The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
October 04, 2022, 06:00:21 pm
Home Help Search Login Register
News: Paul & Fred have reached a settlement with Stardock!

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Random Team Generation
« previous next »
Pages: [1] Print
Author Topic: Random Team Generation  (Read 2900 times)
Squisherxxx
Zebranky food
*
Offline Offline

Posts: 44



View Profile
Random Team Generation
« on: December 28, 2006, 09:53:09 pm »

If anyone wants a random team generator, go to :

http://www.cwo.ca/sc2.php
Logged
Anthony
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 358


Star Control Lives!


View Profile WWW
Re: Random Team Generation
« Reply #1 on: December 28, 2006, 09:56:35 pm »

Cool link Cheesy  Nice way to hone my skills against random teams with a point total that I can choose.
Logged

0xDEC0DE
*Many bubbles*
***
Offline Offline

Posts: 175



View Profile WWW
Re: Random Team Generation
« Reply #2 on: December 29, 2006, 01:30:26 am »

Oooooo...

It's not about to win any beauty contests, but you can always put a pretty face on it later after you're comfortable with the technology.  I'd suggest using the ship images and mimicking the in-game fleet picker screens.
Logged

"I’m not a robot like you. I don’t like having disks crammed into me… unless they’re Oreos, and then only in the mouth."  --Fry
Squisherxxx
Zebranky food
*
Offline Offline

Posts: 44



View Profile
Re: Random Team Generation
« Reply #3 on: December 29, 2006, 04:20:37 pm »

you dont like the <pre> with a print_r ?  lol yeah, I originally did this for when my buddy and me play, but if people like it I can beautify it somewhat.

I plan to add constrant options like one of each ship or mutually exclusive teams, where each ship is unique to a team.
Logged
Koowluh
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 382



View Profile
Re: Random Team Generation
« Reply #4 on: December 29, 2006, 08:20:40 pm »

Excellent; I entered bug #858 in the bug database as an enhancement, which pretty much describes what you wrote... Perhaps you can link it up with that ?
Logged

I hate drugs. Air is the worst one. Breathe it once and you're hooked for life.
paxed
Zebranky food
*
Offline Offline

Posts: 3



View Profile
Re: Random Team Generation
« Reply #5 on: December 31, 2006, 01:18:44 am »

I wrote a random team generation program quite a while ago:
http://bilious.homelinux.org/~paxed/code/uqmteams.c

Squisherxxx: perhaps you could add a link on the php script where the user could download the generated team file as a *.mle file, so he can save it into ~/.uqm/teams/

Logged
paxed
Zebranky food
*
Offline Offline

Posts: 3



View Profile
Re: Random Team Generation
« Reply #6 on: December 31, 2006, 07:41:29 pm »

And, to scratch my own itch, here's a different team generator: http://bilious.homelinux.org/~paxed/uqmteam/

It shows the ship images and allows downloading the teams as .mle or melee.cfg files.

EDIT:
...And it now supports limiting ships to a team, and naming the teams: Random Old Alliance and Hierarchy Teams.
There's still slight problems with IE (though it's usable), and Opera (my code is buggy, opacity doesn't work)

EDIT 2:
It works with Opera now.
« Last Edit: January 02, 2007, 04:09:14 pm by paxed » Logged
evktalo
Frungy champion
**
Offline Offline

Posts: 50



View Profile
Re: Random Team Generation
« Reply #7 on: January 06, 2007, 04:15:02 pm »

paxed, that looks fantastic. That should be implemented into UQM.


--Eino
Logged
psydev
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 136


Why don't all races have point defense lasers?


View Profile
Re: Random Team Generation
« Reply #8 on: January 10, 2007, 04:37:28 am »

FWIW:

A simpler solution to this might be to have an extra "box" when selecting ships in melee:
So instead of picking your desired ship, you just pick a box with a "?" on it, and it picks a ship at random.

Of course, this would lack the added functionality of a more complex system that lets you exclude certain ships, set ship cost ranges, maximum instances of each ship and so forth, but might be good enough as a start?
Logged
Squisherxxx
Zebranky food
*
Offline Offline

Posts: 44



View Profile
Re: Random Team Generation
« Reply #9 on: January 10, 2007, 11:00:46 pm »

Hey paxed, ive added some new features to my random generation.  We each have intersting things which make our generators unique.  perhaps we should do some coding together to make a unified random team generator
Logged
paxed
Zebranky food
*
Offline Offline

Posts: 3



View Profile
Re: Random Team Generation
« Reply #10 on: January 12, 2007, 04:53:09 pm »

The sources for my generator are here
Logged
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!