Randmax/Randgen

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B A N E
Posts: 3777

Randmax/Randgen

Post#1 » Tue Sep 02, 2008 9:51 am

Let's talk:
Here's the rough draft randmax.ini file that I've put together.
There are three sections:
*** is used as a section divider
# is used for remarks.
I'll highlight the remarks.

#section 1
#protected fcodes that randmax will not alter.
#this allows for things like SB+'s LMF codes etc.
? is a wildcard

NAL
al?
bdm
bum
bt?
ff?
FF?
ee?
mkt
md?
mi?
msc
mf?
pop
trg
cln
gs?
HYP
lfm
nbr
NTP
con
noc
ATT
NUK
dmp
PB?
SMF
LMF
GE?
GB?
GT?
UE?
UB?
UT?
UA?
TM?
***
#section 2 is for exact planet specifications
#000 entry is the default for any unaspecified planet.
# f = factories
# m = mines
# d = defposts
# any number following is the amount to build.
# there can be up to 10 orders per planet built sequentially.
# f14 m19 d15 f110 m200 d21 would build in order.
# while section 3 is global, section 2 overrides section 3 to allow
# exact specs on any planet.

000 f14 m19 d15 n c
#000 is the default build order for all planets.
#000 builds 14 factories, then 19 mines, then 15 defposts and taxes by #the growth method for both natives and clans.

010 f100 m50 d15 n c
#planet 10 has 100 clans, low minerals or densities.
020 f110 m200 d15 n c
#planet 20 has 200 clans, and good minerals and densities.
***
# section 3 is for global commands.
# section 3 commands are overridden by section 2.

ctx 70
# uses growth tax on colonists at a minimum of 70 clans
ntx 70
# uses growth tax on natives at a minimum of 70 clans
cth 70
# sets target happiness after max population achieved to 70
nth 70
# sets target happiness after max population achieved to 70
gst 95
# sets target population to automatically switch from growth
to safetax to 95% ie if maxpop was 10M, at 9.5M, planet is
switched to safetax instead of growthtax.

nt% 50
# sets at which % of total tax income per point will tax.
ie if tax of 7% gained 200 and 8 gained 201 (due to 201 clans on planet)
nt% 50 would only tax 7%.

# mnt 20 ; this must be put for the Borg in Timhost games
# maximum native tax limit for borg

mmc 5000
#maximum income per planet set in hconfig.
mcm 1
#minimum colonial income where taxing will occur.
If you cannot earn that amount, tax won't happen.
In this case, 1$.

mnm 1
#minimum native income where taxing will occur.
Same as mcm1.

not
#native overtax when growth taxing. Allows randmax to
overtax below 70 happiness which can be recovered the next
turn to achieve greater income and more growth turns.

cot
#colonial overtax, like "not"
cda
#crystal desert advantage = yes

Next post:
randmax.ini without comments.
Last edited by B A N E on Tue Sep 02, 2008 11:07 am, edited 1 time in total.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

User avatar
B A N E
Posts: 3777

Sample basic randmax.ini

Post#2 » Tue Sep 02, 2008 9:52 am

NAL
al?
bdm
bum
bt?
ff?
FF?
ee?
mkt
md?
mi?
msc
mf?
pop
trg
cln
gs?
HYP
lfm
nbr
NTP
con
noc
ATT
NUK
dmp
PB?
SMF
LMF
GE?
GB?
GT?
UE?
UB?
UT?
UA?
TM?
RMT
GP?
TX?
RX?
***
000 f14 m19 d15 n c
***
ctx 70
ntx 70
cth 70
nth 70
gst 95
nt% 50
# mnt 20 ; this must be put for the Borg
mmc 5000
mcm 1
mnm 1
not
cot
cda
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

User avatar
B A N E
Posts: 3777

re: Randgen/Randmax

Post#3 » Tue Sep 02, 2008 9:55 am

Randgen will automate planetary specifics for the player if they want
to do so. It will greatly ease management of the ini file but IMO due
to the wide variety of planets, mineral densities and quantities, I don't
like how randgen sets up planets. It overbuilds mines for my taste.

This problem can be moderated by adjusting the mineout setting
from a low number of turns to a high number.

Both randmax and randgen should be run after unpacking an RST.
This can be done via batchfile.

Further, there are a LOT of settings in randmax that I didn't use and
for that information, I highly recommend reading the docs.

Lastly, I recommend NOT trying to configure an ini file in the middle
of a game. I just did that for SFB3 and it's a lot of work. It is much
easier to start from turn one and make changes as needed to the ini
instead of specifying 70+ planets all at once.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Shardin5
Posts: 3808

Post#4 » Tue Sep 02, 2008 10:31 am

started playing with RandMax myself.
For EchoView people, Randmax is an option, and EchoView will right to the ini file. So you can select a planet/SB and modifiy the planet Mine, Factories, Defense and what Tax Rate you want for the Planet.
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Gilgamesh
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Post#5 » Tue Sep 02, 2008 10:53 am

Now that might me an option I need to look into. The planetary stuff really slows down my turn and it's not exactly the most exciting thing in the game.
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BitMask
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Post#6 » Tue Sep 02, 2008 1:25 pm

Gilgamesh wrote:Now that might me an option I need to look into. The planetary stuff really slows down my turn and it's not exactly the most exciting thing in the game.
That's why I use JVC 8)

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Post#7 » Tue Sep 02, 2008 1:53 pm

Actually, Tanascuis will do more fine-tuning than I thought. I've been reading the docs again....
QI'DaS tuQ SoSlI'

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B A N E
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Post#8 » Tue Sep 02, 2008 2:20 pm

I've read thru the docs more than once, did I miss something?
Do tell.
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Your side,
their side,
and the truth.

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Gilgamesh
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Post#9 » Tue Sep 02, 2008 2:39 pm

B A N E wrote:I've read thru the docs more than once, did I miss something?
Do tell.
According to http://tanascius.circus-maximus.com//help.html

EVOLUTION


This is the only part of the tool which will change your gamedata. To stop the utility from doing so you can use the FCode '!xx' (x can by anything) on planets and ships.

At first you should select which jobs you want to have done. 'tax natives' and 'tax colonists' should be clear - check them and my tool will take care of your taxlevels. Normally the tool will use some kind of a growthtaxing method, but by using the '$xx' FCode on a planet the happiness will be dropped to about 70, before the taxrate is reset to 0 for one turn (in which you population can grow). By using this FCode you will get a bit more money within the next turns, but on the long run you will lose money because your natives will grow only a little bit. There is a second special FCode for natives - '$$x'. Then the happiness will be dropped slowly to 40%, which means that your natives won`t grow anymore. But you will get a lot of money for some turns. At the beginning of a game enable 'use the quick taxing method', then every planet will be treated like FCode '$xx' set. This might help you to get a lot of money in the first few turns as quick as possible.
What about special races? The tool does know about the economic (dis)advantages of The Fed, The Lizards, The Borg, The Tholians, Insectoids, Bovinoids, Avians and Amorphous and acts accordingly. Hissers belonging to you will also be taken into the calculation.
Because of some addons that generate happiness increase (like Ahost/Abhost) the "Hxx" fc was implemented in the tool. The "xx" is the amount of happiness the natives get per turn from the addon (for abhost, if you have a theme park and a stadium on the planet, you would set "H30"). This friendly code is also handy, if you got allied hissers above your planets - just set the right fc (eg for 3 hissers set "H15") and the tool will tax the natives accordingly.
Enable 'Build structures', then you can set a general 'building order':

You can exactly specify when and how many structures are supposed to be built. In the text box 'building order' the different inputs can be set. "f" is for factories, "m" for mines and "d" is for defense posts - those letters are combined with up to three digit numbers, "max" (maximal) and "sug" (suggested). An example: "f55 d15 fsug mmax dsug" means that the program will build 55 factories first, then 15 DP, "suggested" factories, maximal mines and "suggested" DP.
The value for "suggested" will be calculated by the tool. In order to enable the programm to calcultate this value for the mines, one should enter the number of turns in which the whole mineral content of this type on the planet should be digged out for every type of mineral.
For factories, the tool will calculate the "suggested" value from the type of natives on the planet - for DP it will evalute the economic importance (huge deposits of minerals and good natives will result in more DP) of the planet.
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B A N E
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Post#10 » Tue Sep 02, 2008 3:20 pm

Yep, same docs I've read.

The tax side of Tanascius is fine, it's the industry side that is a problem.

That "building order" box is the same for every planet.
You can determine mineout turns but it will be the same # of turns
for every planet.

Tanascius is too general/global in it's industry function thus why I
went back to working with randmax/randgen.

Planets are too diverse for one size fits all.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Gilgamesh
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Post#11 » Tue Sep 02, 2008 3:24 pm

Well - I'll take a look at Randmax and the Echoview tie-in.
QI'DaS tuQ SoSlI'

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Gilgamesh
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Post#12 » Tue Sep 02, 2008 4:26 pm

Bane - what version of Randmax do you use/suggest? Is the Beta version OK?
QI'DaS tuQ SoSlI'

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B A N E
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Post#13 » Tue Sep 02, 2008 4:40 pm

Since I've just started back with it, I am working with the latest
version available here by Thomas Voigt 3.0 beta.

http://home.snafu.de/spock/Download/randmax3.zip
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Gilgamesh
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Post#14 » Tue Sep 02, 2008 10:51 pm

OK - reading the docs. Somebody needs to develop a Tanascious-style front end for this. I think it could be good, but I'm confused. I can't even make out how to install it properly.
QI'DaS tuQ SoSlI'

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Shardin5
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Post#15 » Tue Sep 02, 2008 11:01 pm

use Randgen(at least I did) to create a starter Randmax.ini file for you.
Randgen c:\plan1\vwpork1(or were ever you have your games and vpwork dir.
I used Randmax_Win, for the RandMax portion. give it the same path to the vpwork dir, it has a browse feature to find the directory.
Then hit the RandMax button. it will show you a Before and After side you can scroll up and down, to review. as well as a Log file.
I haven't figured out what the options are, playing with that later.
If you want edit out the default RandMax.ini that Randgen creates before you run RandMax on the game in question.
Some people spend an entire lifetime wondering if they made a difference.
The US Marines don't have that problem.
President Ronald Reagan

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