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Re: Planet mover (remapping tool) Thu, 01 August 2013 10:38 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XyliGUN wrote on Tue, 30 July 2013 19:10
After the move planet name and all of its' content should be the same, but planet ID will be different.
So, if you like to move the same planet again you will need to obtain its' new ID.

So, if I'm guessing right, after a single "move" we should expect other planet IDs to have changed too? That would hamper "mass" or "batch" moves where a list of planets needs to be moved by repeatedly executing the PlanetMover. Confused

If that's the case, I'd like to suggest a "simple" improvement for this tool, that would be allowing the use of planet names directly, since it should be able to find their corresponding IDs easily (or a 404 error!). (Full disclosure note: most of my tools already do that, allowing the selection of a name from an ordered list while working internally with IDs.) Cool

Another possible improvement could be the checking of "minimum distances" between the target coordinates and existing objects/planets/etc, refusing to do the move if necessary. Whip



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Re: Planet mover (remapping tool) Thu, 01 August 2013 10:53 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XyliGUN wrote on Wed, 24 July 2013 21:55
PS: If you need to remap some game right now, let me know.

I can generate many interesting galaxy shapes like boxes, spirals, rings, spherical clusters (with variable density to appear more 3D-like). This tool could be a great way to map all kinds of "scenario" games to shapes like these, provided moves can be performed "in bulk", and also move all the HomeWorlds to "good" positions in a more-or-less automatic fashion. Dueling

Which leads me to wonder if a tool similar to this one could be created to alter the starting ships, in number, design, techs, initial location, fuel, etc... UFO



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Re: Planet mover (remapping tool) Thu, 01 August 2013 12:51 Go to previous messageGo to next message
XyliGUN is currently offline XyliGUN

 
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m.a@stars wrote on Thu, 01 August 2013 18:06
XyliGUN wrote on Tue, 30 July 2013 19:10
ensure there is no another planet at the same location

Does Stars! have some check for "minimum distance" between worlds, or will it happily run with "too close" situations? Sherlock

To be fair I don't know. Sad
But you are welcome to try and see what's happened. Smile

PS: Tool is actually have some fool protection, for example it will fail if there is another planet at the target location.



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Re: Planet mover (remapping tool) Thu, 01 August 2013 13:19 Go to previous messageGo to next message
XyliGUN is currently offline XyliGUN

 
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m.a@stars wrote on Thu, 01 August 2013 18:53
I can generate many interesting galaxy shapes like boxes, spirals, rings, spherical clusters (with variable density to appear more 3D-like). This tool could be a great way to map all kinds of "scenario" games to shapes like these, provided moves can be performed "in bulk", and also move all the HomeWorlds to "good" positions in a more-or-less automatic fashion.


So far my to do list contains:

  • possibility to erase some of the planet info from the turn (sometimes before move player was able to penscan one of the near planet stat and after the move player should not see it)
  • possibility to export planets locations and optionally stat
  • possibility to import planets locations and optionally stat (this one is a bulk remapping or adjusting)
  • possibility to change planet stat (like grav, rad, temp, minerals conc and on hands amounts)


m.a@stars wrote on Thu, 01 August 2013 18:53
Which leads me to wonder if a tool similar to this one could be created to alter the starting ships, in number, design, techs, initial location, fuel, etc... UFO

Yep. Check this example and note a game year. Wink
While there is no fleets, but player 1 have:
1. 26 level in all fields
2. all MT toys available
3. all his planets filled with as many mines, factories, defences as colonists can control
4. all his planets has 1.000.000.000 kt of each mineral
5. additional 100% planet around each of the players HW

And new designs and fleets can be added as well.


[Updated on: Thu, 01 August 2013 13:37]




"Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something."
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Re: Planet mover (remapping tool) Thu, 01 August 2013 14:00 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XyliGUN wrote on Thu, 01 August 2013 18:51
To be fair I don't know. Sad
But you are welcome to try and see what's happened. Smile

Another for my to-test list... Rolling Eyes

Quote:
PS: Tool is actually have some fool protection, for example it will fail if there is another planet at the target location.

Excellent! Twisted Evil



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Re: Planet mover (remapping tool) Thu, 01 August 2013 14:14 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XyliGUN wrote on Thu, 01 August 2013 19:19

[*]possibility to erase some of the planet info from the turn (sometimes before move player was able to penscan one of the near planet stat and after the move player should not see it)

Good one! Smile

Quote:
[*]possibility to export planets locations and optionally stat

You mean, assuming what Stars! already can export isn't good enough?

Quote:
[*]possibility to import planets locations and optionally stat (this one is a bulk remapping or adjusting)

Oh, yeah! Very Happy

Quote:
[*]possibility to change planet stat (like grav, rad, temp, minerals conc and on hands amounts)

That would greatly add to the "scenario building" options indeed. Cool


Quote:
Yep. Check this example and note a game year. Wink
While there is no fleets, but player 1 have:
1. 26 level in all fields
2. all MT toys available
3. all his planets filled with as many mines, factories, defences as colonists can control
4. all his planets has 1.000.000.000 kt of each mineral
5. additional 100% planet around each of the players HW

And new designs and fleets can be added as well.

Awesome! All those maxed-out colonies without building colonizers! Teleport

I notice that (most) starting ships are still orbiting the HW, and they got the initial low tech and none of the high-end toys. Sad

Also, 1E9kT of minerals seems to exceed the "on hand mins" panel display capabilities. Shocked

While you're at it, perhaps you can check what's the maximum possible minconcs? Lurking

Last but not least, seems those expensive planetary penscans haven't scanned any planets yet. Evil or Very Mad



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Re: Planet mover (remapping tool) Thu, 01 August 2013 17:56 Go to previous messageGo to next message
XyliGUN is currently offline XyliGUN

 
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XyliGUN
possibility to export planets locations and optionally stat

m.a@stars
You mean, assuming what Stars! already can export isn't good enough?

No, no. First of all just to be able to export them to CSV, then edit it in Calc/Excel...


XyliGUN
possibility to import planets locations and optionally stat (this one is a bulk remapping or adjusting.

m.a@stars
Oh, yeah! Very Happy

...and then just bulk import all of the edited values from CSV to the game.

It is intended to be simple in use, and I guess Calc/Excel like editing is the easiest solution here.
And you will be free to use Calc/Excel or any other way to get CSV.



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Re: Planet mover (remapping tool) Thu, 01 August 2013 21:50 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XyliGUN wrote on Thu, 01 August 2013 23:56
First of all just to be able to export them to CSV, then edit it in Calc/Excel...

I already do that with the .MAP and .PL dumps that Stars! makes. Rolling Eyes


XyliGUN
...and then just bulk import all of the edited values from CSV to the game.

It is intended to be simple in use, and I guess Calc/Excel like editing is the easiest solution here.
And you will be free to use Calc/Excel or any other way to get CSV.

My "map generator" dumps CSV-like data directly, and my "terraforming report", "fuel calculator" and "browser map displayer" tools take .MAP/.PL files as generated by Stars! Very Happy



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Re: Planet mover (remapping tool) Fri, 02 August 2013 06:07 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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m.a@stars[/email] wrote on Thu, 01 August 2013 21:50]XyliGUN wrote on Thu, 01 August 2013 23:56
First of all just to be able to export them to CSV, then edit it in Calc/Excel...

I already do that with the .MAP and .PL dumps that Stars! makes. :roll:p


We are taking about exporting a .P type file for the host that has all the planet hab numbers so he/she doesn't have to take the time to get that information manually. If we're going to be moving planets we may as well know what's being moved.



[Updated on: Fri, 02 August 2013 06:08]

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Re: Planet mover (remapping tool) Fri, 02 August 2013 11:50 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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LittleEddie wrote on Fri, 02 August 2013 12:07
We are taking about exporting a .P type file for the host that has all the planet hab numbers so he/she doesn't have to take the time to get that information manually. If we're going to be moving planets we may as well know what's being moved.

Ahh, you're actually taking about the habitability pre-scan, so we're indeed assuming what Stars! already can export isn't good enough, because hab values aren't of course present inside the initial m-files. Amirite? Sherlock



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Re: Planet mover (remapping tool) Mon, 12 August 2013 17:39 Go to previous messageGo to next message
XyliGUN is currently offline XyliGUN

 
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OK, let's say we have a planet habs, stat exported from hst to CSV. How can it then be used by host, who is working on the game creation and setup? I mean how will someone analyse and manipulate this data (manually - this a bit too difficult)? Can someone give me a hint plz?


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Re: Planet mover (remapping tool) Mon, 12 August 2013 18:40 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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XyliGUN wrote on Mon, 12 August 2013 17:39
OK, let's say we have a planet habs, stat exported from hst to CSV. How can it then be used by host, who is working on the game creation and setup? I mean how will someone analyse and manipulate this data (manually - this a bit too difficult)? Can someone give me a hint plz?


I would put it in a spread sheet and work out the habs for each planet for each player, as in

PlanetId;Planet Name;X;Y;Pl1Value;Pl2Value;.......
(or this could just be the output of the tool)



Now you can do a distance from each HW to each planet and find out if it's 'Fair', as in, each player has so many greens around their HW.

When moving planets you can check the list and see if your 'hurting' or 'helping' a player by moving it.

I'm sure there are more ideas, these just speed up the game setup process as the host doesn't have to explore the map and input the data.



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Re: Planet mover (remapping tool) Mon, 12 August 2013 20:05 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XyliGUN wrote on Mon, 12 August 2013 23:39
OK, let's say we have a planet habs, stat exported from hst to CSV. How can it then be used by host, who is working on the game creation and setup? I mean how will someone analyse and manipulate this data (manually - this a bit too difficult)? Can someone give me a hint plz?

My "Team Hab Report" shows the Hab value of all planets for all races with distances to HWs. It can also include projected mining ratios (current, maxxed, and depleted) and pop, resources... It does so in text form, but other tools could present the data in a more graphic form, or allow sorting, etc. Work at computer

As for manipulating the data, well, the Stars are the limit! Cool


[Updated on: Mon, 12 August 2013 20:08]




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Re: Planet mover (remapping tool) Mon, 19 August 2013 11:59 Go to previous messageGo to next message
XyliGUN is currently offline XyliGUN

 
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LittleEddie wrote on Tue, 13 August 2013 02:40
XyliGUN wrote on Mon, 12 August 2013 17:39
OK, let's say we have a planet habs, stat exported from hst to CSV. How can it then be used by host, who is working on the game creation and setup? I mean how will someone analyse and manipulate this data (manually - this a bit too difficult)? Can someone give me a hint plz?


I would put it in a spread sheet and work out the habs for each planet for each player

OK, then let me ask, will someone volunteer to build some sort of graphics UI on top of the planets.csv? Let's say it can read all of the data (planet locations, habs, stat) from a CSV file, shows a map, allow to move planets(by drag and drop Wink ), edit habs and stat... Then just save all of the data back to CSV and import it back to stars game files.



"Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something."
Robert A. Heinlein, Time Enough For Love

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Re: Planet mover (remapping tool) Wed, 28 August 2013 11:07 Go to previous message
m.a@stars is currently offline m.a@stars

 
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XyliGUN wrote on Mon, 19 August 2013 17:59
will someone volunteer to build some sort of graphics UI on top of the planets.csv? Let's say it can read all of the data (planet locations, habs, stat) from a CSV file, shows a map, allow to move planets(by drag and drop Wink ), edit habs and stat... Then just save all of the data back to CSV and import it back to stars game files.

Perhaps for most games it would be simpler to just un-define the generated HWs, and then re-define (some or all of) them as whatever planets are closest to (the center of) the desired spots/areas. In such cases actual moving around of planetary bodies might not be needed, nor a full GUI. Sherlock

Then there would be the cases where the shape of the galaxy, or the shape of the HW positions, or the "shape" of the habitability values/minerals, etc, would be best defined mathematically, as in rings, spirals, or Home High Ground-style games. Then bulk recreation/redefinition will be preferable to painstaking moving around, and a GUI might not be needed either. Work at computer



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