| 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 | |
| 87 | elite-map [-qv] [-g GALAXY] [-d DIST] [-w WEIGHT] [-W WD,HT] [-a ASP] |
| 88 | [PLANET ...] |
| 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, |
| 94 | showing other planets within a box extending about DIST |
| 95 | lightyears around the PLANETs. |
| 96 | |
| 97 | If no PLANETs are not specified, the entire galaxy is printed. |
| 98 | This is usually unhelpful. |
| 99 | |
| 100 | The `-w' option plots a route through the listed planets, |
| 101 | highlighting the waypoints. See `elite-path' for the possible |
| 102 | weightings. |
| 103 | |
| 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 |
| 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 | |
| 137 | |
| 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 | |
| 229 | elite-prices [-g GALAXY] [-s SORT] [FROM TO] |
| 230 | |
| 231 | Shows minimum, average and maximum profit (in that order, in |
| 232 | credits per unit) for the various commodities, starting at one |
| 233 | kind of world and ending at another. |
| 234 | |
| 235 | By default, the commodities are listed in standard order, and |
| 236 | the profits are computed going from a poor agricultural world to |
| 237 | a rich industrial one. |
| 238 | |
| 239 | You can change the worlds under consideration by typing a pair |
| 240 | of planet-specs or economy types (as printed by `elite-find'). |
| 241 | Any planet-specs are obviously taken relative to GALAXY. |
| 242 | |
| 243 | The SORT parameter may be one of `min', `max', or `avg' to sort |
| 244 | by minimum, maximum or average profit (highest at the top). |
| 245 | |
| 246 | |
| 247 | 3. The graphical editor |
| 248 | |
| 249 | elite-editor [GALAXY | FILE] |
| 250 | |
| 251 | Starts the RIGHT ON COMMAND-LINE Commander Editor and Map. This |
| 252 | is a Tk program -- you'll need that installed to run it. |
| 253 | |
| 254 | I'll not go into excruciating detail about how to work the |
| 255 | program. It's fairly simple, really. |
| 256 | |
| 257 | The map view lets you colour-code planets according to |
| 258 | techlevel, government or economy. The colours ought to be as |
| 259 | follows: |
| 260 | |
| 261 | Colour Government Economy Techlevel |
| 262 | |
| 263 | Red Anarchy Poor agri 1 |
| 264 | Orange Feudal Average agri 2 or 3 |
| 265 | Yellow Multi-gov Rich agri 4 or 5 |
| 266 | Green Dictatorship Mainly agri 6 or 7 |
| 267 | Blue Communist Mainly indust 8 or 9 |
| 268 | Magenta Confederacy Poor indust 10 or 11 |
| 269 | Violet Democracy Average indust 12 or 13 |
| 270 | White Corporate Rich indust 14 or 15 |
| 271 | |
| 272 | The connectivity map shows how you can get around the galaxy |
| 273 | using hops of up to 7 light years. |
| 274 | |
| 275 | Planet names are unhelpful except at small scales. The |
| 276 | placement algorithm could do with a lot of work. |
| 277 | |
| 278 | Clicking on the map with button 1 (usually the left one) sets |
| 279 | the destination world, marked with an orange cross. Clicking |
| 280 | with button 3 (usually the right one) sets the home world, |
| 281 | marked with a red cross, and with a green hyperspace-range |
| 282 | circle around it. (The circle doesn't actually correspond |
| 283 | exactly with hyperspace reachability, because there are rounding |
| 284 | errors in the distance computation. ROCL correctly emulates the |
| 285 | rounding errors from the original game.) |
| 286 | |
| 287 | Double-clicking opens a window showing information about a |
| 288 | planet. Two info windows can be open at any time, one for the |
| 289 | home world and one for the destination. |
| 290 | |
| 291 | The bar along the bottom of the map window shows the names of |
| 292 | the home and destination worlds, and the distance between them. |
| 293 | You can type new names (or any old planet spec) into either to |
| 294 | select different planets. The change will take place when you |
| 295 | press return or when the input focus moves. |
| 296 | |
| 297 | The `Compute path' lets you do the same kinds of computations as |
| 298 | the elite-path tool. It plots a route from the home to the |
| 299 | destination. The path is shown in orange on the map. |
| 300 | |
| 301 | The commander editor should be self-explanatory, but maybe a few |
| 302 | pointers might be helpful. |
| 303 | |
| 304 | The entry fields for items with pop-up menus are disabled when |
| 305 | the menus show values other than `Custom', so you must first |
| 306 | choose `Custom' from the menu if you want a fancy value. |
| 307 | |
| 308 | The `Show galaxy map' button opens a map which will be tied to |
| 309 | the commander window. When you select a home world (button 3), |
| 310 | this will set the world where the commander will start. Note |
| 311 | that the market prices (in the `Cargo' window) update |
| 312 | automatically as you move about the universe. It is quite |
| 313 | possible to travel about entirely new universes by turning off |
| 314 | the `Standard galaxy' button and typing some hex number into the |
| 315 | `Galaxy seed' box. All of the ROCL tools work in these custom |
| 316 | universes. Note that your docked planet is recorded as an x, y |
| 317 | coordinate pair, so Elite can't tell which of two coincident |
| 318 | planets you're docked at (yes, there are such pairs). ROCL |
| 319 | won't cope with this at the moment. |
| 320 | |
| 321 | Lasers are a bit odd. Bit 7 is a `rapid-fire' bit. It doesn't |
| 322 | affect the strength of the laser, but means that there's no |
| 323 | delay between shots. The low 7 bits control the strength, but |
| 324 | without the rapid-fire bit, powerful lasers will tend to fire |
| 325 | more slowly than weak ones. Some comparisons in the program are |
| 326 | for exact laser power: you can't damage the Constrictor or |
| 327 | Cougar ships unless you have military (or 0x17 slow-firing) |
| 328 | lasers; and you can't fragment asteroids unless you have mining |
| 329 | or 0xb2 rapid-fire lasers. (The 0xb2's pack a serious punch. I |
| 330 | recommend them as an upgrade for commanders who don't wish to |
| 331 | cheat completely.) |
| 332 | |
| 333 | One suggestion I've heard of, if Elite is too easy, is to start |
| 334 | at Lave (as usual), with no money, lasers, missiles, or fuel. |
| 335 | You can get your first money by ramming asteroids (easy but |
| 336 | unrewarding) or pirates (risky and tedious), and start trading |
| 337 | food and other cheap items. |
| 338 | |
| 339 | $Id: README,v 1.3 2003/02/26 01:12:30 mdw Exp $ |
| 340 | \f |
| 341 | Local variables: |
| 342 | mode: text |
| 343 | End: |