Re: Dynamic Duos 6 |
Tue, 01 April 2014 12:09 |
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vmanuel | | Chief Warrant Officer 3 | Messages: 187
Registered: October 2004 Location: Dallas, TX USA | |
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As for me, I don't usually go for a fair fight, but then again I haven't played in the DareDevil games until now. So I'll cast a vote with circular universe (and logic) as well. As for time, it's a non-renewable resource of relative import to your other functions. I'll take a little now to ensure the rest is not squandered.
"Hell, I'll kill a man in a fair fight... or if I think he's gonna start a fair fight, or if he bothers me, or if there's a woman, or if I'm gettin' paid - mostly only when I'm gettin' paid." -Mr. Cobb
Editor in Chief of the Kaynan Space News.
All Space, All The Time - Kaynan!
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Re: Dynamic Duos 6 |
Thu, 03 April 2014 12:11 |
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skoormit | | Lieutenant | Messages: 665
Registered: July 2008 Location: Alabama | |
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XAPBob wrote on Thu, 03 April 2014 09:34My version of automated checking - I use a linux server, with XVFB configured to reduce the X interaction from Stars!
Basically plots a text grid (see the xrange and yrange parameters) of the universe, wth just the HWs marked.
I do have one that marks secondaries as well (although not their affiliation).
Allows for some serious automation - you could use the p files to verify the mineral concentrations are as you want to find as well.
Aye, I recalled that you had done this type of thing for one or another game...was it Homeless?
Unfortunately my practical Unix competence is nil, so I'd have to reinvent this wheel for Windows anyway.
That said, since I'm remapping the HWs, I don't particularly care to know where they are to start with. Instead, I intend to check several other facets of each generated universe, to provide as much as possible an equally viable starting position for each team.
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Re: Dynamic Duos 6 |
Thu, 03 April 2014 12:37 |
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neilhoward | | Commander | Messages: 1112
Registered: April 2008 Location: SW3 & 10023 | |
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skoormit wrote on Thu, 03 April 2014 07:07Update:
I have the game.def working (had to work around a Stars bug regarding depth of nested folders).
I have genned several universes from the command line and rejected each of them after manual inspection (HW min cons, local planet balance, etc).
I am going to automate as much of the inspection as I can (with batch files and C#) to increase iteration speed. More iterations means I find a good universe sooner. I've already got some of the automation complete (I did it before the races were in), but I need to revise and fine-tune it.
Like most software developers, I tend to be overly optimistic in my estimates. It is possible that I have a universe done by this time tomorrow. But more likely it will be at least three days. (Like most software developers, I have learned to give vague estimates.)
Will you be remapping the universe? If you remap it as requested, once a seed is found for desired HW min conc, and the xy stretched, UC 1.3 redistribs planets every time you click generate, so is much easier to get a balanced planet distribution.
[Updated on: Thu, 03 April 2014 12:41] Report message to a moderator
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Re: Dynamic Duos 6 |
Sun, 06 April 2014 11:23 |
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skoormit | | Lieutenant | Messages: 665
Registered: July 2008 Location: Alabama | |
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Thanks, Neil.
I'm trying to balance not just the available number of planets, but also the mineral availability.
I genned a copy of the game long enough to scan all the planets. I saved the planet data.
Now, each time I click Generate on the remapping utility, I dump the p file for this map (via command line), open the p file with Excel, and copy into my analysis spreadsheet, which checks everything about the universe that I am trying to balance, including relative access to stars for each team, and relative balance of minerals. I'm not trying to make everything perfectly equal, just trying to get the variance between teams beneath a reasonable threshold.
I have one candidate universe saved off that is pretty good, but has a couple minor flaws. I'm spending some time looking for a better one.
I know you guys are itching to get going. Give me another day or two. I hope you'll be glad for it in the long run.
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Re: Dynamic Duos 6 |
Sun, 06 April 2014 17:03 |
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Hi.
Dont try to balence too much. Not that the HP plaer with 1 in 16 Planets has the same Nummber of planets like the -F with 1 in 2.
Also it is unlikely that the the HP Player has a green planet in range.
Hope you balance with the look of the races.
Ccmaster
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Re: Dynamic Duos 6 |
Sun, 06 April 2014 17:55 |
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neilhoward | | Commander | Messages: 1112
Registered: April 2008 Location: SW3 & 10023 | |
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Braindead wrote on Sun, 06 April 2014 14:05 I thought minerals were evenly distributed across the universe.
That would be nice. There is always some variance, and sometimes it is quite extreme.
ccmaster wrote on Sun, 06 April 2014 14:03
Hope you balance with the look of the races.
I am sure skoormit has this in mind.
When I was looking at similar issues for the last game, I never took away any boons bestowed by the random number gods (like the 70%+ green the Joat can see at 2400, or the 121, 64, 121 mineral conc planet one year away from the AR HW) but I did compensate for extremely poor luck concerning number of planets within 81 & 162ly, number of expected habitable planets within those distances, and average of each min conc within 162ly. I found the expected averages from genning a few dozen games and compared that to what each player actually had. Using the Zero Mod was helpful for doing that quickly. I didn't bother fixing anything unless it was at least 15% below expected average.
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