Page 6 of 8 FirstFirst ... 4 5 6 7 8 LastLast
Results 51 to 60 of 72

Thread: Spacegate

  1. #51
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,515

    Default

    Revision 152 has several features:

    - Save amount of research you collected via this script in _SpacegateResearch
    - Saves the shinies you found in _SpacegateShinies
    - Provides "status" as an action, like "suggest" and "visit". This simply visits the Spacegate Terminal and prints out the current state of your exploration today. For example:

    Code:
    > set _SpacegateShinies="seal tooth|primitive alien totem|primitive alien blowgun"
    
    > VeracitySpacegate status
    
    Visiting the Spacegate Terminal
    Planet Name: Phi Trixrabbitus II (difficulty = 25)
    Coordinates: ZIWTWNB
    
    The sky is blue fading into green near the horizon, dotted by occasional wispy pale blue clouds.
    The landscape is lit by an incredibly close blue sun.
    Two crescent moons punctuate the sky.
    
    Environmental Hazards:
      high gravity
      irradiated
      high winds
    Elemental Hazards:
      hot solar flares
      scary noises
      lewd rock formations
    Plant Life: none detected
    Animal Life: none detected
    Intelligent Life: none detected
    ALERT: ANCIENT RUINS DETECTED (Space Baby 1: Time Enough at Last)
    
    You fully explored that planet today.
      Cool Space Rocks: 7
      Space Cave: 9
      Time Enough at Last: 1
      Wide Open Spaces: 3
    
    You turned in 494 pages of Spacegate Research
    
    You found some shinies!
      seal tooth
      primitive alien blowgun
      primitive alien totem
    And revision 153 has some more features:

    plants [type] - where [type] is optional and can be primitive, advanced, or anomalous (default)
    animals [type] - where [type] is optional and can be primitive, advanced, or anomalous (default)

    Also, each time through the loop, check for the "Spacegate is out of energy" response.
    This is not expected, so I print a message in red, but stop looping.

    I also print how much energy we have available before looping, so if you get the red message, let me see:

    The initial message with amount of energy
    The encounters you see (from session log of gCLI
    The red message.
    Ph'nglui mglw'nafh Cthulhu
    R'lyeh wgah-nagl fhtagn.

  2. #52
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,515

    Default

    All right!

    I think this script is done, modulo bugs and feature requests. It does what I need.

    I'm working on SpacegateConsult.ash. I am not intending to release it. It will be what my multis need in order to handle any and all random planets.

    Here is what it is right now, for use of my high-level Pastamancer:

    Code:
    void main( int round, monster mon, string text )
    {
        static skill PASTALORD = $skill[ weapon of the pastalord ];
    
        if ( have_skill( PASTALORD ) ) {
    	use_skill( PASTALORD );
        }
    }
    I set CCS to have:

    Code:
    [ Spacegate ]
    consult SpacegateConsult.ash
    and he went to a "Y" planet with murderbots and spants (and advanced his Space Pirate quest from 2 to 3 in the process) and he easily prevailed. Not going to be so easy with the unascended Accordion Thieves, but I'll work it out.

    Given that, I do this:

    - Let VeracityMeatFarm optionally call VeracitySpacegate with a (configured) command.
    - set up my multis with restoration and CCS using SpacegateConsult.ash
    - Configure those multis to call VeracitySpacegate with "random" via VeracityMeatFarm. Probably using "turns" strategy
    And just let those 4 multis go to 4 random planets every day, ad infinitum.

    Maybe I'll get back to my reverse engineering project in a year or so when I have 1460 new validated Spacegate planets.
    And I will undoubtedly have picked up any number of skill books, rare anomalous wildlife drops, and maybe even some alien trophies by simply doing this spading.

    Life is sweet.
    Last edited by Veracity; 12-06-2018 at 06:04 AM.

  3. #53
    Senior Member
    Join Date
    Feb 2010
    Posts
    990

    Default

    I must have missed something. I see a note in VeracityMeatFarm about calling VeracitySpaceGate but I didn't see a way to configure VMF to call VSG as there is with VGC. Love the acronyms.
    Last edited by Magus_Prime; 12-06-2018 at 02:18 PM.

  4. #54
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,515

    Default

    VMF doesn't call VSG yet. That is one of the few remaining things to do. When I said "Given that I do this", I meant to say "Given that I WILL do this".
    I'll wrap it up this weekend..

    Sorry!

  5. #55
    Senior Member zarqon's Avatar
    Join Date
    Nov 2007
    Location
    Seoul, Korea
    Posts
    3,618

    Default

    Thanks for the rapid implementation of my request! Just a few more factoids left to get and I'll be on to farming research for the tattoo on my main. Without this script, the Spacegate was just too fiddly for me to do more than get the skills and unlocks (which left quite a lot of factoids un-gotten, sitting there in the Factroid display taunting me).
    Sig by JakAtk
    My scripts: Prefref Plus | Skillref Plus | One-Click Wossna | Om*****st (??) | Psychose-a-Matic | RandBot
    Combat suite: Best Between Battle | Mercenary Mood | SmartStasis | BatMan | BatMan RE
    For script authors: ASH Wiki | ZLib | BatBrain | CLI Links | Drag-n-Drop Inventories | CanAdv | Script Registry | Map Manager
    If you appreciate my work, help me become BAT KING OF THE WORLD! Thanks to all donators!

  6. #56
    Senior Member zarqon's Avatar
    Join Date
    Nov 2007
    Location
    Seoul, Korea
    Posts
    3,618

    Default

    Either I'm entering the parameters incorrectly, or I've found a parsing error:

    > veracityspacegate suggest spants soldier (A-P)

    cruft at end of command: '(A-P)soldier '
    Originally Posted by CLI
    Also another small feature request: Can you allow the singular version of the parameters as synonymous with their plural versions? Though upon review all the monster type parameters accepted are plural, I have mistakenly typed the singular version more than once.
    Sig by JakAtk
    My scripts: Prefref Plus | Skillref Plus | One-Click Wossna | Om*****st (??) | Psychose-a-Matic | RandBot
    Combat suite: Best Between Battle | Mercenary Mood | SmartStasis | BatMan | BatMan RE
    For script authors: ASH Wiki | ZLib | BatBrain | CLI Links | Drag-n-Drop Inventories | CanAdv | Script Registry | Map Manager
    If you appreciate my work, help me become BAT KING OF THE WORLD! Thanks to all donators!

  7. #57
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,515

    Default

    Those are the same issue:

    Code:
    > VeracitySpacegate spants soldier
    
    cruft at end of command: 'soldier '
    
    > VeracitySpacegate spants soldiers
    
    Considering 1547 known planets.
    After filtering on 'spants soldiers', 194 left.
    There are 57 planets with non-hostile plants.
    There are 57 planets with non-hostile animals.
    There are 18 planets with non-hostile plants AND non-hostile animals.
    After filtering for non-hostile plants AND non-hostile animals, 18 left.
    After filtering for planets with no murderbots, 5 left.
    After filtering for planets with no hostile aliens, 3 left.
    After filtering for planets with alien trade, 1 left.
    
    I suggest that you visit the planet at coordinates CAPALDI
    
    > VeracitySpacegate spants soldiers (A-P)
    
    Considering 1547 known planets.
    After filtering on 'spants soldiers', 194 left.
    After filtering on planet difficulty (A-P), 133 left.
    There are 45 planets with non-hostile plants.
    There are 39 planets with non-hostile animals.
    There are 15 planets with non-hostile plants AND non-hostile animals.
    After filtering for non-hostile plants AND non-hostile animals, 15 left.
    After filtering for planets with no murderbots, 4 left.
    After filtering for planets with no hostile aliens, 3 left.
    After filtering for planets with alien trade, 1 left.
    
    I suggest that you visit the planet at coordinates CAPALDI
    I'll allow all the life forms to be singular or pluralized

  8. #58
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,515

    Default

    OK, in Revision 160, the following are the "canonical" goals:

    murderbots
    murderbot artifacts
    murderbot drones
    murderbot soldiers
    spants
    spant artifacts
    spant drones
    spant soldiers

    But, in all contexts, you can use spant, murderbot, artifact, drone, soldier in either singular or plural and the script will canonicalize it.

  9. #59
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,515

    Default

    Revision 162 allows the following as goals:

    primitive (or simple) plants (or animals)
    advanced (or complex) plants (or animals)
    anomalous (or exotic) plants (or animals)

    As before,

    plants -> anomalous plants
    animals -> anomalous animals

    And I did not delete (although I'd like to):

    plants (primitive, advanced, anomalous)
    animals (primitive, advanced, anomalous)

    I'd like to deprecate those in favor to the goals that have the adjective in front of the life type.
    I'll delete them, by and by.

  10. #60
    Developer Veracity's Avatar
    Join Date
    Mar 2006
    Location
    The Unseelie Court
    Posts
    11,515

    Default

    I went to random planet today:

    Code:
    > VeracitySpacegate status
    
    Visiting the Spacegate Terminal
    Planet Name: Pacmanicus Shatner VI (difficulty = 20)
    Coordinates: UNUPGVV
    
    The sky is blue fading into orange near the horizon.
    A bright yellow, almost Sol-like sun hangs overhead.
    The sky is moonless.
    
    Environmental Hazards:
      toxic atmosphere
      high gravity
      magnetic storms
    Elemental Hazards:
      scary noises
      lewd rock formations
    Plant Life: advanced (sgplantb9.gif)
    Animal Life: primitive (hostile) (sganimala17.gif)
    Intelligent Life: none detected
    DANGER: Murderbot frequencies detected (data cores)
    
    You fully explored that planet today.
      A Complicated Plant: 8
      Recovering the Satellite: 2
      Space Cave: 8
      small hostile animal: 2
    
    You gained 2 pages of Spacegate Research
    Notice that there is only one type of "rocks" encounter. My theory about rocks is that every planet can have all three types of rocks and it is random which of the three any given rock encounter will be. Given that, it would be unusual to have 8 rocks and they are all the same type.

    I may have to visit this planet again and see what is there next time.

    I save encounters in _SpacegateEncounters and trophies in _SpacegateShinies but otherwise did nothing with that data - which would be useful for analyzing that type of thing.

    Revision 163 saves those daily settings in a file: SpacegateVisits.NAME.txt

    This is a map of this structure:

    Code:
    record spacegate_visit
    {
        string coordinates;		// ABCDEFG
        string encounters;		// "|" delimited list of encounter
        string shinies;		// "|" delimited list of items
    };
    indexed by today's date. So, that planet above looks like this:

    Code:
    20181209	UNUPGVV	A Complicated Plant|Space Cave|small hostile animal|Space Cave|Space Cave|A Complicated Plant|Space Cave|A Complicated Plant|Recovering the Satellite|Recovering the Satellite|Space Cave|A Complicated Plant|small hostile animal|A Complicated Plant|A Complicated Plant|Space Cave|Space Cave|Space Cave|A Complicated Plant|A Complicated Plant

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •