number that connects too the sector(s) the feds destroyed your fig(s) in, then if u have ,the time ,the turns, the inclination, or just cuz u want too. lay 1 toll fig in every sector connectiong too the initial sector up too say 5-8 hops out, and wait till just b4 xtern and then verify ur figs r still in place, replaceing whats missing and wait for xtern too run again.

then after xtern runs log all sectors that have had figs destroyed by the feds. u should then plot these sectors so that u have perhaps 3 seperate or up too 6 seperate warp paths at the 5-8 warp distance from fed space. repeat the laying of figs from the end of the known msl ( major space lane) outward from fed space up too another 5-8 hops. and before u finish this step u should have found at least sd and 1 of the class o ports. if playing a high turn game u can increase from 5-8 too 8-12 hops. this is the best way too locate the hidden sd and the class o ports with out the mindless use of scripts. and will render the byproduct of a large number of other ports being located, possibly pairs that u can trade at as u deploy your fightes so that when u find sd u have some cash on hand too add some much needed itmes too your ships inventory.

I am not saying this is faster then a script. but this is an alternative too useing a script and answers the question "What are those other ways...just to feed my curiosity :)"

Have a great day. : )

One correction is necessary here... the msl's (sectors that are cleared) are 1 <-> SD, SD <-> rylos, SD <-> AC, AC <-> rylos.
There is no path cleared from 1 <-> AC or 1 <-> rylos.


Sun Dec 15, 2002 3:53 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 14 posts ] 

Who is online

Users browsing this forum: No registered users and 33 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by wSTSoftware.