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Re: Dynamic Duos 4 Wed, 19 September 2012 00:24 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
It is almost 500 local time, and I got it. I must have looked at more than a thousand seeds. Alien moving eye It only took me more than twice as long as Les spent on number three (but he probably didn't make as many mistakes). Sorry Allies are within 162ly, and enemies are at least 300ly away.

It isn't a perfect hexagon, as that would give away HW positions. I tried to weight the variations in distance from enemies (beyond 300ly) to reflect a balance in local density of stars, as well as compensate for differences in distance to the map edge. I will send the files to Ron, and distribute the 2400 files to your email. If you want, I will create a one-off gmail account for autohost to CC the turn files in case there are any disputes down the line.


[Updated on: Wed, 19 September 2012 07:54]

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Re: Dynamic Duos 4 Wed, 19 September 2012 12:55 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Thanks for your help in setting this game up, we really do appreciate it.

It doesn't have to be a perfect hexagon, just the general shape.

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Re: Dynamic Duos 4 Wed, 19 September 2012 14:01 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Many people asked why start in 2401 with no starting ships.
This is standard practice for most remapped games.

This is because the HW were moved. When they are moved around they visually appear to be in the new spot but not all functions of the game are updated until a turn is generated. This means that the starting ships are scanning space away from the orbit of their moved home world. It also means that during 2400, dumping the universe definition to a text file will report the original star locations. Both of these can give away the locations of your home worlds, and otherwise impart an unfair advantage to some players ala knowledge of a green world 143ly from home or that wormhole that is only 77ly away.

Before anyone whinges that somebody else could have done it better, they are not here and they didn't volunteer to help you. XyliGUN has been mia for months, and never published the tool previously mentioned.

I will ask Ron for a game forum once he has posted the game.

Again, I am sorry that it took me so long to get this done. I will try to find time this weekend to put together a tutorial on the process. The biggest hurdle was that UC (and all other functional programs I know of) are restricted in moving planets vertically. This is because the planet IDs are arranged longitudinally. While this is not much of an issue for many remapping projects, it does create a bit of a headache when in combination with minimum and maximum distance requirements. I found dozens of seeds which allowed for the desired relative distances, but they either resulted in the the formation being off-centre (e.g. giving 2 or 3 teams 40% more stars within 243ly) or had wildly uneven distribution of stars (such that local volumes had densities radically different from the universe total). There are other tools which do not have the same constraints, but in their current stage of development (essentially defunct), they have game destroying bugs (i.e. not being able to depopulate some planets with bombing or packets).





[Updated on: Wed, 19 September 2012 14:53]

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Re: Dynamic Duos 4 Wed, 19 September 2012 14:51 Go to previous messageGo to next message
Galien is currently offline Galien

 
Crewman 1st Class

Messages: 31
Registered: October 2008
Location: Nodnol
neilhoward wrote on Wed, 19 September 2012 19:01
Many people asked why start in 2401 with no starting ships.
This is standard practice for most remapped games.

This is because the HW were moved. When they are moved around they visually appear to be in the new spot but not all functions of the game are updated until a turn is generated. This means that the starting ships are scanning space away from the orbit of their moved home world. It also means that during 2400, dumping the universe definition to a text file will report the original star locations. Both of these can give away the locations of your home worlds, and otherwise impart an unfair advantage to some players ala knowledge of a green world 143ly from home or that wormhole that is only 77ly away.

Before anyone whinges that somebody else could have done it better, they are not here and they didn't volunteer to help you. XyliGUN has been mia for months, and never published the tool previously mentioned.

I will ask Ron for a game forum once he has posted the game.


Many thanks. Sounds like you put in a lot of effort.
I doubt anyone will whinge. I had hoped XyliGUN would make the task easier for you.
Pity he didn't post his tool.
Game on.

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Re: Dynamic Duos 4 Wed, 19 September 2012 15:36 Go to previous messageGo to next message
Mac1 is currently offline Mac1

 
Chief Warrant Officer 2

Messages: 159
Registered: November 2008
Thanks for the effort.
But still i think that you should mention about "kiling start ships" before we made races Smile. It can messes someones perfect start.

I played already in 2-3 remapped games and we had to move our fleet to HW at 1st turn maually. But i dont know the details about it, maybe you are right with what you say.

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Re: Dynamic Duos 4 Wed, 19 September 2012 16:43 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
Quote:
Before anyone whinges that somebody else could have done it better


In my opinion no one has a right to whine. I know these setups are some work, they were more work than Donjon originally estimated when he volunteered for the first game setups. I appreciate the work you did and am happy to be able to play in a game setup that requires this HW moving work.


Quote:
I will try to find time this weekend to put together a tutorial on the process.


This would be great to have.

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Re: Dynamic Duos 4 Wed, 19 September 2012 17:28 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
You are correct that I should have explicitly stated the need to delete ship designs and gen the first turn. I am afraid that I took for granted that it has been SOP in the remapped games in which I have participated. Those players that might feel pinched, would likely sigh with relief if they knew fully the difference this made.

Some may be interested to know that one seed met all desired criteria, except HW mineral concentrations were 30% across the board with little more than 100kt surface minerals of each kind. In combination with the loss of starting ships, I thought this might be a little too painful and so set it aside. Luckily I found this better seed about six hours later, almost at the point of using the mineral poor universe rather than delay further. Bleh.

I ran this game through Stars Editor with the Observer mod and did a bit of scanning to be sure there was not an overwhelming difference in local mineral availability. No changes were made on this account. A few non-HW planets were moved slightly to balance local densities and otherwise to maintain a minimum distance. My aim was less an attempt to make everything "fair", so much as to ensure nobody would be crippled out of the gate.

Edit: Please don't think I am whinging about the amount of work. I loved it. I got to see at least a thousand universes! I am just sorry that when I volunteered, my forecast showed much more free time than would actually be available (in addition to underestimating the amount of time required). Thanks for letting me help.


[Updated on: Wed, 19 September 2012 17:35]

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Re: Dynamic Duos 4 Wed, 19 September 2012 20:42 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

Thanks for setting it up for up Neil.
The gmail account would be a good idea.

neilhoward wrote on Wed, 19 September 2012 09:54

If you want, I will create a one-off gmail account for autohost to CC the turn files in case there are any disputes down the line.



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 Wed, 19 September 2012 21:44 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
The game is not yet listed in the mine field, but you can access the game page directly via http://starsautohost.org/games/dd4.htm

If you have not yet set a racefile password, you might want to do that now. I will email Ron again and advise him that ManicLurch is hosting this game. If you request that the host player not have access to the turn files, Ron can accommodate this while still allowing setting players inactive, placing game on hold, and updating schedule. I am sure everyone will conduct themselves properly, but there was that issue with the other Dynamic Duos game that caused quite a row.

I read the schedule as m/t/w/th/f.
What gen time was decided?
I can take the game off hold when everyone has submitted.

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Re: Dynamic Duos 4 Thu, 20 September 2012 07:26 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
neilhoward wrote on Wed, 19 September 2012 20:01
This is standard practice for most remapped games.

Definitely not in any of the handful I've played. Rolling Eyes

Quote:
during 2400, dumping the universe definition to a text file will report the original star locations.

Definitely not in any of the handful I've played (just checked the last one). Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Dynamic Duos 4 Thu, 20 September 2012 18:44 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
I have regenerated 2401 with starting ships in place at the remapped HW locations (with planetary queues still set to alchemy). I spent close to an hour reviewing turn files to be sure that this will not cause adverse conditions, and I am confident that we can restart with existing ship designs without inappropriate intel leakage. Chalk this up to me being tired after pulling a few all-nighters. If there are no objections, I will send the new 2401 files to Ron. This may delay the game start by a few days, but I am relatively certain that it will provide a more robust game experience for all.

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Re: Dynamic Duos 4 Thu, 20 September 2012 19:09 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
It makes no difference to me. I am fine with either position deleting starting ships or not.

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Re: Dynamic Duos 4 Thu, 20 September 2012 19:23 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
Officer Cadet 1st Year

Messages: 214
Registered: February 2012
Why not give Neil chance to turn back starting ships? Delay one day or two makes no difference - also, this game was sheduled m/t/w/th/f - so even if we start now, we play only one turn, and we will get 2 days break - i think, that we should give Neil that few days try. If he fail to restore that ships, we can still play using that modified files that we received already. But if he restore that ships, we could have confirmed and approved method how to do that in future to avoid unneccesary delays. It is definitely worth few days delay.


[Updated on: Thu, 20 September 2012 19:24]

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Re: Dynamic Duos 4 Thu, 20 September 2012 19:34 Go to previous messageGo to next message
rolfverberg

 
Master Chief Petty Officer

Messages: 103
Registered: March 2006
Location: Ithaca, NY, USA
I'm good either way. I agree that with the weekend coming up a few days won't matter much.

Cheers, Rolf.

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Re: Dynamic Duos 4 Thu, 20 September 2012 21:41 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

I'll vote yes to a 2nd try.

Btw, why mineral alchemy?
I can understand not queing up factories as some races might be -f, but why not queue up mines instead?
Just a matter of 100-200 odd resources, but if we are going for a 2nd start, it is something to consider.



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, 20 September 2012 23:08 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
nmid wrote on Thu, 20 September 2012 18:41
I'll vote yes to a 2nd try.

Btw, why mineral alchemy?
I can understand not queing up factories as some races might be -f, but why not queue up mines instead?
Just a matter of 100-200 odd resources, but if we are going for a 2nd start, it is something to consider.


Alchemy is not to do something equally *productive*, but to do something equally *unproductive*. Not all folks build mines either, though I don't know about this game. I got the idea from xdude, AlexTheGreat, and some others that ran remapped games. Even with the MA lrt, alchemy is pretty unproductive, and has the least differential impact compared with other queue scripts. Much better than leaving everyone to study Energy, IMO. Nana nana bubu

The primary thing in my mind, is not wanting to cripple anyone at the start. But I believe it was Chekhov who wrote (and I paraphrase) "the greatest equality is not attained through handicapping, but ensuring universal discomfort". This is not sadistic, I assure you, merely Russian.

I think my idea about deleting starting ship designs might have arisen from additional theme components of the remapped games I have played.



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Re: Dynamic Duos 4 Fri, 21 September 2012 01:58 Go to previous messageGo to next message
maxfra is currently offline maxfra

 
Crewman 1st Class

Messages: 32
Registered: February 2007
I also vote for the 2nd try.

Thanks.

Max.

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Re: Dynamic Duos 4 Fri, 21 September 2012 23:27 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
I will notify everyone when the game files are updated on SAH.

Edit: Once all turns are in and everyone has had the chance to add a race file PW, I will take the game off hold and ask Ron to switch ManicLurch to host. Schedule is currently set to 500 GMT T/W/TH/F/S. Before taking the game off hold, I will remove the first gen if <24 hours remaining. I will check to see if the turns are in ~every 8 hours from now. If you add a race file PW and notify me, I will add it to the care package for any potential 3rd party that might need to review files. Good Luck.


[Updated on: Mon, 24 September 2012 05:06]

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Re: Dynamic Duos 4 Mon, 24 September 2012 09:07 Go to previous messageGo to next message
nmid

 
Commander

Messages: 1608
Registered: January 2011
Location: GMT +5.5

Hopefully it should start off soon.. The weekend and Monday should be ample time for everyone to get their hands on their new files and submit.. Hopefully**..


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 Mon, 24 September 2012 19:45 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
"About 29h 16m until next scheduled gen"

Edit: Added auto mail turn files



[Updated on: Mon, 24 September 2012 19:51]

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Re: Dynamic Duos 4 Thu, 27 September 2012 15:44 Go to previous message
ccmaster is currently offline ccmaster

 
Lt. Commander
Dueling Club Administrator

Messages: 985
Registered: November 2002
Location: Germany

game started topic locked

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