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Re: Dynamic Duos 4 Thu, 30 August 2012 16:45 Go to previous messageGo to next message
maxfra is currently offline maxfra

 
Crewman 1st Class

Messages: 32
Registered: February 2007
Just to be sure about last one thing:
in the resume I did not see that Home Planets of the same team will be close to each other and distant from HP of other players.
Is this correct?

Thanks.

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Re: Dynamic Duos 4 Thu, 30 August 2012 19:37 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
in the resume I did not see that Home Planets of the same team will be close to each other and distant from HP of other players.
Is this correct?


Yes, Neilhoward is moving homeworlds so that each person starts next to their teammate. I am hoping he can make the same design that Donjon made for us last game. I have no experience moving planets, so I don't know how hard that is.

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Re: Dynamic Duos 4 Sat, 01 September 2012 00:22 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
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Location: SW3 & 10023
Files received from Galien, Asmodai, Orange, Cieply, Maxfra, Moronz, and Mac1.

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Re: Dynamic Duos 4 Sun, 02 September 2012 15:40 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
nmid, rolfverberg, and ManicLurch make 10.

[Updated on: Tue, 04 September 2012 16:39]

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Re: Dynamic Duos 4 Wed, 05 September 2012 16:59 Go to previous messageGo to next message
neilhoward

 
Commander

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Should I generate with 5 teams or are we waiting for Variable/Brian? Maybe there is another team out there.

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Re: Dynamic Duos 4 Wed, 05 September 2012 19:40 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Having 5 teams would not be the best solution. Let's see if we can get another team. The next team to send Neilhoward proper race files for this game is in.

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Re: Dynamic Duos 4 Wed, 05 September 2012 21:49 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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Helped track down one or more Stars bugs

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Well, I'm still around if there is someone else around that would like to partner up.

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Re: Dynamic Duos 4 Wed, 05 September 2012 23:29 Go to previous messageGo to next message
neilhoward

 
Commander

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I have files from Variable and Brian. Why not have 7 teams? I can generate the game over the weekend and have the files to Ron by Monday.

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Re: Dynamic Duos 4 Thu, 06 September 2012 04:02 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
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neilhoward wrote on Thu, 06 September 2012 08:59
I have files from Variable and Brian. Why not have 7 teams? I can generate the game over the weekend and have the files to Ron by Monday.


A case of fewer planets per player and perhaps a tougher balanced distribution of hws?
6 teams seem to be easy to set up with that centre virgin area in the last dd universe.... Dunno how you would manage that with 7.. Even a star based distribution pattern will result in further distances between teams.



I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Dynamic Duos 4 Thu, 06 September 2012 08:38 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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No, you got the files, Neil, go with 6 teams

Ed

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Re: Dynamic Duos 4 Thu, 06 September 2012 12:20 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
Why not have 7 teams?


The first game in this series we did have 7 teams. The 2nd game had 6 and Donjon found it much easier to move planets and produce a fair setup with 6 teams. With 6 teams, we can use the planet spacing used in the last game which is very fair. A 7th team would mess that up a little.

If it weren't for this, I would have no issue with a 7th team. But let's stick with 6 for now.

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Re: Dynamic Duos 4 Thu, 06 September 2012 13:48 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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Do give me a call if someone needs a replacement down the road



[Updated on: Thu, 06 September 2012 13:49]

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Re: Dynamic Duos 4 Fri, 07 September 2012 13:29 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

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Quote:
Do give me a call if someone needs a replacement down the road


We definitely will. You can also get first shot at DD5 if you like.

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Re: Dynamic Duos 4 Tue, 11 September 2012 10:19 Go to previous messageGo to next message
nmid

 
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neilhoward wrote on Thu, 06 September 2012 08:59
I have files from Variable and Brian. Why not have 7 teams? I can generate the game over the weekend and have the files to Ron by Monday.


If you have genned the universe, can we have the .m and the .xy while it goes online on sah?



I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Dynamic Duos 4 Thu, 13 September 2012 00:59 Go to previous messageGo to next message
neilhoward

 
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I haven't forgot about this, just had some trouble irl (including rebuilding my computer). I'm afraid I underestimated the amount of time I would need to complete this. It has been a while, and the teams component makes it a bit more tough. The way it works is I have one master def file and two master batch files for creating the game from command prompt and opening all player's 2400 turns to see the HW locations. I use excel to create the derivative def and batch files (automating the change to random seed and directory path). This makes it easier to create many games in a short period of time. The trouble is wading through them. What I need to find is a Uni with the right number of HWs lying along or near to the appropriate relative x axes. Once I find this Uni (supposing it has a reasonably even regional distribution of stars/ly^2 and better than crippling mineral distribution) the job is simply to keep the seed def and regenerate the game with player order altered (so teams will be together) then alter the HW locs on the Y axes (plural of axis). So you see moving the planets is the easiest part. I have spent a good number of hours on it so far, and I shouldn't think it will take much more. For technically being on holiday (working ~16 hours/day), events haven't left me adequate time to finish this project in a reasonable period. My PC going down made things a bit worse. I will let you know how it goes. Or I can send the files to Les. Maybe he can do it faster.

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Re: Dynamic Duos 4 Thu, 13 September 2012 08:56 Go to previous messageGo to next message
jscoble is currently offline jscoble

 
Warrant Officer

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Location: Cape Town
Any room for another player?

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Re: Dynamic Duos 4 Thu, 13 September 2012 11:29 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
I will let you know how it goes. Or I can send the files to Les. Maybe he can do it faster.


You might just email him and ask him what his technique was for setting this game up.

Quote:
Any room for another player?


Sorry, we are full unless someone drops out.

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Re: Dynamic Duos 4 Thu, 13 September 2012 13:42 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

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This seems like something that could possibly be programmed into a script. The script could keep generating the universe until all the homeworlds are in the x ranges that the script would specify. A tool like that would be very useful for any game that requires planet moving. Maybe one of the many programmers that belong to this forum could make?

We do appreciate the work you are doing for this game Neilhoward.

Thanks again.

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Re: Dynamic Duos 4 Thu, 13 September 2012 14:44 Go to previous messageGo to next message
Galien is currently offline Galien

 
Crewman 1st Class

Messages: 31
Registered: October 2008
Location: Nodnol
Hi

There is a tool for moving HWs in universes that have been genned.
I could point you at the tool, but
whenever I used it there was a problem in the game where moving fleets appeared to go from the wrong place.

However, in WOLV planets and HWs were moved to create a spiral galaxy ... and there was not the problem that I had.
I think XyliGUN was the person who did the moving and clearly seems to know how to sort it all out.
If your still struggling I would send him a PM and ask him for the tools..

If you get any luck I would also be interested in knowing how to do it.

Cheers

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Re: Dynamic Duos 4 Thu, 13 September 2012 14:56 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
whenever I used it there was a problem in the game where moving fleets appeared to go from the wrong place


This happens to all games where planets have been moved as far as I know. Ships appear to be in space somewhere, but they are really at your HW. After the first turn is genned they appear where they are supposed to be.


[Updated on: Thu, 13 September 2012 14:57]

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Re: Dynamic Duos 4 Thu, 13 September 2012 21:50 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
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I am using universe creator 1.3

It only allows a small amount of movement horizontally, but free range vertically. I will post my method as soon as I finish and maybe someone can correct me. If not it might be handy for some folks in the future.

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Re: Dynamic Duos 4 Fri, 14 September 2012 22:19 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
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Going to stay up tonight until I finish this. I am sorry real life has not allowed me to take care of this sooner. I feel like a flake for saying I would have it done last week and not following through (despite my pc problems). I hope you have all used the extra time to testbed and prepare your spreadsheets.

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Re: Dynamic Duos 4 Fri, 14 September 2012 23:15 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
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I actually did... but more of a text file this time.

Had a horrible result... or I really need to resubmit my race Sad



I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Dynamic Duos 4 Sat, 15 September 2012 00:02 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
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One or two testbeds can give you the wrong idea about a race's competitivity, and leave you with less realistic expectations than no testbed. I recommend at least a solid double digit prime number of testbeds.

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Re: Dynamic Duos 4 Sat, 15 September 2012 06:23 Go to previous messageGo to previous message
Galien is currently offline Galien

 
Crewman 1st Class

Messages: 31
Registered: October 2008
Location: Nodnol
ManicLurch wrote on Thu, 13 September 2012 19:56
Quote:
whenever I used it there was a problem in the game where moving fleets appeared to go from the wrong place


This happens to all games where planets have been moved as far as I know. Ships appear to be in space somewhere, but they are really at your HW. After the first turn is genned they appear where they are supposed to be.


I found this from the WOLV game...

[quote title=XyliGUN wrote on Wed, 13 July 2011]Quote:

Just a note: when Wheel of Life IV were created and remapped I was mostly use 'manual' editing (like open file, decode it, locate and fix some stuff, encode it back). But Wheel of Life V encouraged me to automate that process and I finally come up to the StarsPlanetMover (it works thru encryption, so I'll publish it as soon as turn verifyer will be ready), which can take any star with all its' content (including stats, minerals, HW, starbase, fleets/waypoints, messages related to that planet) and move it to the specified location in the galaxy. So, thanks to craebild for giving me a challenge


This is on p5 of the WOLV game creation topic.

Also, we never had the problem of fleets appearing to come from the wrong place in WOLV

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