Home » Stars! Clones, Extensions, Modding » Stars! Extensions » Planet mover (remapping tool)
Re: Planet mover (remapping tool) |
Thu, 01 August 2013 10:38 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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XyliGUN wrote on Tue, 30 July 2013 19:10After 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.
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.)
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.
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Re: Planet mover (remapping tool) |
Thu, 01 August 2013 10:53 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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XyliGUN wrote on Wed, 24 July 2013 21:55PS: 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.
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...
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Re: Planet mover (remapping tool) |
Thu, 01 August 2013 13:19 |
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XyliGUN | | | Messages: 325
Registered: July 2004 Location: Russia, St.Petersburg |
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m.a@stars wrote on Thu, 01 August 2013 18:53I 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 18:53Which 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...
Yep. Check this example and note a game year.
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]
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Re: Planet mover (remapping tool) |
Thu, 01 August 2013 14:14 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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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!
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!
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.
Quote:Yep. Check this example and note a game year.
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!
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.
Also, 1E9kT of minerals seems to exceed the "on hand mins" panel display capabilities.
While you're at it, perhaps you can check what's the maximum possible minconcs?
Last but not least, seems those expensive planetary penscans haven't scanned any planets yet.
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Re: Planet mover (remapping tool) |
Mon, 12 August 2013 20:05 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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XyliGUN wrote on Mon, 12 August 2013 23:39OK, 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.
As for manipulating the data, well, the Stars are the limit!
[Updated on: Mon, 12 August 2013 20:08]
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Re: Planet mover (remapping tool) |
Mon, 19 August 2013 11:59 |
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XyliGUN | | | Messages: 325
Registered: July 2004 Location: Russia, St.Petersburg |
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LittleEddie wrote on Tue, 13 August 2013 02:40XyliGUN wrote on Mon, 12 August 2013 17:39OK, 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 ), 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 LoveReport message to a moderator
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Re: Planet mover (remapping tool) |
Wed, 28 August 2013 11:07 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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XyliGUN wrote on Mon, 19 August 2013 17:59will 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 ), 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.
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.
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