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Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Fri, 02 November 2007 06:01 Go to next message
Dolphin

 
Crewman 1st Class

Messages: 21
Registered: February 2005
Location: Germany
Hello,

m.a@stars picked up on my end of game comments for "Fledgling Admirals 2" about micromanagement. As that issue deserves its own threat and would not belong into "game stories", I will continue the discussion from this here. First of all, thanks to m.a@stars - I was already afraid that this (to me the key part of my EoG remarks) was being ignored over verbally continuing the un-ended war of that game.

I grant that are are vast differences in the amount of micromanagement required for the various races. Yet, even "non-economic" races (SS, SD...) need a lot of attention if you want to play them well. There are very helpful tools (many calculators, some tools for visualization or information and a few battle simulation aids). The visulatization/information tools use some game input (via fleet/planet info exports, not the m-file). Yet, most other tools are stand-alone, i.e. demand the time-consuming input of game data into a third-party system.

M-File
>all the known "experts" have reached their status by sharing their knowledge.
What I was thinking about is not just sharing hints – the community has done that for years and it greatly helped me in understanding the finer points of the game. I was thinking about people like Wumpus, who know the structure of and encryption of the M-File. Yes, it contains a lot of “hidden” information, thus they are reluctant to unlock that secret. Yet, if we ever want to see tools that are integrated into the game, then we need the structure of the M-, H- and X-Files to be public knowledge. Otherwise every aspiring programmer of tools would have to start with decoding the file structure and most will have lost interest (or lack additional time) once they managed that.

>the game structure and its files don't allow for truly automated tools
I am not a computer expert but I beg to disagree. If the input (M-file, H-File) and the output (X-File) are well understood, then any decent programmer could create player tools that for example automate the checking for human errors (a wonderful field for integrating a lot of expert knowledge).
A step up in complexity would be tools helping to automate the economy (pop, minerals, minesweeping) and thus relieve the burden of micromanagement. Ideally, players set goals/targets and the tool suggests solutions that we would then just need to check. What I also miss is support for strategic planning (seeing historic developments and patterns of fleet behaviour, not having all planetary data marked as x year old if much of that data is actually a lot older, e.g. by having a non-scanner ship visiting a planet). Such tools could give more detailed data, i.e. suggest judgement calls based on enemy intel (scores, ship weights, known or suspected tech levels, minefield sizes etc.) about the enemy status. (Simple example: a growing minefield around a planet indicates that one ship of the only enemy minelayer frigate known to us is in orbit). The ship gets added to the enemy fleet as a guess and gets taken into account in predicting the result of one’s minesweeping. Generally, such a tool could provide a worst/best/typical case prediction of the next turn. If the m-file also shows single ship data, not just fleets, it would even allow for a much better tracking of enemy behavior. That would lift the game to a higher level.
Finally, we could go to the highest level of complexity – battle management tools. It would save time to use game data (enemy fleet designs and numbers, estimated tech levels) and thus make battle simulations easier. Eventually such a program could even suggest changes to one’s fleet composition/design to counter known known threats or targets. I am told that currently, even many good players spend a lot of time simulating battles or at least calculating ship attractiveness. That is micromanagement calculus, which would be relatively easy to automate.

>anything which meddles with game turns opens the gates for all kinds of nasty cheats and problems
If the file structure is
...



[Updated on: Sat, 03 November 2007 08:41] by Moderator


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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Fri, 02 November 2007 06:44 Go to previous messageGo to next message
PaulCr

 
Chief Warrant Officer 3
Stars! V.I.P

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Dolphin wrote on Fri, 02 November 2007 10:01


What I was thinking about is not just sharing hints – the community has done that for years and it greatly helped me in understanding the finer points of the game. I was thinking about people like Wumpus, who know the structure of and encryption of the M-File. Yes, it contains a lot of “hidden” information, thus they are reluctant to unlock that secret. Yet, if we ever want to see tools that are integrated into the game, then we need the structure of the M-, H- and X-Files to be public knowledge. Otherwise every aspiring programmer of tools would have to start with decoding the file structure and most will have lost interest (or lack additional time) once they managed that.



I have actually published most of the data structures I've decoded that are used in stars on my website as xml files that can be used programmatically, they are used by my XML parser on the website to decode stars files from the unencrypted patch, you do have to manually change the url to get them all though if anybody wants them since I've not got round to adding a page listing them all, unfortunately I don't have the encryption algorithm which has stopped be bothering to write utilities I would like like since they would only be usable by the unencrypted patch. Those that I know to have the algorithm have disappeared, given the effort required to find it myself and the fact it is already out there to at least 3 people and almost certainly more I've decided I'm not going to take that task on for myself.

As far as I have been able to see though the only information in the .m file you can get that you can't get from stars itself is what the MT is giving and that could be blanked by the server pretty easy.

If the algorithm is known generally though it would be possible for people to submit to people to cheat my modifying the .x files so a .x file checker would be needed.

The only thing I have tried doing in testing is building things I don't have the tech for, ie Arms at W10 or an OA for non CA races and if you try that stars deleted the offending items from the design

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Fri, 02 November 2007 13:34 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Dolphin wrote on Fri, 02 November 2007 11:01

I grant that are are vast differences in the amount of micromanagement required for the various races. Yet, even "non-economic" races (SS, SD...) need a lot of attention if you want to play them well. There are very helpful tools (many calculators, some tools for visualization or information and a few battle simulation aids). The visulatization/information tools use some game input (via fleet/planet info exports, not the m-file). Yet, most other tools are stand-alone, i.e. demand the time-consuming input of game data into a third-party system.


Indeed. And those exports are so limited... Whip

Quote:


M-File
>all the known "experts" have reached their status by sharing their knowledge.
What I was thinking about is not just sharing hints – the community has done that for years and it greatly helped me in understanding the finer points of the game. I was thinking about people like Wumpus, who know the structure of and encryption of the M-File. Yes, it contains a lot of “hidden” information, thus they are reluctant to unlock that secret. Yet, if we ever want to see tools that are integrated into the game, then we need the structure of the M-, H- and X-Files to be public knowledge. Otherwise every aspiring programmer of tools would have to start with decoding the file structure and most will have lost interest (or lack additional time) once they managed that.


Ahhhh. *That* kind of knowledge. Twisted Evil Yes, many ppl have been thinking along those same lines, me among them. We used to have a hope that Wumpus would eventually finish coding his "all-purpose-x-file-nasties-catcher" so everybody else would be able to publicly start poking around the m, x, and h files. Teleport

Perhaps it's time to try another tack, and for that the "unencripted" Stars! executable seems a good start. Sherlock

Quote:

>the game structure and its files don't allow for truly automated tools
I am not a computer expert but I beg to disagree. If the input (M-file, H-File) and the output (X-File) are well understood, then any decent programmer could create player tools that for example automate the checking for human errors (a wonderful field for integrating a lot of expert knowledge).


My own understanding of the innards is not deep enough, but Stars! was never intended for 3rd party tools, and IIRC some efforts have failed because of that in the past. Also, there's a fair chance that m, h and x files from past turns would be needed for a decent info extraction & x-file tweaking for current ones. Confused

But that would lead us to what you describe next, seems to me. Cool


Quote:

A step up in complexity would be tools helping to automate the economy (pop, minerals, minesweeping) and thus relieve the burden of micromanagement. Ideally, players set goals/targets and the tool suggests solutions that we would then just need to check. What I also miss is support for strategic planning (seeing historic developments and patterns of fleet behaviour, not having all planetary data marked as x year old if much of that data is actually a lot older, e.g. by having a non-scanner ship visiting a planet). Such tools could give more detailed data, i.e. suggest judgement calls based on enemy intel (scores, ship weights, known or suspected tech levels, minefield sizes etc.) about the enemy status. (Simple example: a growing minefield around a planet indicates that one ship of the only enemy minelayer frigate known to us is in orbit). The ship gets added to the enemy fleet as a guess and gets taken into account in predicting the result of one’s minesweeping. Generally, such a tool could provide a worst/best/typical case prediction of the next turn. If the m-file also shows single ship data, not just fleets, it would even allow for a much better tracking of enemy behavior. That would lift the game to a higher level.


Yessssssss, strategy at last, plus a whiff of "DIY AI" too. That's what I miss most too. Deal

I guess the m-file holds "token" data, not ships by themselves. Pl
...




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Fri, 02 November 2007 13:37 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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PaulCr wrote on Fri, 02 November 2007 11:44

If the algorithm is known generally though it would be possible for people to submit to people to cheat my modifying the .x files so a .x file checker would be needed.


Perhaps if you could craft such a tool, or at least its beginnings, for the unencrypted version, that would start the ball rolling... Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Sat, 03 November 2007 04:05 Go to previous messageGo to next message
regiss

 
Petty Officer 1st Class

Messages: 65
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Strangely enough I for one wouldn't want all the things that make
Stars! taken away by some 3rd party util. It's an old game and
helper tools are more than enough. The dedication and number
crunching I believe does the rest.

I get too much of an AI vs. AI impression from what I'm reading here.


[Updated on: Sat, 03 November 2007 04:15]

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Sat, 03 November 2007 04:27 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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regiss wrote on Sat, 03 November 2007 09:05

Strangely enough I for one wouldn't want all the things that make Stars! taken away by some 3rd party util. It's an old game and helper tools are more than enough. The dedication and number crunching I believe does the rest.


True, but, it takes soooo much time! Sad Wall Bash

How many Large or Huge non-team games have you played lately? Whip


Quote:

I get too much of an AI vs. AI impression from what I'm reading here.


You could always ignore your "strategy advisor" or use it at your peril. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Sat, 03 November 2007 05:39 Go to previous messageGo to next message
regiss

 
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lol Who in their right mind would play that.

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Sat, 03 November 2007 09:00 Go to previous messageGo to next message
Micha

 

Messages: 2342
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I read the the post in the Game Stories but didn't want to "pollute "the thread by saying: there are people out there that *like* the MM ...
Really, for me it's what makes Stars! the game it is and the game I love. I actually feared that SSNG would take away a lot or too much of that, ...

Yes, a lot of times goes into that, but it's time in which I'm having fun! Nod
The only thing I really *do* miss is an instant battlesim (exported from data out off the game). Battles can be so tricky with tech levels, ships damages etc.
And if there for example would be an AI doing the sweeper/counter-sweeper stuff I'd check every move he made, wasting more of my time, in an unfun way. Wink

mch

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Sat, 03 November 2007 16:46 Go to previous messageGo to next message
Dolphin

 
Crewman 1st Class

Messages: 21
Registered: February 2005
Location: Germany
Hi Paul,
if the MT details are the only "hidden" data, could you please create a tool for autohost to replace it with zeros or something like "genesis device MT" for all M-files? With such a tool, nobody would gain any advantage from looking at M-files. Thus, you would put the community one key step closer to the creation of micromanagement tools.

Thanks,

Dirk

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Sat, 03 November 2007 19:37 Go to previous messageGo to next message
Soobie

 
Officer Cadet 3rd Year

Messages: 270
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OK, I must be very very dumb.

What sorts of things could be done to simplify Stars? It's such a simple game already (micro-management-wise). Sure I often get the MM wrong, but actually doing the MM is pretty straightforward.

What types of 3rd party tools that are useful to the simple player are you talking about?

The only things I can think of that would reduce ingame MM in a non-detracting way would be simple things. Like modifying the capability of the planetary build Qs. EG: auto-Qs that allow for non-auto components in them (eg: colonise a planet and the Q automatically includes facs/mines/terra/defs/SB/3 ships XYZ per turn/whatever as per your default set up, etc), Q replication for multiple planets at once rather than having to manually do all planets.

Most tools I can think of run the risk of simplifying the game for the expert uses but being little use to the novice.

Cheers
D.

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Mon, 05 November 2007 02:42 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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regiss wrote on Sat, 03 November 2007 10:39

lol Who in their right mind would play that.


Well, lots of ppl! Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Mon, 05 November 2007 02:43 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Micha wrote on Sat, 03 November 2007 14:00

And if there for example would be an AI doing the sweeper/counter-sweeper stuff I'd check every move he made, wasting more of my time, in an unfun way. Wink


Tools -> Advisors -> Autotargeter -> check "leave minesweepers to me" option. Rolling Eyes



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Mon, 05 November 2007 02:51 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Soobie wrote on Sun, 04 November 2007 00:37

What sorts of things could be done to simplify Stars? It's such a simple game already (micro-management-wise). Sure I often get the MM wrong, but actually doing the MM is pretty straightforward.


I think it's not only an issue of complexity, as in "how many and which mineral balancing runs will I need to maximize production of this or that design by turn X?" but also of sheer quantity, as in "change the planetary Qs of my 50+ planets to add either my newest Dock (small colonies) or my latest Ultrastation (main worlds) but only if Defenses are at least 85%" Whip

Some ppl relish those things, but others would rather spend more of their time ambushing enemy fleets and such... Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Mon, 05 November 2007 03:23 Go to previous messageGo to next message
Soobie

 
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m.a@stars wrote on Mon, 05 November 2007 18:21

I think it's not only an issue of complexity, as in "how many and which mineral balancing runs will I need to maximize production of this or that design by turn X?" but also of sheer quantity, as in "change the planetary Qs of my 50+ planets to add either my newest Dock (small colonies) or my latest Ultrastation (main worlds) but only if Defenses are at least 85%"

ahhh ... some client-side rules-based conditions/actions, like setting your email rules in Outlook/Eudora/whatever. Very good. I could go with that. Choosing the 40 or 50 flexible (but standard) conditions and rules would be interesting. Then you should have a report that spits out everything that was automated that turn, so you can go in and manually undo it all Smile

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Mon, 05 November 2007 10:43 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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I'm going to chime in with a "me too." I would love to have rule creation UIs for both production queues AND battle orders.

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Mon, 05 November 2007 15:03 Go to previous messageGo to next message
perrindom is currently offline perrindom

 

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Soobie wrote on Sun, 04 November 2007 00:37

Most tools I can think of run the risk of simplifying the game for the expert uses but being little use to the novice.


Interesting thread, I hope it bears fruit. It reminds me of the Russian fighter pilot who is asked what he thinks about his US counterpart having much more computers to help the pilot fly the plane during sharp maneouvres: "Such computers will make the average pilot better, but will prevent the excellent pilot from flying at his full potential."

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Mon, 05 November 2007 23:05 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Oooh, I'd love stuff like rules for setting production queues... Like, when I make some tiny update to an orbital in a big game (say, replacing J20 with J30), then I have to go through every single planet performing the same monotonous sequence of clicks to put it in the queue... Then I find the next round that I missed one, so have to wait another year while I upgrade that one before I can finally free up the design slot. Argh.

Also... A helper tool that highlights / generates a list of fleets that have wp0 or wp1 orders set to dump minerals into open space... Oh yeah, I'd pay money for that one Smile

Maybe one that warns you if you've got a fleet with a 81ly waypoint set, but a slower warp configured...

Ships set to move from stargate to stargate, small enough and in range, yet set to travel at warp instead of through the gate...

One that warns you if you're going to miss out on researching a tech level by <20 resources (or maybe even one that warns you if you are not researching enough to cover it if you pick up a level of something else through wp0 drop or scrapping (5 over for cheap, 10 normal, 18 expensive))

All silly mistakes I make in every single game of Stars I play... All that just need someone or something to check through and give me a slap about the head before I submit the turn Smile

Time saving ones... Autobuild limited both by ability to operate them after growth AND capped at 25% / 33% / 50% of planetary capacity. Autobuild terra as long as improvement in planet value is more than x for the next click of terraforming. Add ship x to the queue if mineral stockpiles are greater than 1000kt of each mineral, or some arbitary i,b,g amounts.

Lay mines until field > x mines. (Instead of lay for x years)


[Updated on: Mon, 05 November 2007 23:26]

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Tue, 06 November 2007 03:41 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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So, it seems we'll need 1st and foremost some tool that can check if an x file is correctly built so it won't crash the server after all the tweaks the other tools will presumably make... Whip

Then another turn-checker which can relate orders given in the x file to the "universe view" in the h file AND the "current data" in the m file (plus possibly "logged intel" from the player's own "Emperor's log") and validate/critique player/advisor intended effects. Sherlock

Plus something that can output minefield, packet, salvage, M.T, shipdesign, prodQ, routing, battleplans and possibly other info from the m or h file so the rest of the toolchain can work with those too. Deal

Plus a way to define/store all those nifty "routines" we all want to define for our "advisors" to execute... Teleport

Current planet/fleet reports will likely fall short of what the tools will need. Sometimes, waypoints after the 1st are interesting to know, but the fleet report omits them. Hit Computer Also, I'm not entirely happy with the current way of reporting fleet direction. I'm not even sure what those "angle" numbers really mean in the fleet report. Wall Bash



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Tue, 06 November 2007 05:21 Go to previous messageGo to next message
Micha

 

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Dogthinkers, you're early with your xmas list. Wink

One more useful item just popped in my head: set a "packet warning". Wink Some conditions to check: PP in the univ, MD shown in enemy SB designs, a certain in-game year reached, ...

...

Add more of these things and it will indeed turn into an AI vs AI match like regiss mentioned ... open turn, save+submit and uplaod would be all you have to do. Wink

mch

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Tue, 06 November 2007 06:35 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Micha wrote on Tue, 06 November 2007 11:21

Add more of these things and it will indeed turn into an AI vs AI match like regiss mentioned ... open turn, save+submit and uplaod would be all you have to do. Wink


Well, that would take some sort of "Strategizing Advisor" for deciding likely targets for attacks, direct the war econ, conduct basic diplomacy... 2 Guns



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Tue, 06 November 2007 09:42 Go to previous messageGo to next message
Micha

 

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m.a@stars wrote on Tue, 06 November 2007 12:35

Micha wrote on Tue, 06 November 2007 11:21

Add more of these things and it will indeed turn into an AI vs AI match like regiss mentioned ... open turn, save+submit and uplaod would be all you have to do. Wink


Well, that would take some sort of "Strategizing Advisor" for deciding likely targets for attacks, direct the war econ, conduct basic diplomacy... 2 Guns

People will ask for that too! Doesn't Xtreme Borders already have a "probability of attack"? Link that with where best to build ships, hence where to ship minerals etc. Add a list of ship designs and counters et voila. Smile The AI will have no problems with simming battles, it will have all data needed, and can make all other calculations ...

As for a Diplomatic Counselor I'll take one of those! Let him do all the *cough*lying*cough*, flattering and threatening ... and writing of all those 1000 mails per game, THAT is were a lot of time is spent (and wasted)! Wink

...

Hm, when I get home from work this evening I'll play god (not allowed to do that at work <g>), create a universe, fill it with only AI players and start genning! Behold the future of Stars!! Wink


mch


[Updated on: Tue, 06 November 2007 09:45]

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Tue, 06 November 2007 10:03 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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Quote:

As for a Diplomatic Counselor I'll take one of those! Let him do all the *cough*lying*cough*, flattering and threatening ... and writing of all those 1000 mails per game, THAT is were a lot of time is spent (and wasted)!


Diplomacy being one of my strengths I resemble that remark.

But seriously, MM production queues, ensuring that you upgrade all the Mark I SBs to Mark II, or routing, loading/unloading freighters to mineral balance are all rote tasks that software is good at. OTOH, manipulating other humans to feel good about doing what is best for you is something that only a human can do and anything that frees up human required time is, IMO, a good thing.

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Tue, 06 November 2007 10:41 Go to previous messageGo to next message
Dolphin

 
Crewman 1st Class

Messages: 21
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Location: Germany
Wow, it sounds like I started an avalance of creativity here. Smile So how do we go about making it happen, folks?

My suggestion is:
1. m-file MT sanitizer (for hosts)
2. publishing file structures
3. x-file cheat checker (esp. for hosts)
4. x-file blunder alert (as Dogthinker suggested)
5. then tackling all the other more complicated stuff...

There seem to be a lot of people volunteering ideas, so who is able to DO it (and earn the Stars! community eternal gratitude)?

Dirk

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Tue, 06 November 2007 16:35 Go to previous messageGo to next message
perrindom is currently offline perrindom

 

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Dogthinkers wrote on Tue, 06 November 2007 05:05

Oooh, I'd love stuff like rules for setting production queues... Like, when I make some tiny update to an orbital in a big game (say, replacing J20 with J30), then I have to go through every single planet performing the same monotonous sequence of clicks to put it in the queue... Then I find the next round that I missed one, so have to wait another year while I upgrade that one before I can finally free up the design slot. Argh.

Also... A helper tool that highlights / generates a list of fleets that have wp0 or wp1 orders set to dump minerals into open space... Oh yeah, I'd pay money for that one Smile

Maybe one that warns you if you've got a fleet with a 81ly waypoint set, but a slower warp configured...

Ships set to move from stargate to stargate, small enough and in range, yet set to travel at warp instead of through the gate...



Most of what you ask for do to some extent already exsist: in the menu item "Report" -> Planet / Fleets. You can't mass update but using the reports the right way will dramatically reduce the time needed as well as manual errors.

Planets:

Starbase update: sort the list by "Starbase", click in the production column to open that planet's production dialog

Routing fleets: reverse sort by "Routing"


Fleets:

WP0/1 dump: sort the fleet list by "Task" and you can quickly spot the fleets with a destination in deep space.

Fleets not at full speed: reverse sort by "ETA", Gating will be shown as "1y".

Unload before gating: sort by "ETA", and you will see the warning "unload" in yellow text in the ETA column.

Out of fuel: skim the ETA column. Any ship without enough fuel to reach the NEXT waypoint will have its ETA in red color. You can also reverse sort by "Fuel" to find those with zero amounts.

Minefield as destination (those that are only 1-2 ly from a planet that you sometimes pick by mistake): sort by "Destination" and scroll to "Standard Minefield", or "Speed..." or "Heavy..." (not tested)

Battle plan: sort by "Composition" to see that all your beam BBs have "Max damage" and so on. Remember the most common ship in the fleet is what you see, so remember to check the "chaff" fleets also.

Minelayers: sort by "Composition" and look at the "Task" column to check they are laying mines.

Remote miners: se minelayers

Damaged ships(fleets) are shown in red in the "Composition" column.

Unfortunately there is no warning for the illogical orders that triggers a warning in the Waypoint Task pane such as mergeing with a planet.

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Re: Micromanagement Tools (was Fledgling Admirals 2: EoG Comments) Tue, 06 November 2007 20:57 Go to previous messageGo to previous message
Dogthinkers is currently offline Dogthinkers

 
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Messages: 1316
Registered: August 2003
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perrindom wrote on Wed, 07 November 2007 08:35

Most of what you ask for do to some extent already exsist: in the menu item "Report" -> Planet / Fleets. You can't mass update but using the reports the right way will dramatically reduce the time needed as well as manual errors.


Yes, I do all these things already, but still make mistakes...

For example, *if* I remember, and have the time, to check the wp1 orders in the fleet dialog I can avoid wp1 dropping my minerals into space. Unfortunately that wouldn't have helped me in Glacier, where early in the game I dropped 1200kt of precious germanium *wp0* into space when changing a fleet's destination. I don't think the fleet dialog shows wp0 orders for moving ships, and clicking through every loaded fleet is not fun. After my mistake, I made the painfull MM decision to completely stop using transport orders (doing all uploads/downloads manually) until mid-game where another accident wouldn't be so crippling. Not quite sure how I managed this mistake, but checking the fleet list wouldn't have helped on this one.

Yeah, I do sort by planets to update starbases... Towards the end of the "The End", as AR, numerous times I had to make small updates to hundreds of orbitals at a time - I become acutely aware of things like RSI when doing forced repetitive and mindless steps like that in stars. Making the decision to upgrade a starbase design is the mental/skill part. Actually persuading the game to implement my orders is the main thing I'd like to see more streamlined Smile

Quote:

Fleets not at full speed: reverse sort by "ETA", Gating will be shown as "1y".

Not sure how this helps... Suppose I have just 100 fleets. How can I tell at a glace which fleets are merely 2 or more years from their destination, rather than at the wrong speed? Well, I suppose this'd be something fairly easy to set up a automated test for from the exported fleet reports, at least.

Quote:

Unload before gating: sort by "ETA", and you will see the warning "unload" in yellow text in the ETA column.

This is a good one. I check this one every year. It's so easy... This is how I'd like a lot of the other 'mistakes' to be highlighted. Unfortunately it's still hard to tell when a ship has not been set to gate when it should have, assuming you have enough worlds to not know them all by name and which have gates.

Quote:

Battle plan: sort by "Composition" to see that all your beam BBs have "Max damage" and so on. Remember the most common ship in the fleet is what you see, so remember to check the "chaff" fleets also.

I wish I'd done this last year in one of my current games, lol. My warfleet danced around just outside of range of a torp starbase, getting shot repeatedly until they finally disengaged, rather than fire at the easy to kill orbital... Now my opponent even has a gate up Sad

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