2 Elite tools for the discerning player
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 (potato), but I'm
9 not 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.)
16 The runes for Debian woody are:
18 $ make INCLUDES=/usr/include/tcl8.3
19 $ ROOTLY make install prefix=/usr
21 (where ROOTLY is some command which does things with root
22 privileges, say `sudo', `become root' or, at a pinch, `su -c')
23 because the Tcl installation no longer looks in /usr/local/lib,
26 The theory is that you should edit the Makefile for your system
27 and say `make'; then, as some suitably privileged person, say
28 `make install' and stand well back. Everything should then be
33 * If you can't build `pkgIndex.tcl', run `tclsh' and say
35 % pkg_mkIndex -verbose -direct -load Vec . \
36 elite.so vec.so graph.so elite.tcl
38 to it. (Use `elite.dll' etc. if you're on Windows.) Say
42 to see a list of suitable places for putting the kit. Pick
43 one. The directory `/usr/local/lib' appears in my
44 installation, so that's what I use.
46 * Make a subdirectory in the place you chose, and copy
47 `elite.so', `elite.tcl' and `pkgIndex.tcl' into it. All
48 should now be hunky-dory.
50 * Run (say) `elite-describe lave' to check that things are set
54 2. The command-line tools
58 * a number, between 1 and 8, for one of the standard eight
61 * a `galaxy seed' of 12 hex digits (a 48-bit value), for any
64 * a string `SEED:N' where SEED is a galaxy seed and N is a
65 number between 1 and 8, for the Nth galaxy in some custom
68 A `planet-spec' is interpreted relative to some parent galaxy.
71 * a number N, for the Nth planet in the galaxy (planets are
72 numbered pseudorandomly -- this is not often a helpful
75 * a `planet seed' of 12 hex digits (a 48-bit value), for any
78 * a pair of numbers `X,Y', for the planet nearest the point X
79 decilightyears rightwards and T decilightyears down from the
80 top left of the galaxy;
82 * a glob pattern (a string containing `*' and `?' wildcards,
83 matching any substring or any single character,
84 respectively), optionally followed by `/N' for some positive
85 integer N, for the Nth (default first) planet whose name
86 matches the pattern; or
88 * a string `GAL:P', where GAL is a galaxy-spec and P is a
89 planet-spec, for the planet P in galaxy GAL.
92 elite-describe [-g GAL] PLANET ...
94 For each PLANET, print the planet data for that PLANET. The
95 PLANETs are interpreted relative to GAL, or standard galaxy 1 if
99 elite-map [-qv] [-g GALAXY] [-d DIST] [-w WEIGHT] [-W WD,HT] [-a ASP]
102 Prints a map of (part of) a galaxy to the terminal.
104 If PLANET is specified (which it usually is), a map of the area
105 around PLANET in GALAXY (default standard galaxy 1) is printed,
106 showing other planets within a box extending about DIST
107 lightyears around the PLANETs.
109 If no PLANETs are not specified, the entire galaxy is printed.
110 This is usually unhelpful.
112 The `-w' option plots a route through the listed planets,
113 highlighting the waypoints. See `elite-path' for the possible
116 Planets are shown as numbers or letters (or, occasionally a
117 sequence of letters). If there is only one PLANET, it is shown
118 as a `*'; otherwise, they're labelled `*0', `*1', etc. Planets
119 on the path are labelled `+0', `+1', ..., in the order you're
120 meant to visit them. (Note that if the path doubles back on
121 itself, the planets involved /won't/ be listed twice. Use
122 `elite-path' for a full guide on where to go, and `elite-map' to
123 visualize the route.)
125 The `-q' and `-v' options allow optional suppression of the key
126 below the map. The defaults are as follows:
128 * A galactic map shows no key.
130 * A route map (with the `-w' option) shows the waypoints
131 (named PLANETs) and the planets on the path.
133 * An area map (around named planets) shows the names of all
136 The key can be made more verbose by giving the `-v' option, or
137 less verbose by `-q'. Note that the options parser is currently
138 really shoddy, and won't let you say things like `-qqq'.
140 The size of the map may be controlled by the -W option -- set WD
141 to the maximum allowable width, and HT to the maximum allowable
142 height (in columns and rows, respectively). The map will be
143 scaled so as to fit. The -a option sets the aspect ratio of
144 your characters, height to width (the default is about 2, and
145 seems right for viewing in an xterm with the standard fixed
150 elite-path [-g GALAXY] [-d DIST] [-w WEIGHT] [-a ACC] PLANET PLANET ...
152 Computes a route through a GALAXY (default is standard galaxy
153 1), starting at the first PLANET listed, via the second, via the
154 third, etc., and ending at the last. For each planet you're
155 meant to stop at on the way, a summary line is printed giving
156 the planet's name, position, government type, economy type and
157 tech level. The `-d' option gives the ship's hyperspace range
160 You can affect how elite-path selects its routes using the `-w'
161 option. The default is to minimize the number of hops. Other
164 hops Minimize number of hops. This is the default.
166 safety Maximize stability of the planets in the route,
167 to attempt to improve safety. Useful during the
168 early stages of the game.
170 encounters The opposite of `safety' -- minimizes stability
171 of planets in the route. Useful if you want to
174 trading Maximize the difference in economy type between
175 successive planets in the route. This should
176 give you an opportunity to make a good profit as
179 fuel Minimize absolute distance. For those on a
182 The `-a' option controls what total is accumulated down the
183 right hand side of the summaries:
185 none No running total down the right hand side.
187 distance Accumulate distance, in lightyears.
189 weight Accumulate the shortest-path weight function.
191 Beneath the path is printed a total for distance and weight if
192 these are interesting and not already displayed. The weight for
193 `hops' and `fuel' are simply the hop count and distance in
194 lightyears respectively; the other weight functions use
195 appropriate square-law functions.
198 elite-reach [-d DIST] [GALAXY ...]
200 For each GALAXY (default is the 8 standard ones), print summary
201 information for each planet, with blank lines separating
202 disconnected groups of planets, i.e., groups where a ship
203 capable of travelling DIST lightyears (default 7) can't get from
207 elite-find [-g GALAXY] [EXPR]
209 Without EXPR, simply prints summary information for each planet
210 in GALAXY (default standard 1).
212 If EXPR is specified, it must be a Tcl expression (as for the
213 `expr' command). Information is printed for each planet for
214 which EXPR returns nonzero. The EXPR may use the following
217 name The planet name, with initial capital letter.
219 x, y X and Y coordinates, from top left, in
222 economy From 0 (rich industrial) to 7 (poor
225 government From 0 (anarchy) to 7 (corporate state).
227 techlevel From 1 to 15.
229 radius In kilometres.
231 productivity In millions of credits.
233 population In hundreds of millions.
235 inhabitants A Tcl list of words describing the inhabitants.
237 description As a Tcl list of words.
240 elite-pairs [-g GALAXY] [-d DIST] AEXPR BEXPR
242 Prints the names of pairs of planets A and B in GALAXY (default
243 standard 1), no further than DIST (default 7) lightyears apart,
244 such that AEXPR returns nonzero for planet A and BEXPR returns
245 nonzero for planet B.
247 The expressions AEXPR and BEXPR may use the same variables as
248 for elite-find. In addition, BEXPR may use
250 d The distance between planets A and B.
252 a An array containing the information about planet
253 A. The indices have the same names and meanings
254 as the variables described above.
257 elite-cmdr [FILE] [-OPTION | ATTR | ATTR=VALUE | FILE] ...
259 A command-line Elite commander editor and viewer. With a single
260 argument, reads a commander file and displays its contents as a
261 human readable table. The arguments may be special options,
262 attribute names, attribute assignments, or filenames.
264 The special options are:
266 -show Write the commander data to standard output as a
267 human-readable table. This is the default if no
268 other output action is requested.
270 -load FILE Read the commander file named FILE.
272 -save FILE Write the modified commander data to FILE.
274 -reset Reset the commander to the default `JAMESON'
277 -dump Write the commander data to standard output in
278 the form of a script which can be read back by
281 -read FILE Read attribute/value pairs from FILE, and modify
282 the commander accordingly.
284 An attribute name on its own is a request to print the current
285 value of that attribute. An assignment ATTR=VALUE makes ATTR
286 have the requested VALUE.
288 The attributes, their meanings, and the acceptable values are as
291 mission The commander's current mission. (0 is no
292 mission; 1 is searching for the Constrictor; 2
293 is killed the Constrictor; 3 is waiting for the
294 second mission; 4 is heading for Ceerdi; 5 is
295 heading for Birera; and 6 is all missions
296 completed.) Must be an integer between 0 and
299 score Current number of kills. Must be an integer
300 between 0 a 65535, or one of the strings
301 `harmless', `mostly-harmless', `poor',
302 `average', `above-average', `competent',
303 `dangerous', `deadly', or `elite'.
305 credits Number of credits. Must be between 0 and
308 cargo Size of cargo bay. Must be between 4 and 255.
310 gal-number Number of the current galaxy. Note that this
311 doesn't affect which galaxy the commander is
312 actually in -- set gal-seed for that. Must be
315 gal-seed Which galaxy the commander is in. May be any
318 world Which world the commander is docked at. May be
319 any planet-spec describing a world in the
320 correct galaxy. (Note that, since the commander
321 file actually stores the location as an x, y
322 pair and chooses the closest world to those
323 coordinates, and there are coincident pairs of
324 worlds, it is not possible to have a commander
325 start at some worlds.)
327 market-fluc The market fluctuation byte. Affects prices at
328 the space station. Must be an integer between 0
331 fuel Amount of fuel. Must be between 0 and 25.5.
333 energy-unit Strength of the ship's energy unit. May be an
334 integer between 0 (none) and 255 (scary cheat)
335 or one of the strings `none', `standard', or
338 front-laser, rear-laser, left-laser, light-laser
339 Strength of appropriate laser. May be an
340 integer between 0 (none) and 255 (scary cheat)
341 or one of the strings `none', `pulse', `beam',
342 `mining', or `military'.
344 ecm, fuel-scroop, enery-bomb, escape-pod,
345 docking-computer, gal-hyperdrive
346 Whether the ship has various bits of equipment.
347 One of `yes', `true', or `on' for yes, or `no',
348 `false' or `off' for no.
350 missiles Number of missiles carried. Must be an integer
353 hold-ITEM, station-ITEM
354 Quantity of some item in the ship's hold, or at
355 the station. Must be an integer between 0 and
356 255. ITEM must be one of `food', `textiles',
357 `radioactives', `slaves', `liquor-wines',
358 `luxuries', `narcotics', `computers',
359 `machinery', `alloys', `firearms', `furs',
360 `minerals', `gold', `platinum', `gem-stones', or
363 # A special attribute which is never printed. Its
364 value is ignored. This may be used to insert
365 comments in script files.
367 Anything else is assumed to be a filename, and loaded as for the
371 elite-prices [-g GALAXY] [-s SORT] [FROM TO]
373 Shows minimum, average and maximum profit (in that order, in
374 credits per unit) for the various commodities, starting at one
375 kind of world and ending at another.
377 By default, the commodities are listed in standard order, and
378 the profits are computed going from a poor agricultural world to
379 a rich industrial one.
381 You can change the worlds under consideration by typing a pair
382 of planet-specs or economy types (as printed by `elite-find').
383 Any planet-specs are obviously taken relative to GALAXY.
385 The SORT parameter may be one of `min', `max', or `avg' to sort
386 by minimum, maximum or average profit (highest at the top).
389 elite-salesman [-OPTIONS] GALAXY [START]
391 Solver for the Travelling Salesman Problem. Plots a route
392 around (a connected subgraph of) GALAXY. The START planet has
393 two related purposes:
395 * It identifies which subgraph to tour. If the galaxy is split
396 into mutually unreachable subsets, it's obviously impossible
397 to visit the whole lot.
399 * If you specify the `-nocycle' option (see below), then START
400 is the starting place for the tour.
402 The following options affect the problem to be solved:
404 -w WEIGHT Choose how to weight journeys. This has the
405 same meaning as in `elite-path'. The default is
406 to minimize the number of hops.
408 -d DIST Distance we can travel in one hop, in
411 -cycle Find a cyclic route through the galaxy (i.e., so
412 that when you finish, you come back to where you
413 started). You can use a cyclic solution to tour
414 a galaxy from any starting point. This is the
417 -nocycle Find a route which begins at START, covers
418 all the planets, and then stops. Presumably you
419 use a galactic hyperdrive to get to the next
420 galaxy, or something.
422 The solution is displayed as a list of planet summaries. An
423 indented line indicates a world you have to visit just to get
426 The program doesn't compute an optimal solution -- doing so
427 would be very slow indeed, since the Travelling Salesman Problem
428 is NP complete. Instead, it uses a technique called `simulated
429 annealing' to try to home in on a good solution. There are a
430 number of options you can use to tweak this process. The
431 default settings produce relatively good answers, but take about
432 five minutes to run. Try playing with them, and see what sorts
435 -temp The initial temperature of the system. The
436 temperature controls how willing the process is
437 to accept a move which increases the journey
438 cost -- a high temperature means that `bad'
439 moves are more likely to be accepted. The
440 temperature should initially be greater than the
441 maximum possible cost of exchanging two hops on
442 the route. The default is 1024, for no
443 particularly good reason.
445 -cool Cooling factor. Each cooling cycle, the
446 temperature is reduced by this factor. It
447 should be a little greater than 1. The default
448 is 1.001. Smaller values (nearer 1) take longer
449 but tend to produce better results.
451 -inner Number of swapping iterations to do each cooling
452 cycle. The default is 10000.
454 -dead The number of `dead' cycles (ones in which we
455 never make an improving move) before we give up
456 and accept the solution. The default is 200,
457 which seems to work OK.
459 Simulated annealing is an interesting technique which is
460 applicable to a wide variety of optimization problems. There
461 are some decent descriptions on the 'net -- try asking Google
465 3. The graphical editor
467 elite-editor [GALAXY | FILE | -jameson]
469 Starts the RIGHT ON COMMAND-LINE Commander Editor and Map. This
470 is a Tk program -- you'll need that installed to run it.
472 I'll not go into excruciating detail about how to work the
473 program. It's fairly simple, really.
475 The map view lets you colour-code planets according to
476 techlevel, government or economy. The colours ought to be as
479 Colour Government Economy Techlevel
481 Red Anarchy Poor agri 1
482 Orange Feudal Average agri 2 or 3
483 Yellow Multi-gov Rich agri 4 or 5
484 Green Dictatorship Mainly agri 6 or 7
485 Blue Communist Mainly indust 8 or 9
486 Magenta Confederacy Poor indust 10 or 11
487 Violet Democracy Average indust 12 or 13
488 White Corporate Rich indust 14 or 15
490 The connectivity map shows how you can get around the galaxy
491 using hops of up to 7 light years.
493 Planet names are unhelpful except at small scales. The
494 placement algorithm could do with a lot of work.
496 Clicking on the map with button 1 (usually the left one) sets
497 the destination world, marked with an orange cross. Clicking
498 with button 3 (usually the right one) sets the home world,
499 marked with a red cross, and with a green hyperspace-range
500 circle around it. (The circle doesn't actually correspond
501 exactly with hyperspace reachability, because there are rounding
502 errors in the distance computation. ROCL correctly emulates the
503 rounding errors from the original game.)
505 Double-clicking opens a window showing information about a
506 planet. Two info windows can be open at any time, one for the
507 home world and one for the destination.
509 The bar along the bottom of the map window shows the names of
510 the home and destination worlds, and the distance between them.
511 You can type new names (or any old planet spec) into either to
512 select different planets. The change will take place when you
513 press return or when the input focus moves. Pressing control-
514 return will pop up the appropriate planet info window.
516 The `Compute path' lets you do the same kinds of computations as
517 the elite-path tool. It plots a route from the home to the
518 destination. The path is shown in orange on the map.
520 The commander editor should be self-explanatory, but maybe a few
521 pointers might be helpful.
523 The entry fields for items with pop-up menus are disabled when
524 the menus show values other than `Custom', so you must first
525 choose `Custom' from the menu if you want a fancy value.
527 The `Show galaxy map' button opens a map which will be tied to
528 the commander window. When you select a home world (button 3),
529 this will set the world where the commander will start. Note
530 that the market prices (in the `Cargo' window) update
531 automatically as you move about the universe. It is quite
532 possible to travel about entirely new universes by turning off
533 the `Standard galaxy' button and typing some hex number into the
534 `Galaxy seed' box. All of the ROCL tools work in these custom
535 universes. Note that your docked planet is recorded as an x, y
536 coordinate pair, so Elite can't tell which of two coincident
537 planets you're docked at (yes, there are such pairs). ROCL
538 won't cope with this at the moment.
540 Lasers are a bit odd. Bit 7 is a `rapid-fire' bit. It doesn't
541 affect the strength of the laser, but means that there's no
542 delay between shots. The low 7 bits control the strength, but
543 without the rapid-fire bit, powerful lasers will tend to fire
544 more slowly than weak ones. Some comparisons in the program are
545 for exact laser power: you can't damage the Constrictor or
546 Cougar ships unless you have military (or 0x17 slow-firing)
547 lasers; and you can't fragment asteroids unless you have mining
548 or 0xb2 rapid-fire lasers. (The 0xb2's pack a serious punch. I
549 recommend them as an upgrade for commanders who don't wish to
552 One suggestion I've heard of, if Elite is too easy, is to start
553 at Lave (as usual), with no money, lasers, missiles, or fuel.
554 You can get your first money by ramming asteroids (easy but
555 unrewarding) or pirates (risky and tedious), and start trading
556 food and other cheap items.
558 $Id: README,v 1.7 2003/03/07 00:47:13 mdw Exp $