Home » Stars! 2.6/7 » The Academy » BattleSim with arbitrary tech
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Re: BattleSim with arbitrary tech |
Sun, 05 March 2006 02:57 |
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wumpus | | | Messages: 114
Registered: September 2004 | |
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Kotk wrote on Sun, 05 March 2006 05:16 |
wumpus wrote on Sat, 04 March 2006 23:46 | The detail isn's nearly that great; some info gets sent, but by no means all. Well, most of the race info is sent, but the majority is filled with placeholder data.
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What placeholder data? I see CA gets full thing. Seems to be copy of the record in HST file.
Probably we can make tool that showels rest of it beside habs into 3% growth humanoid record taken at turn 0? Then it will be placeholder data. Otherwise CA knows too lot.
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The "usual" case seems to be that the CA gets only the hab data, as it should be (well, ok, one can argue that they shouldn't get even that, but it's 'always' been that way - and observable in the normal stars! GUI without fiddling with the files). The other info in the race record gets filled with a bunch of nonsense (eg 0% growth).
Having said that: I do seem to remember having seen examples such as you describe - IE, where the CA's M file contained much more information on the other races. I don't think I currently have any examples of this, though, and it's not at all clear what might cause it (possibly the stars! version used to gen? I've been using jrc4 for a fair while now).
Hmm
Michael "Wumpus" Zinn
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Re: BattleSim with arbitrary tech |
Mon, 06 March 2006 06:54 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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wumpus wrote on Sun, 05 March 2006 08:39 | This isn't as easy as all that, since the small (1-2kT) errors at one point can blow out quite a bit if you have a succession of orders concerning the same fleet.
<snip>
The main areas I've covered are some movement tricks and some obviously dodgy cargo transfer tricks.
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As far as I understand it, the "cargo" cheat means minerals/pop appear from nowhere, i.e: there's no way they could be there based on what was previously there, right?
So, one possible way to tackle it would be:
- For every fleet (or group of fleets in the same coordinates, or even planets under them) which carries cargo, check if their pop/minerals have changed from what was stated in the m file.
- For those with changes, check all possible sources in the same coordinates (including packets, salvage, and foreign fleets/planets for minerals, and own ones for pop) and see if the totals tally.
The whole point being that if there were, say, 1000 kT of Iron in a fleet at (1234,2314) and nil in all other fleets/planets/packets/salvage at the same place/time, no matter how they split/join or interact, there's no legit way the Iron total can change for these coordinates, unless you delete a fleet design, of course, but that's not (yet) a cheat. This would even cover the "uploading minerals to bombers" cheat.
Perhaps there's practical difficulties to this approach, or more sophisticated cheats on the matter that I'm not aware of, but, if that's the case, please enlighten me.
So many Stars, so few Missiles!
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Re: BattleSim with arbitrary tech |
Mon, 06 March 2006 12:00 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Kotk wrote on Mon, 06 March 2006 17:50 |
m.a@stars wrote on Mon, 06 March 2006 13:54 | - For every fleet (or group of fleets in the same coordinates, or even planets under them) which carries cargo, check if their pop/minerals have changed from what was stated in the m file.
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Opponent fleets or planets cargo is not present in m file unless you got robber baron or pick pocket.
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I was afraid of that.
Quote: | Only way is to check each particular transfer for its possibility when its done.
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So, the turn-sanitizer needs to check mineral/pop availability from the m file of every player who had anything at the same coordinates where a transfer order was given?
Total sum before and after would still need to be the same. So, it would seem more work, yes, but not essentially harder work.
So many Stars, so few Missiles!
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Re: BattleSim with arbitrary tech |
Tue, 21 March 2006 22:12 |
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Madman | | Officer Cadet 1st Year | Messages: 228
Registered: November 2003 Location: New Zealand | |
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I've just been playing with your BattleSim - it's great .
One little problem for me though - I'm wanting to do some battle tests for a duel I'm in where I'm playing AR with RS and without NRSE, so none of the races quite fit that (Race 16 comes closest, but that's a WM).
I know it's not possible to cover every case with 16 races, so I'd like to second the request below:
Micha wrote on Mon, 27 February 2006 21:50 | So my *ahum* request would be: could you make an online utility that allows you to just upload any .hst file and fix it to the right tech levels? At first global techs, but per race would even be better of course.
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Then I could design a .hst with an approximation of the correct races (at least as far as PRT/IFE/NRSE/RS goes, the rest doesn't matter so much, except I'm not sure if BET and CE affect costs for targetting), and not go through the tedious business of setting the techs.
Of course, a custom .hst file would not have the MT parts, and getting those is even _more_ tedious (I'm assuming that the starting file has those, rather than you catching them in the generation).
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Re: BattleSim with arbitrary tech |
Tue, 21 March 2006 23:41 |
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Madman | | Officer Cadet 1st Year | Messages: 228
Registered: November 2003 Location: New Zealand | |
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LEit wrote on Wed, 22 March 2006 15:17 | Have one race (without NRSE) build the ships and give them to the other race (with RS).
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Good point - why didn't I think of that?
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