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1 | RIGHT ON COMMAND-LINE |
2 | Elite tools for the discerning player |
3 | |
4 | 1. Installation |
5 | |
6 | You need a C compiler and a working Tcl/Tk installation. (The |
7 | elite-editor program needs Tk; the rest of the tools don't.) |
8 | The Makefile works on my Debian GNU/Linux box, but I'm not |
9 | making any promises about anyone else's. I've successfully |
10 | built earlier versions of everything under Cygwin, against |
11 | ActiveState's Tcl 8.4, but I've forgotten the Holy Runes. I do |
12 | have the `.def' file I used to build the DLL, though, for |
13 | whatever that's worth. (If you want to hack the Makefile to |
14 | work under Windows, I'll take a patch.) |
15 | |
16 | The theory is that you should edit the Makefile for your system |
17 | and say `make'; then, as some suitably privileged person, say |
18 | `make install' and stand well back. Everything should then be |
19 | installed. |
20 | |
21 | In practice: |
22 | |
23 | * If you can't build `pkgIndex.tcl', run `tclsh' and say |
24 | |
25 | % pkg_mkIndex -verbose -direct . elite.so elite.tcl |
26 | |
27 | to it. (Use `elite.dll' if you're on Windows.) Say |
28 | |
29 | % set tcl_pkgPath |
30 | |
31 | to see a list of suitable places for putting the kit. Pick |
32 | one. The directory `/usr/local/lib' appears in my |
33 | installation, so that's what I use. |
34 | |
35 | * Make a subdirectory in the place you chose, and copy |
36 | `elite.so', `elite.tcl' and `pkgIndex.tcl' into it. All |
37 | should now be hunky-dory. |
38 | |
39 | * Run (say) `elite-describe lave' to check that things are set |
40 | up properly. |
41 | |
42 | |
43 | 2. The command-line tools |
44 | |
45 | A `galaxy-spec' is |
46 | |
47 | * a number, between 1 and 8, for one of the standard eight |
48 | galaxies; |
49 | |
50 | * a `galaxy seed' of 12 hex digits (a 48-bit value), for any |
51 | arbitrary galaxy; or |
52 | |
53 | * a string `SEED:N' where SEED is a galaxy seed and N is a |
54 | number between 1 and 8, for the Nth galaxy in some custom |
55 | universe. |
56 | |
57 | A `planet-spec' is interpreted relative to some parent galaxy. |
58 | It may be |
59 | |
60 | * a number N, for the Nth planet in the galaxy (planets are |
61 | numbered pseudorandomly -- this is not often a helpful |
62 | option); |
63 | |
64 | * a `planet seed' of 12 hex digits (a 48-bit value), for any |
65 | arbitrary planet; |
66 | |
67 | * a pair of numbers `X,Y', for the planet nearest the point X |
68 | decilightyears rightwards and T decilightyears down from the |
69 | top left of the galaxy; |
70 | |
71 | * a glob pattern (a string containing `*' and `?' wildcards, |
72 | matching any substring or any single character, |
73 | respectively), for the first planet whose name matches the |
74 | pattern; or |
75 | |
76 | * a string `GAL:P', where GAL is a galaxy-spec and P is a |
77 | planet-spec, for the planet P in galaxy GAL. |
78 | |
79 | |
80 | elite-describe [-g GAL] PLANET ... |
81 | |
82 | For each PLANET, print the planet data for that PLANET. The |
83 | PLANETs are interpreted relative to GAL, or standard galaxy 1 if |
84 | GAL is not specified. |
85 | |
86 | |
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87 | elite-map [-qv] [-g GALAXY] [-d DIST] [-w WEIGHT] [-W WD,HT] [-a ASP] |
88 | [PLANET ...] |
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89 | |
90 | Prints a map of (part of) a galaxy to the terminal. |
91 | |
92 | If PLANET is specified (which it usually is), a map of the area |
93 | around PLANET in GALAXY (default standard galaxy 1) is printed, |
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94 | showing other planets within a box extending about DIST |
95 | lightyears around the PLANETs. |
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96 | |
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97 | If no PLANETs are not specified, the entire galaxy is printed. |
98 | This is usually unhelpful. |
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99 | |
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100 | The `-w' option plots a route through the listed planets, |
101 | highlighting the waypoints. See `elite-path' for the possible |
102 | weightings. |
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103 | |
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104 | Planets are shown as numbers or letters (or, occasionally a |
105 | sequence of letters). If there is only one PLANET, it is shown |
106 | as a `*'; otherwise, they're labelled `*0', `*1', etc. Planets |
107 | on the path are labelled `+0', `+1', ..., in the order you're |
108 | meant to visit them. (Note that if the path doubles back on |
109 | itself, the planets involved /won't/ be listed twice. Use |
110 | `elite-path' for a full guide on where to go, and `elite-map' to |
111 | visualize the route.) |
112 | |
113 | The `-q' and `-v' options allow optional suppression of the key |
114 | below the map. The defaults are as follows: |
115 | |
116 | * A galactic map shows no key. |
117 | |
118 | * A route map (with the `-w' option) shows the waypoints |
119 | (named PLANETs) and the planets on the path. |
120 | |
121 | * An area map (around named planets) shows the names of all |
122 | planets shown. |
123 | |
124 | The key can be made more verbose by giving the `-v' option, or |
125 | less verbose by `-q'. Note that the options parser is currently |
126 | really shoddy, and won't let you say things like `-qqq'. |
127 | |
128 | The size of the map may be controlled by the -W option -- set WD |
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129 | to the maximum allowable width, and HT to the maximum allowable |
130 | height (in columns and rows, respectively). The map will be |
131 | scaled so as to fit. The -a option sets the aspect ratio of |
132 | your characters, height to width (the default is about 2, and |
133 | seems right for viewing in an xterm with the standard fixed |
134 | font). |
135 | |
136 | |
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137 | |
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138 | elite-path [-g GALAXY] [-w WEIGHT] PLANET PLANET ... |
139 | |
140 | Computes a route through a GALAXY (default is standard galaxy |
141 | 1), starting at the first PLANET listed, via the second, via the |
142 | third, etc., and ending at the last. For each planet you're |
143 | meant to stop at on the way, a summary line is printed giving |
144 | the planet's name, position, government type, economy type and |
145 | tech level. |
146 | |
147 | You can affect how elite-path selects its routes using the `-w' |
148 | option. The default is to minimize the number of hops. Other |
149 | possibilities are: |
150 | |
151 | hops Minimize number of hops. This is the default. |
152 | |
153 | safety Maximize stability of the planets in the route, |
154 | to attempt to improve safety. Useful during the |
155 | early stages of the game. |
156 | |
157 | encounters The opposite of `safety' -- minimizes stability |
158 | of planets in the route. Useful if you want to |
159 | maximize kills. |
160 | |
161 | trading Maximize the difference in economy type between |
162 | successive planets in the route. This should |
163 | give you an opportunity to make a good profit as |
164 | you go. |
165 | |
166 | fuel Minimize absolute distance. For those on a |
167 | tight budget. |
168 | |
169 | |
170 | elite-reach [-d DIST] [GALAXY ...] |
171 | |
172 | For each GALAXY (default is the 8 standard ones), print summary |
173 | information for each planet, with blank lines separating |
174 | disconnected groups of planets, i.e., groups where a ship |
175 | capable of travelling DIST lightyears (default 7) can't get from |
176 | one to the other. |
177 | |
178 | |
179 | elite-find [-g GALAXY] [EXPR] |
180 | |
181 | Without EXPR, simply prints summary information for each planet |
182 | in GALAXY (default standard 1). |
183 | |
184 | If EXPR is specified, it must be a Tcl expression (as for the |
185 | `expr' command). Information is printed for each planet for |
186 | which EXPR returns nonzero. The EXPR may use the following |
187 | variables: |
188 | |
189 | name The planet name, with initial capital letter. |
190 | |
191 | x, y X and Y coordinates, from top left, in |
192 | decilightyears. |
193 | |
194 | economy From 0 (rich industrial) to 7 (poor |
195 | agricultural). |
196 | |
197 | government From 0 (anarchy) to 7 (corporate state). |
198 | |
199 | techlevel From 1 to 15. |
200 | |
201 | radius In kilometres. |
202 | |
203 | productivity In millions of credits. |
204 | |
205 | population In hundreds of millions. |
206 | |
207 | inhabitants A Tcl list of words describing the inhabitants. |
208 | |
209 | description As a Tcl list of words. |
210 | |
211 | |
212 | elite-pairs [-g GALAXY] [-d DIST] AEXPR BEXPR |
213 | |
214 | Prints the names of pairs of planets A and B in GALAXY (default |
215 | standard 1), no further than DIST (default 7) lightyears apart, |
216 | such that AEXPR returns nonzero for planet A and BEXPR returns |
217 | nonzero for planet B. |
218 | |
219 | The expressions AEXPR and BEXPR may use the same variables as |
220 | for elite-find. In addition, BEXPR may use |
221 | |
222 | d The distance between planets A and B. |
223 | |
224 | a An array containing the information about planet |
225 | A. The indices have the same names and meanings |
226 | as the variables described above. |
227 | |
228 | |
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229 | elite-cmdr [FILE] [-OPTION | ATTR | ATTR=VALUE | FILE] ... |
230 | |
231 | A command-line Elite commander editor and viewer. With a single |
232 | argument, reads a commander file and displays its contents as a |
233 | human readable table. The arguments may be special options, |
234 | attribute names, attribute assignments, or filenames. |
235 | |
236 | The special options are: |
237 | |
238 | -show Write the commander data to standard output as a |
239 | human-readable table. This is the default if no |
240 | other output action is requested. |
241 | |
242 | -load FILE Read the commander file named FILE. |
243 | |
244 | -save FILE Write the modified commander data to FILE. |
245 | |
246 | -reset Reset the commander to the default `JAMESON' |
247 | settings. |
248 | |
249 | -dump Write the commander data to standard output in |
250 | the form of a script which can be read back by |
251 | the `-read' option. |
252 | |
253 | -read FILE Read attribute/value pairs from FILE, and modify |
254 | the commander accordingly. |
255 | |
256 | An attribute name on its own is a request to print the current |
257 | value of that attribute. An assignment ATTR=VALUE makes ATTR |
258 | have the requested VALUE. |
259 | |
260 | The attributes, their meanings, and the acceptable values are as |
261 | follows: |
262 | |
263 | mission The commander's current mission. (0 is no |
264 | mission; 1 is searching for the Constrictor; 2 |
265 | is killed the Constrictor; 3 is waiting for the |
266 | second mission; 4 is heading for Ceerdi; 5 is |
267 | heading for Birera; and 6 is all missions |
268 | completed.) Must be an integer between 0 and |
269 | 255. |
270 | |
271 | score Current number of kills. Must be an integer |
272 | between 0 a 65535, or one of the strings |
273 | `harmless', `mostly-harmless', `poor', |
274 | `average', `above-average', `competent', |
275 | `dangerous', `deadly', or `elite'. |
276 | |
277 | credits Number of credits. Must be between 0 and |
278 | 429496729.5. |
279 | |
280 | cargo Size of cargo bay. Must be between 4 and 255. |
281 | |
282 | gal-number Number of the current galaxy. Note that this |
283 | doesn't affect which galaxy the commander is |
284 | actually in -- set gal-seed for that. Must be |
285 | between 1 and 8. |
286 | |
287 | gal-seed Which galaxy the commander is in. May be any |
288 | galaxy-spec. |
289 | |
290 | world Which world the commander is docked at. May be |
291 | any planet-spec describing a world in the |
292 | correct galaxy. (Note that, since the commander |
293 | file actually stores the location as an x, y |
294 | pair and chooses the closest world to those |
295 | coordinates, and there are coincident pairs of |
296 | worlds, it is not possible to have a commander |
297 | start at some worlds.) |
298 | |
299 | market-fluc The market fluctuation byte. Affects prices at |
300 | the space station. Must be an integer between 0 |
301 | and 255. |
302 | |
303 | fuel Amount of fuel. Must be between 0 and 25.5. |
304 | |
305 | energy-unit Strength of the ship's energy unit. May be an |
306 | integer between 0 (none) and 255 (scary cheat) |
307 | or one of the strings `none', `standard', or |
308 | `naval'. |
309 | |
310 | front-laser, rear-laser, left-laser, light-laser |
311 | Strength of appropriate laser. May be an |
312 | integer between 0 (none) and 255 (scary cheat) |
313 | or one of the strings `none', `pulse', `beam', |
314 | `mining', or `military'. |
315 | |
316 | ecm, fuel-scroop, enery-bomb, escape-pod, |
317 | docking-computer, gal-hyperdrive |
318 | Whether the ship has various bits of equipment. |
319 | One of `yes', `true', or `on' for yes, or `no', |
320 | `false' or `off' for no. |
321 | |
322 | missiles Number of missiles carried. Must be an integer |
323 | between 0 and 255. |
324 | |
325 | hold-ITEM, station-ITEM |
326 | Quantity of some item in the ship's hold, or at |
327 | the station. Must be an integer between 0 and |
328 | 255. ITEM must be one of `food', `textiles', |
329 | `radioactives', `slaves', `liquor-wines', |
330 | `luxuries', `narcotics', `computers', |
331 | `machinery', `alloys', `firearms', `furs', |
332 | `minerals', `gold', `platinum', `gem-stones', or |
333 | `alien-items'. |
334 | |
335 | # A special attribute which is never printed. Its |
336 | value is ignored. This may be used to insert |
337 | comments in script files. |
338 | |
339 | Anything else is assumed to be a filename, and loaded as for the |
340 | `-load' option. |
341 | |
342 | |
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343 | elite-prices [-g GALAXY] [-s SORT] [FROM TO] |
344 | |
345 | Shows minimum, average and maximum profit (in that order, in |
346 | credits per unit) for the various commodities, starting at one |
347 | kind of world and ending at another. |
348 | |
349 | By default, the commodities are listed in standard order, and |
350 | the profits are computed going from a poor agricultural world to |
351 | a rich industrial one. |
352 | |
353 | You can change the worlds under consideration by typing a pair |
354 | of planet-specs or economy types (as printed by `elite-find'). |
355 | Any planet-specs are obviously taken relative to GALAXY. |
356 | |
357 | The SORT parameter may be one of `min', `max', or `avg' to sort |
358 | by minimum, maximum or average profit (highest at the top). |
359 | |
360 | |
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361 | 3. The graphical editor |
362 | |
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363 | elite-editor [GALAXY | FILE | -jameson] |
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364 | |
365 | Starts the RIGHT ON COMMAND-LINE Commander Editor and Map. This |
366 | is a Tk program -- you'll need that installed to run it. |
367 | |
368 | I'll not go into excruciating detail about how to work the |
369 | program. It's fairly simple, really. |
370 | |
371 | The map view lets you colour-code planets according to |
372 | techlevel, government or economy. The colours ought to be as |
373 | follows: |
374 | |
375 | Colour Government Economy Techlevel |
376 | |
377 | Red Anarchy Poor agri 1 |
378 | Orange Feudal Average agri 2 or 3 |
379 | Yellow Multi-gov Rich agri 4 or 5 |
380 | Green Dictatorship Mainly agri 6 or 7 |
381 | Blue Communist Mainly indust 8 or 9 |
382 | Magenta Confederacy Poor indust 10 or 11 |
383 | Violet Democracy Average indust 12 or 13 |
384 | White Corporate Rich indust 14 or 15 |
385 | |
386 | The connectivity map shows how you can get around the galaxy |
387 | using hops of up to 7 light years. |
388 | |
389 | Planet names are unhelpful except at small scales. The |
390 | placement algorithm could do with a lot of work. |
391 | |
392 | Clicking on the map with button 1 (usually the left one) sets |
393 | the destination world, marked with an orange cross. Clicking |
394 | with button 3 (usually the right one) sets the home world, |
395 | marked with a red cross, and with a green hyperspace-range |
396 | circle around it. (The circle doesn't actually correspond |
397 | exactly with hyperspace reachability, because there are rounding |
398 | errors in the distance computation. ROCL correctly emulates the |
399 | rounding errors from the original game.) |
400 | |
401 | Double-clicking opens a window showing information about a |
402 | planet. Two info windows can be open at any time, one for the |
403 | home world and one for the destination. |
404 | |
405 | The bar along the bottom of the map window shows the names of |
406 | the home and destination worlds, and the distance between them. |
407 | You can type new names (or any old planet spec) into either to |
408 | select different planets. The change will take place when you |
409 | press return or when the input focus moves. |
410 | |
411 | The `Compute path' lets you do the same kinds of computations as |
412 | the elite-path tool. It plots a route from the home to the |
413 | destination. The path is shown in orange on the map. |
414 | |
415 | The commander editor should be self-explanatory, but maybe a few |
416 | pointers might be helpful. |
417 | |
418 | The entry fields for items with pop-up menus are disabled when |
419 | the menus show values other than `Custom', so you must first |
420 | choose `Custom' from the menu if you want a fancy value. |
421 | |
422 | The `Show galaxy map' button opens a map which will be tied to |
423 | the commander window. When you select a home world (button 3), |
424 | this will set the world where the commander will start. Note |
425 | that the market prices (in the `Cargo' window) update |
426 | automatically as you move about the universe. It is quite |
427 | possible to travel about entirely new universes by turning off |
428 | the `Standard galaxy' button and typing some hex number into the |
429 | `Galaxy seed' box. All of the ROCL tools work in these custom |
430 | universes. Note that your docked planet is recorded as an x, y |
431 | coordinate pair, so Elite can't tell which of two coincident |
432 | planets you're docked at (yes, there are such pairs). ROCL |
433 | won't cope with this at the moment. |
434 | |
435 | Lasers are a bit odd. Bit 7 is a `rapid-fire' bit. It doesn't |
436 | affect the strength of the laser, but means that there's no |
437 | delay between shots. The low 7 bits control the strength, but |
438 | without the rapid-fire bit, powerful lasers will tend to fire |
439 | more slowly than weak ones. Some comparisons in the program are |
440 | for exact laser power: you can't damage the Constrictor or |
441 | Cougar ships unless you have military (or 0x17 slow-firing) |
442 | lasers; and you can't fragment asteroids unless you have mining |
443 | or 0xb2 rapid-fire lasers. (The 0xb2's pack a serious punch. I |
444 | recommend them as an upgrade for commanders who don't wish to |
445 | cheat completely.) |
446 | |
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447 | One suggestion I've heard of, if Elite is too easy, is to start |
448 | at Lave (as usual), with no money, lasers, missiles, or fuel. |
449 | You can get your first money by ramming asteroids (easy but |
450 | unrewarding) or pirates (risky and tedious), and start trading |
451 | food and other cheap items. |
452 | |
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453 | $Id: README,v 1.5 2003/03/02 12:28:14 mdw Exp $ |
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454 | \f |
455 | Local variables: |
456 | mode: text |
457 | End: |