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 Something old is Something New again.. 
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LoneStar's Tunnel Finder - Version 1.0
For TWX 2.03, 2.04b

This script will scan your TWX Dbase and save results to a Text-file. At the start it does a Z.T.M. check (which can be skipped by pressing Z). At any point during its operation you can press 'Q' to quit.
It's designed to be run Offline. But if started while connected it'll turn off messages and turn them on again upon completion. The reason for this is the pretty ANSI graphics I've created to indicate that something's actually going on –after all, it's all about the Eye-Candy.
With a 20,000 Universe, and a complete Z.T.M. check, the script requires about 10 minutes to run. Im hopeful though, that with the immanent release of TWX 2.04 Final, the 10 minutes will be cut down drastically -barring any unforeseeable syntax changes.

The Results of the script...
I'm not real good at explaining this type of stuff, so here goes... Three columns are listed in the Text file: Sector, Hops from Terra, and Frequency
Sector, and Hops-from-Terra, are self explanatory. Frequency is the number of times the Sector appears in a Plotted Course-Path. A 1 (one) combined with a high 'Hops-from-Terra' value is an excellent indicator that the Sector is far from a Major Space Lane (a.k.a. High Traffic area); it could also mean that the Sector in question is part of a long tunnel ending in a Dead-end.
Without delving into the Art of Base-Hiding too much... Dead-ends and/or bubbles are places to be avoided in a real game with serious competition. Using the results of this script will provide you with a list of ideal hiding spots... and at the same time, ideal hunting targets.
This script is 100% original. If nothing else, enjoy the eye candy.
Lone

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Sun Jan 07, 2007 3:45 am
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LoneStar wrote:
<FONT face="Verdana, Arial, Helvetica, sans-serif" color=#ffff00>LoneStar's Tunnel Finder - Version 1.0For TWX 2.03, 2.04b
This script will scan your TWX Dbase and save results to a Text-file. At the start it does a Z.T.M. check (which can be skipped by pressing Z). At any point during its operation you can press 'Q' to quit.
It's designed to be run Offline. But if started while connected it'll turn off messages and turn them on again upon completion. The reason for this is the pretty ANSI graphics I've created to indicate that something's actually going on –after all, it's all about the Eye-Candy.
With a 20,000 Universe, and a complete Z.T.M. check, the script requires about 10 minutes to run. Im hopeful though, that with the immanent release of TWX 2.04 Final, the 10 minutes will be cut down drastically -barring any unforeseeable syntax changes.
The Results of the script...
I'm not real good at explaining this type of stuff, so here goes... Three columns are listed in the Text file: Sector, Hops from Terra, and Frequency
Sector, and Hops-from-Terra, are self explanatory. Frequency is the number of times the Sector appears in a Plotted Course-Path. A 1 (one) combined with a high 'Hops-from-Terra' value is an excellent indicator that the Sector is far from a Major Space Lane (a.k.a. High Traffic area); it could also mean that the Sector in question is part of a long tunnel ending in a Dead-end.
Without delving into the Art of Base-Hiding too much... Dead-ends and/or bubbles are places to be avoided in a real game with serious competition. Using the results of this script will provide you with a list of ideal hiding spots... and at the same time, ideal hunting targets.
This script is 100% original. If nothing else, enjoy the eye candy.
Lone


Very nice. Thanks.

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Sun Jan 07, 2007 3:48 am
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Forgot to mention it's at http://www.grimytrader.com/index.cfm
 

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Sun Jan 07, 2007 3:50 am
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LoneStar wrote:
Forgot to mention it's at http://www.grimytrader.com/index.cfm
 


Just for something in the future, hops from dock, Rylos and Alpha Centauri would be nice, but I know that increases processing time a bit. Looks like a nice script.

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Sun Jan 07, 2007 5:47 am
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2.04 final's BFS routines will make processing time a triviality.

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Sun Jan 07, 2007 6:36 am
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Ideal base finding script if everyone uses it...laff.
Good work on the scripting Lone.

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Sun Jan 07, 2007 3:16 pm
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I don't suppose you'd believe that I whipped up a test script for comparison purposes, and 2.04_Final takes 2.5 seconds on my PC from start to finish?

And as a further reference, I modded it to test from Stardock, Terra, Rylos, and Alpha, and the time was still under 16 seconds. Expect a 4X increase in time for a 10k, and a 16X increase for a 20K.

So LoneStar, you owe me one

+EP+

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Sun Jan 07, 2007 3:52 pm
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ElderProphet wrote:
I don't suppose you'd believe that I whipped up a test script for comparison purposes, and 2.04_Final takes 2.5 seconds on my PC from start to finish?

And as a further reference, I modded it to test from Stardock, Terra, Rylos, and Alpha, and the time was still under 16 seconds. Expect a 4X increase in time for a 10k, and a 16X increase for a 20K.

So LoneStar, you owe me one

+EP+

Indeed I do. If you'd PM me your Email address, I'd like to send something that'll demonstrate my appreciation, and hopefully knock your sox off  
As for the speed increase.. I believe it 110%. I've got a ton of ideas for data minning that, I hope, will prevent my little ANSI trick from becomming obsolete, lol.
 
 
 
 

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Sun Jan 07, 2007 5:24 pm
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2.5 seconds? My tunnel funder takes less than that now and I'm not even using the new BFS stuff. Hmm.

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Sun Jan 07, 2007 9:19 pm
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Singularity wrote:
2.5 seconds? My tunnel funder takes less than that now and I'm not even using the new BFS stuff. Hmm.


The one I use, written in 1993 (not by me), takes less than one second for 5K running under MSDOS.

Progress is a wonderful thing, thank God. err, I meant thank Gates.


Sun Jan 07, 2007 10:58 pm
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It isn't the tunnel finder that is time consuming, it's weighting sectors according to how frequently they appear in plots. In the past, you had to do this either by writing a custom BFS routine, creating a 2-dimensional path array, and then incrementing through it adding weight to sectors as they appear... or by the even slower method of getCourse plots.

So any takers to script and benchmark either of these methods in 2.04_Beta for all courses from Stardock, Terra, Rylos, and AC? I bet it's a real long time.

LoneStar, check your PMs.

+EP+

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Sun Jan 07, 2007 11:18 pm
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Hm, dunno. I do an 8 sector search on mine using BFS code you know and it takes about 1 minute to run the actual search for all sectors (total).

The sort, from highest to lowest, takes quite a bit of time in a 20k (like 10 to 20 minutes) but I could probably improve that with a little work. Still there's no reason to make such a sort for this kind of code.

Really for the tunnel finder all you do is run a BFS from terra out to the edges of the universe, invert the stack and run down the list looking for 2 warpers. Then for each unvisited 2 warper you find pull up the course array and loop down it looking for more 2 warpers until you hit one that's not a 2-warper. Every time you find a 2 warper in the course loop mark it off as a visited.

Add in the traffic check by looking in the array and you could probably do it using traditional BFS code in under a few minutes. With the new twx 2.04 final BFS routines and the improved array handling I'm sure that could be cut way down. I should write a test and see how quick I can get it.

All of my times are for a 20k uni. Always will be since a benchmark should also be a stress test.

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May the unholy fires of corbomite ignite deep within the depths of your soul...

1. TWGS server @ twgs.navhaz.com
2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads
3. Open IRC chat @ irc.freenode.net:6667 #twchan
4. Parrothead wrote: Jesus wouldn't Subspace Crawl.

*** SG memorial donations via paypal to: dpocky68@booinc.com
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Mon Jan 08, 2007 12:03 am
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ElderProphet wrote:
It isn't the tunnel finder that is time consuming, it's weighting sectors according to how frequently they appear in plots. In the past, you had to do this either by writing a custom BFS routine, creating a 2-dimensional path array, and then incrementing through it adding weight to sectors as they appear... or by the even slower method of getCourse plots.

So any takers to script and benchmark either of these methods in 2.04_Beta for all courses from Stardock, Terra, Rylos, and AC? I bet it's a real long time.

LoneStar, check your PMs.

+EP+


The getCourse method is the way I plot the traffic that passes through certain sectors in my ZTM. It is indeed slow to the point where I added a window to show progress so people would not think the script is locked up.

Adding the distance checks would be an easy thing to do, however the distance from the 4 sectors would also need the distance to those sectors to allow for backdoors. This assumes of course that you even know the location of Rylos or Alpha.

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Mon Jan 08, 2007 1:25 am
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LS,

Can you something in to keep the connection alive, the script takes so long to run that I have been disconnected 2 times while it was running

Cern

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Mon Jan 08, 2007 8:29 pm
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Cernnunos wrote:
LS,

Can you something in to keep the connection alive, the script takes so long to run that I have been disconnected 2 times while it was running

Cern

I added Invisible-Keep-Alive   ...  and post the TS on Grimy's (a first for me, so be gentle )
A Tip:  you can always copy the TWX file, start another instance of TWX, load up the DBase, and run the script.. freeing you to whatever needs doing in the Actual game.
 

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Tue Jan 09, 2007 12:10 am
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