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Re: Hab correlation Tue, 04 April 2006 21:40 Go to previous messageGo to next message
Alan.Kolaga is currently offline Alan.Kolaga

 
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m.a@stars wrote on Tue, 04 April 2006 02:07

Any idea why the universe-generating code would have such a quirk?


I have one possible idea on that. A high RAD value could indicate that the planet has a high concentration of radioactive metals. Or, for those planets that have a low mineral concentration, the planet is too close to the star or can not stop the stars radiation from reaching the surface.

I am also in the process of creating new charts for my web site, to indicate this new info. http://members.cox.net/alan.kolaga/

And, YES, I have hired a squad of WM bodyguards! Laughing

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Re: Hab correlation Tue, 04 April 2006 22:43 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Alan.Kolaga wrote on Wed, 05 April 2006 11:40

I am also in the process of creating new charts for my web site, to indicate this new info. http://members.cox.net/alan.kolaga/


Do you want me to send you the charts showing the (lack of) hab correlation with other habs? You might not want to see them though, because you might notice how badly I butchered your pretty code Wink

(BTW if you want to fix the 'stoppoint' sections of the code, you just need to do a find and replace of "stoppiont" for "stoppoint".)

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Re: Hab correlation Wed, 05 April 2006 04:28 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Dogthinkers wrote on Wed, 05 April 2006 00:17

Quote:

Perhaps it could be interesting to (ab)use the option for some scenario games, if it could be tied to "special" hab settings and not just hi-Rad. Wink


I think there are a few people around capable of customising the stars in any given universe. Making an identical change to all stars is obviously easiest (i.e. all planets ideal for OWW, all planets are HW,) but there's no reason something more complex couldn't be done. I daresay you'd want something 'scriptable' though.



Something along these lines, yes. Cool Of course, tinkering with the universe-creating code is not necessary if you know how to alter the relevant game files themselves to suit your fancy. But I can't remember if there was a tool for altering minconcs and hab values, as well as changing the position of planets. Sherlock



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Re: Hab correlation Wed, 05 April 2006 04:32 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Alan.Kolaga wrote on Wed, 05 April 2006 03:40

m.a@stars wrote on Tue, 04 April 2006 02:07

Any idea why the universe-generating code would have such a quirk?


I have one possible idea on that. A high RAD value could indicate that the planet has a high concentration of radioactive metals. Or, for those planets that have a low mineral concentration, the planet is too close to the star or can not stop the stars radiation from reaching the surface.


That would be a nice explanation, yeah. Very Happy

But I wonder if there's a reason behind the quirk itself. Why is there a correlation at all? Sherlock I don't remember reading anything like that in the helpfile or the FaQs. Confused


Quote:

And, YES, I have hired a squad of WM bodyguards! Laughing


Hhmm, these aren't famous for their perimeter defenses. Shocked You better look for some SD folks. Wink



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Re: Hab correlation Wed, 05 April 2006 06:45 Go to previous messageGo to next message
Kotk

 
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m.a@stars wrote on Wed, 05 April 2006 11:32

But I wonder if there's a reason behind the quirk itself. Why is there a correlation at all? Sherlock I don't remember reading anything like that in the helpfile or the FaQs. Confused

I think it is in help file in rather confusing way.
"How to.."/"Create and Save a Custom Race"/"Custom Race Wizard"/"Step 4"/"Growth Conditions"
Has such snippet in it about "Choosing an Extreme Range":

"...., planets with environments near the ends of the spectrum have a good chance of being super-rich in one or more minerals. ...."

Probably Alan studied the amount of the correlation for that purpose.
Funny. Smile

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Re: Hab correlation Wed, 05 April 2006 07:07 Go to previous messageGo to next message
wumpus

 
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Dogthinkers wrote on Wed, 05 April 2006 00:17

I think there are a few people around capable of customising the stars in any given universe. Making an identical change to all stars is obviously easiest (i.e. all planets ideal for OWW, all planets are HW,)


I tried the HW thing for one of XDudes games some time ago - and although you can make some interesting UI illusions, only one planet per race can be permanently made into a HW, with the Min Conc benefits that brings, AFAIK. There seem to be at least two different places where such information is stored, but only one of them seems to matter in the long term. Shame, that ,-p



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Re: Hab correlation Wed, 05 April 2006 08:17 Go to previous messageGo to next message
Kelzar is currently offline Kelzar

 
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Dogthinkers wrote on Tue, 04 April 2006 22:43



(BTW if you want to fix the 'stoppoint' sections of the code, you just need to do a find and replace of "stoppiont" for "stoppoint".)


You noticed that too. I also put my computer through the paces and modified Alan's work. Sample size: 9 million planets (54 million data points). While I did mine a little differently, I CAN confirm that average mincon is 57% when rad<90 and 61% when rad>=90. The mincon percentage is for all three minerals. I still have more work to do on mine because I am basing my work upon the premise that mincon percentages might have a coorelation based upon two or more variables.
My coorelation studies (thus far) show there is no coorelation of Grav to Temp&Rad
and the above stated coorelation of 57/61% to Rad alone, no coorelation to Temp alone for
Iron to Temp&Rad
Bora to Temp&Rad
Germ to Temp&Rad

Studies still to be done:
Temp to Grav&Rad (just because the code is already there)
Iron to Grav&Rad (will verify Rad coorelation)
Bora to Grav&Rad (will verify Rad coorelation)
Germ to Grav&Rad (will verify Rad coorelation)
Rad to Temp&Grav (just because the code is already there)
Iron to Temp&Grav (will see if there is any coorelation w/o Rad influence)
Bora to Temp&Grav (will see if there is any coorelation w/o Rad influence)
Germ to Temp&Grav (will see if there is any coorelation w/o Rad influence)
and finally the ones that will be the biggest pain as I expect I will need to have over 200 million datapoints....

Iron to Temp&Grav&Rad
Bora to Temp&Grav&Rad
Germ to Temp&Grav&Rad

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Re: Hab correlation Wed, 05 April 2006 08:20 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
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Is it not possible to just modify the HST file?

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Re: Hab correlation Wed, 05 April 2006 09:30 Go to previous messageGo to next message
wumpus

 
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PricklyPea wrote on Wed, 05 April 2006 14:20

Is it not possible to just modify the HST file?


That depends entirely on what your question is in response to Razz

If to my post asserting "only one HW per race"... then no, editting the host file will only let you change *which ones* are the HWs, and do some other tricks which make other worlds *look* like HWs for a while, but for the "real deal", you can only have one HW per race.

Unless, ofc, I'm overlooking a *third* place where the info is stored, but given the experiments with XDude's game, I doubt it.


And if you meant just the generic issue of changing surface conditions and min concs and so on: sure you can, but even without the encryption, it's a very fiddly hex-editting chore unless/until someone builds a nice interface for it, or at least an XML converter or something along those lines.



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Re: Hab correlation Wed, 05 April 2006 10:34 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Wed, 05 April 2006 12:45

I think it is in help file in rather confusing way.
"How to.."/"Create and Save a Custom Race"/"Custom Race Wizard"/"Step 4"/"Growth Conditions"
Has such snippet in it about "Choosing an Extreme Range":

"...., planets with environments near the ends of the spectrum have a good chance of being super-rich in one or more minerals. ...."

Probably Alan studied the amount of the correlation for that purpose.
Funny. Smile



Funny how I had forgotten about that one entirely. Confused

So, it would seem the "quirk" was introduced on purpose Cool , but only regarding Rad settings. Weird. Sherlock



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Re: Hab correlation Wed, 05 April 2006 10:41 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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wumpus wrote on Wed, 05 April 2006 15:30

PricklyPea wrote on Wed, 05 April 2006 14:20

Is it not possible to just modify the HST file?


That depends entirely on what your question is in response to Razz

If to my post asserting "only one HW per race"... then no, editting the host file will only let you change *which ones* are the HWs, and do some other tricks which make other worlds *look* like HWs for a while, but for the "real deal", you can only have one HW per race.


Interesting. Something to consider for future versions of the Genesis Device, perhaps. Cool

"...the 'Genesis Device' has the potential to turn any rock into a near-ideal HomeWorld for your race, including mineral non-depletion. But, due to the use of unstable matter-antimatter compounds, that last effect is only temporary..."


Quote:

And if you meant just the generic issue of changing surface conditions and min concs and so on: sure you can, but even without the encryption, it's a very fiddly hex-editting chore unless/until someone builds a nice interface for it, or at least an XML converter or something along those lines.


Well, I'd say if the fiddly hex-editing has some clear, enforceable rules, it can be scripted Very Happy . The nice interface would be a different matter, though. Razz I guess all coordinates could be changed, too, provided the X are sorted? Sherlock



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Re: Hab correlation Wed, 05 April 2006 11:21 Go to previous messageGo to next message
LEit is currently offline LEit

 
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m.a@stars wrote on Wed, 05 April 2006 10:41

I guess all coordinates could be changed, too, provided the X are sorted? Sherlock

Map2XY can already do that. And change the names (to another name in the list of names in the exe).



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Re: Hab correlation Wed, 05 April 2006 11:26 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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LEit wrote on Wed, 05 April 2006 17:21

m.a@stars wrote on Wed, 05 April 2006 10:41

I guess all coordinates could be changed, too, provided the X are sorted? Sherlock

Map2XY can already do that. And change the names (to another name in the list of names in the exe).


I see. So *that* was what was nagging my not-quite-perfect memory... Wink

I wonder if Map2XY could be "extended" to handle hab values and mincons, as well, then. Cool



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Re: Hab correlation Wed, 05 April 2006 12:45 Go to previous messageGo to next message
wumpus

 
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m.a@stars wrote on Wed, 05 April 2006 17:26

I wonder if Map2XY could be "extended" to handle hab values and mincons, as well, then. Cool


Not so easily Smile map2xy only changes, as the name suggests, the XY file. And that doesn't contain hab or MC information... (*Just* coordinates and names - unencrypted - and a bunch of encrypted, unchanging game information).



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Re: Hab correlation Wed, 05 April 2006 13:02 Go to previous messageGo to next message
Alan.Kolaga is currently offline Alan.Kolaga

 
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Dogthinkers wrote on Tue, 04 April 2006 19:43

Do you want me to send you the charts showing the (lack of) hab correlation with other habs? You might not want to see them though, because you might notice how badly I butchered your pretty code


Yes, please send me you charts. And I'll try to over look your coding. Smile


[Updated on: Wed, 05 April 2006 13:03]

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Re: Hab correlation Wed, 12 April 2006 04:49 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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wumpus wrote on Wed, 05 April 2006 18:45

m.a@stars wrote on Wed, 05 April 2006 17:26

I wonder if Map2XY could be "extended" to handle hab values and mincons, as well, then. Cool


Not so easily Smile map2xy only changes, as the name suggests, the XY file. And that doesn't contain hab or MC information... (*Just* coordinates and names - unencrypted


I see. So, to change minconcs and habs it would need to poke inside the hst file, too, right? Confused Sherlock


Quote:

- and a bunch of encrypted, unchanging game information).


Including HW IDs, perhaps? Wink



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Re: Hab correlation Wed, 12 April 2006 09:47 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Probably just game parameters (slow tech, etc).


- LEit

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Re: Hab correlation Wed, 12 April 2006 10:19 Go to previous messageGo to next message
Kotk

 
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m.a@stars wrote on Wed, 12 April 2006 11:49

wumpus wrote on Wed, 05 April 2006 18:45

Not so easily Smile map2xy only changes, as the name suggests, the XY file. And that doesn't contain hab or MC information... (*Just* coordinates and names - unencrypted
I see. So, to change minconcs and habs it would need to poke inside the hst file, too, right? Confused Sherlock
Yep. Also, would be nice if host changed the m files. Even if you change only the HW locations with MapXY then starting ships are displayed quite oddly at turn 0.
Quote:

Quote:

- and a bunch of encrypted, unchanging game information).
Including HW IDs, perhaps? Wink
AFAIK No. Things that you enter in new game wizard. Universe settings, game settings, number of players, victory conditions.

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Re: Hab correlation Wed, 12 April 2006 12:46 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Wed, 12 April 2006 16:19

Quote:

to change minconcs and habs it would need to poke inside the hst file, too, right? Confused Sherlock
Yep. Also, would be nice if host changed the m files.


Definitely, not a work you want to do by hand. Teleport Wall Bash

Quote:

Even if you change only the HW locations with MapXY then starting ships are displayed quite oddly at turn 0.


Of course. I remember having read about that. If only playing around with HWs wasn't so interesting... Pirate



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Re: Hab correlation Wed, 12 April 2006 14:31 Go to previous messageGo to next message
wumpus

 
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m.a@stars wrote on Wed, 12 April 2006 10:49

Quote:

- and a bunch of encrypted, unchanging game information).


Including HW IDs, perhaps? Wink



Nope; Leit is correct - the game parameters, including both starting and victory conditions, are the main things in there.


[Updated on: Wed, 12 April 2006 14:33]




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Re: Hab correlation Sat, 29 July 2006 05:56 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Tue, 28 March 2006 19:01

Usual average concentration is about 60, at Radiation edge its maybe ~65.


Just a small doubt: is the minconc evenly distributed along all possible values when no high-Rad is involved? I.e: Is 1% as likely as 15%, 45%, 65%, 95%, 125% ?? Or is there some kind of Gaussian/Normal distribution curve? Sherlock



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Re: Hab correlation Sat, 29 July 2006 06:58 Go to previous messageGo to next message
Kelzar is currently offline Kelzar

 
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if you scroll down and look at the minconc graphs you will see the distribution "curves", even distribution from 1 to 30 then a marked linear trend up from 31 to 75 then markedly down again from 76 to 119, high rad conditions will yield similar but not quite the same.

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Re: Hab correlation Mon, 31 July 2006 04:05 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kelzar wrote on Sat, 29 July 2006 12:58

http://members.cox.net/alan.kolaga/

if you scroll down and look at the minconc graphs you will see the distribution "curves", even distribution from 1 to 30 then a marked linear trend up from 31 to 75 then markedly down again from 76 to 119, high rad conditions will yield similar but not quite the same.


But that would mean minconcs between 30% and 40% are extremely rare for any given hab, woudln't it? Shocked



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Re: Hab correlation Mon, 31 July 2006 04:51 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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m.a@stars wrote on Mon, 31 July 2006 18:05

But that would mean minconcs between 30% and 40% are extremely rare for any given hab, woudln't it? Shocked


Yup. The minconcs model is... weird.

EDIT: oops, that data is for ACCBBS, dunno why I just said it was -ACCBBS... Generating some -ACCBBS data now to see how it compares.

EDIT2: what was I smoking? The published data is for -ACCBBS... I've got to rebuild my ACCBBS data using a 'clean' copy of the worksheet as I hacked up the worksheets pretty badly when I was getting my hab-correlation data, so I don't trust the graphs any more - they could be graphing anything Wink

{Mod edit: fixed quote}


[Updated on: Tue, 01 August 2006 04:39] by Moderator


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Re: Hab correlation Tue, 01 August 2006 04:37 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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Dogthinkers wrote on Mon, 31 July 2006 10:51

m.a@stars wrote on Mon, 31 July 2006 18:05

But that would mean minconcs between 30% and 40% are extremely rare for any given hab, woudln't it? Shocked


Yup. The minconcs model is... weird.

EDIT: oops, that data is for ACCBBS, dunno why I just said it was -ACCBBS... Generating some -ACCBBS data now to see how it compares.

EDIT2: what was I smoking? The published data is for -ACCBBS... I've got to rebuild my ACCBBS data using a 'clean' copy of the worksheet as I hacked up the worksheets pretty badly when I was getting my hab-correlation data, so I don't trust the graphs any more - they could be graphing anything Wink


That's what you get for living on high-rad worlds. Laughing High-energy particles must be downgrading your tought-processes. Wink

Anyway, can you confirm that all mincons do indeed follow these strange patterns? Sherlock

{Mod edit: fixed quote}


[Updated on: Tue, 01 August 2006 04:40] by Moderator





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