Wednesday, October 9, 2013

The Last Frontier Galaxy Map

http://web.archive.org/web/20040914010300/http://pages.videotron.com/sst/


Starship Traders Resource Site

Your source for TLR and TLF

Last Frontier Galaxy List

Sector   Type Name Size
1 Gal. (G)   Reason   1000
1001 Gal. (DC)   Monsoon   1000
2001 Gal. (S)   Void View   2000
4001 Gal. (OC)   Scutum   4000
8001 Gal. (S)   Goldfinger   8000
16001 Gal. (HC)   Diego Garcia   16000
32001 Gal. (C)   The Visitation   16000
48001 Gal. (G)   Kyoto   16000
64001 Gal. (5/1) Almach   16000
80001 Gal. (DC)   Bilhartha   16000
96001 Gal. (S)   Paradox Point   16000
112001 Gal. (5/1) Grus   4000
116001 Gal. (CN)   Absalom   4000
120001 Gal. (UC)   New Betal   8000
128001 Gal. (6/1) Beanstalk   16000
144001 Gal. (CN)   Key To Time   8000
152001 Gal. (UC)   King's Demons   8000
160001 Gal. (S)   Taygete   16000
176001 Gal. (HC)   Zibo   16000
192001 Gal. (C)   Colony in Space   16000
208001 Gal. (G)   America   16000
224001 Gal. (5/1) Shallow Dreams   16000
240001 Gal. (DC)   Lupus   16000
256001 Gal. (S)   Encyclopedia   16000
272001 Gal. (UC)   Roadbug   8000
280001 Gal. (5/1) Pontus   300
280301 Gal. (4/1) The Rock   200
280501 Gal. (OC)   Nunki   100
280601 Gal. (5/1) Velodrome   300
280901 Gal. (6/1) Aqaba   100
281001 Gal. (6/1) Sopchoppy   1000
282001 Gal. (1H)   Far Star   2000
284001 Gal. (S)   Downhill   2000
286001 Gal. (CN)   Invasion of Time   2000
288001 Gal. (6/1) Kamchaka   16000
304001 Gal. (5/1) Grower   4000
308001 Gal. (4/1) Guatamaia   4000
312001 Gal. (CN)   Iguana   8000
320001 Gal. (S)   Pavo   16000
336001 Gal. (O)   Lateral Skip   8000
344001 Gal. (DC)   Des Plaines   4000
348001 Gal. (CN)   Plural Suns   4000
352001 Gal. (C)   Einstein Station   16000
368001 Gal. (G)   Massacre   8000
376001 Gal. (5/1) Crater   4000
380001 Gal. (4/1) Mariner   4000
384001 Gal. (5/1) Shikoku   8000
392001 Gal. (5/1) Manihiki   4000
396001 Gal. (S)   Yokote   4000
400001 Gal. (DC)   Hand of Fear   16000
416001 Gal. (S)   Bostonia   16000
432001 Gal. (6/1) Nair al Zaurak   16000
448001 Gal. (CN)   Turkey Roost   8000
456001 Gal. (UC)   Appaloosa   8000
464001 Gal. (S)   Sphinx   8000
472001 Gal. (DN)   Kuji   4000
476001 Gal. (6/1) Kalgan   4000
480001 Gal. (HC)   Sabik   16000
496001 Gal. (C)   Glo-in-the-night   16000
512001 Gal. (G)   Arcturus   8000
520001 Gal. (5/1) Cepheid   8000
528001 Gal. (DC)   Carnival   8000
536001 Gal. (S)   Harmony   8000
544001 Gal. (CN)   Deadly Assassin   4000
548001 Gal. (QC)   Diamond   4000
552001 Gal. (UC)   Toadstar   8000
560001 Gal. (6/1) Wanthagi   16000
576001 Gal. (CN)   Kiffa Australis   16000
592001 Gal. (S)   Oxycon   16000
608001 Gal. (HC)   Indus   16000
624001 Gal. (C)   Prime   16000
640001 Gal. (G)   Apalachicola   16000
656001 Gal. (5/1) Toroid   4000
660001 Gal. (S)   Near Miss   4000
664001 Gal. (5/1) Kultis   8000
672001 Gal. (DC)   Nyssa   16000
688001 Gal. (S)   State of Decay   16000
704001 Gal. (6/1) Leisure Hive   16000
720001 Gal. (CN)   The Tide   16000
736001 Gal. (S)   Kanna Vi   16000
752001 Gal. (HC)   Deneb   16000
768001 Gal. (C)   Eritrea   16000
784001 Gal. (G)   Cygnus   16000
800001 Gal. (5/1) Afroon   8000
808001 Gal. (CN)   Scarne   4000
812001 Gal. (OC)   Dorsai   1000
813001 Gal. (DC)   Stones of Blood   1000
814001 Gal. (R)   Maximegalon   2000
816001 Gal. (DC)   Pitcairn   16000
832001 Gal. (S)   Leo Minor   16000
848001 Gal. (6/1) Sculptor   16000
864001 Gal. (CN)   Koschei   16000
880001 Gal. (S)   Ochlockonee   16000
896001 Gal. (HC)   Eessahallat   16000
912001 Gal. (C)   Bajaja   16000
928001 Gal. (G)   Murrumbidgee   16000
944001 Gal. (5/1) Dolphin Station   16000
960001 Gal. (DC)   Blunderbuss   8000
968001 Gal. (B)   Brno   4000
972001 Gal. (5/1) Markab   4000
976001 Gal. (S)   Yalta   16000
992001 Gal. (DN)   Robot   2000
994001 Gal. (1H)   Four Moons   2000
996001 Gal. (5/1) Ark in Space   4000
1000001 Gal. (S)   Levant   4000
1004001 Gal. (4/1) Schmidt   4000
1008001 Gal. (UC)   Microscopium   8000
1016001 Gal. (6/1) SiriusCybernetix   8000
1024001 Gal. (CN)   Murwillumbah   16000
1040001 Gal. (S)   Menkar   16000
1056001 Gal. (HC)   Wight   16000
1072001 Gal. (C)   Gajonka   16000
1088001 Gal. (G)   Hercules   8000
1096001 Gal. (4/1) Althena   4000
1100001 Gal. (DN)   Maia   2000
1102001 Gal. (R)   Challenger   2000
1104001 Gal. (5/1) Kununurra   16000
1120001 Gal. (DC)   The Daemons   16000
1136001 Gal. (S)   Omen   8000
1144001 Gal. (UC)   Skiiq   8000
1152001 Gal. (6/1) Adorable   16000
1168001 Gal. (CN)   Convergent Plane   16000
1184001 Gal. (S)   Iwaki   4000
1188001 Gal. (5/1) Frontier   4000
1192001 Gal. (DC)   Monster Peladon   1000
1193001 Gal. (B)   Ventura   1000
1194001 Gal. (BC)   Myakka   2000
1196001 Gal. (QC)   Starrigger   4000
1200001 Gal. (S)   Reed Creek   16000
1216001 Gal. (HC)   Jewels of Vapor   16000
1232001 Gal. (C)   Molina   16000
1248001 Gal. (G)   Sylvester's   16000
1264001 Gal. (5/1) New Earth   16000
1280001 Gal. (DC)   Ark   16000
1296001 Gal. (S)   Woollahra   8000
1304001 Gal. (C)   Nightmare Eden   4000
1308001 Gal. (S)   Ceepaq   1000
1309001 Gal. (OC)   Smugglers   1000
1310001 Gal. (6/1) Homecoming   2000
1312001 Gal. (UC)   Terror of Autons   8000
1320001 Gal. (6/1) Nakamura   4000
1324001 Gal. (DN)   Broomburg   4000
1328001 Gal. (6/1) Z Beeblebrox   16000
1344001 Gal. (CN)   Asgard   16000
1360001 Gal. (S)   Newton   16000
1376001 Gal. (S)   Paradise   4000
1380001 Gal. (CN)   Aquarius   1000
1381001 Gal. (SC)   Warip   1000
1382001 Gal. (S)   Sargas Alpha   2000
1384001 Gal. (O)   Matsumoto   8000
1392001 Gal. (C)   Kermadec   8000
1400001 Gal. (DN)   Keeper of Traken   4000
1404001 Gal. (6/1) Yin   2000
1406001 Gal. (OC)   Divvi   2000
1408001 Gal. (6/1) Perm   4000
1412001 Gal. (C)   Caves Androzani   2000
1414001 Gal. (R)   Speakeasy   2000
1416001 Gal. (B)   Eddore   2000
1418001 Gal. (DN)   Anacreon   2000
1420001 Gal. (B)   Centaurus A   2000
1422001 Gal. (R)   Eadrax   2000
1424001 Gal. (G)   Wetumpka   8000
1432001 Gal. (5/1) Alnilam   8000
1440001 Gal. (DC)   Outer Fringes   8000
1448001 Gal. (CN)   An Experiment   4000
1452001 Gal. (B)   Substratum   4000
1456001 Gal. (S)   Typane   16000
1472001 Gal. (UC)   Trabeen   8000
1480001 Gal. (6/1) Inferno   8000
1488001 Gal. (CN)   World of Daleks   16000
1504001 Gal. (S)   Palegar   16000
1520001 Gal. (HC)   Iota Centauri   16000
1536001 Gal. (C)   Iapergh   16000
1552001 Gal. (G)   Masque of Mandra   8000
1560001 Gal. (5/1) Canopus   8000
1568001 Gal. (DC)   Moselle   16000
1584001 Gal. (S)   Woomera   16000
1600001 Gal. (6/1) Explorer   16000
1616001 Gal. (CN)   Arc of Infinity   16000
1632001 Gal. (S)   Core   16000
1648001 Gal. (S)   Claws of Axos   4000
1652001 Gal. (CN)   Niamey   4000
1656001 Gal. (S)   Divergence   4000
1660001 Gal. (1H)   Paramatta   4000
1664001 Gal. (O)   Curse of Orange   8000
1672001 Gal. (B)   Piazzi   500
1672501 Gal. (B)   Bora Bora   200
1672701 Gal. (1H)   Cunnamulla   50
1672751 Gal. (5/1) Ruins of Empire   250
1673001 Gal. (CN)   Santa Claus   1000
1674001 Gal. (B)   Space Talons   2000
1676001 Gal. (S)   Macaw   4000
1680001 Gal. (C)   Memento   8000
1688001 Gal. (G)   Roar of the Wild   8000
1696001 Gal. (5/1) Frogstar   8000
1704001 Gal. (4/1) Delta Velorum   2000
1706001 Gal. (S)   Paraburdoo   2000
1708001 Gal. (4/1) Cor Caroli   4000
1712001 Gal. (DC)   Celebes   8000
1720001 Gal. (S)   Polaris   8000
1728001 Gal. (6/1) Capella   16000
1744001 Gal. (CN)   Kakrafoon   16000
1760001 Gal. (S)   Castrovalva   16000
1776001 Gal. (HC)   Chase   16000
1792001 Gal. (C)   Quexifar   16000
1808001 Gal. (G)   Yukon   16000
1824001 Gal. (5/1) Ichetucknee   16000
1840001 Gal. (DC)   Bermuda   16000
1856001 Gal. (S)   Mirfak   8000
1864001 Gal. (C)   Genoa   1000
1865001 Gal. (S)   Origami   1000
1866001 Gal. (B)   Aachen   1000
1867001 Gal. (4/1) Todos Santos   1000
1868001 Gal. (4/1) Destiny of Ours   4000
1872001 Gal. (S)   Goondiwindi   4000
1876001 Gal. (B)   Betelgeuse   4000
1880001 Gal. (G)   Time-Flight   500
1880501 Gal. (C)   Baal Kara   200
1880701 Gal. (4/1) Genesis II   50
1880751 Gal. (4/1) Nordic Founding   250
1881001 Gal. (G)   Rotterdam   1000
1882001 Gal. (4/1) Atwerp   2000
1884001 Gal. (5/1) Siamese Alien   4000
1888001 Gal. (6/1) Baotoa   16000
1904001 Gal. (CN)   Golgafrincham   16000
1920001 Gal. (S)   Risky Operation   16000
1936001 Gal. (HC)   General Products   16000
1952001 Gal. (C)   Underworld   8000
1960001 Gal. (G)   Magrathea   8000
1968001 Gal. (5/1) Sky of Blue   16000
1984001 Gal. (DC)   Amber Sky   8000
1992001 Gal. (S)   Ambassadors   8000

There are 232 galaxies listed in this table.

Internet Archive: Starship Traders Resource Site (Bestark's Website)

From:  http://web.archive.org/web/20040914010300/http://pages.videotron.com/sst/ :





Starship Traders Resource Site

Your source for TLR and TLF

For those who play starship traders, you may know me by my ship name Bestark. I've been playing the game for about three years now. To make a long story short, I created a client to make it easier to play the game, and a bot to make it easier to trade my ships. This site was built to provide resources for those playing the game and to provide information for those people wishing to write their own client or bot. Below is a screenshot of the very first version of my SST client.




The client has come a long way in the past 3 years. Version shown is the first test version written at the end of August 2002. I managed to find the source code recently and compile it to take this screenshot.




The Last Frontier

Galaxy map

Starbase Construction

The Last Resort

Starbase Construction

Client/Bot Development

Easybot

Linux client

Mono/.NET Client

TLR client

Space Tyrant

Windows client

SST 

The client has come a long way in the past 3 years. Version shown is the first test version written at the end of August 2002. I managed to find the source code recently and compile it to take this screenshot.

Thursday, October 3, 2013

Starship Traders CONFIGME File

From:  http://librenix.com/sst/CONFIGME :



Instructions for the configuration of SST don't yet exist!
You should be able to figure some of it out, however, by
logging in as the Sysadmin account, typing Q (for quit)
followed by C (for communications menu) and playing 
around with the numeric options presented there.

Meanwhile, until some proper documentation is written, 
here's the short form: A clue for each option in the
Sysadmin menu:

0) list a file intended to give gameops an overview of
   monitoring and policing a game.  

1) edit user (player) accounts
   o Enter an access level, ie. 40, to list all active players
     within this game who are at access level 40.
   o Enter a player name (completely) in order to edit that
     player's account
   o enter ALL to list all active players in that game

2) Configure timelimits.  Timelimits for all access levels
   are set to 4 hours per day, the maximum.  For admin 
   accounts with an access level over a certain threshold,
   the daily timelimit is not enforced, only the session
   timelimit.  Note that admin accounts should not play
   in the games as they have certain advantages!

3) Control the access levels.  This command lets you set the
   access level necessary to access any command.  For example,
   annoying players might have their access level lowered below
   the level needed to send messages.  If BOTs (automated 
   'players') become a problem on your system, you might raise
   the level needed to use telnet mode (it's much easier to 
   write a BOT for telnet mode than WWW mode) above 60 so that
   only trusted players who you explicitly raise to level 61 or
   above can use telnet.

4) This is a big one: it lets you control lots of miscellaneous
   parameters.
   0] the 0 submenu lets you change the IP address that the
      game uses, necessary if you move your system to a new IP
      address. 
      the 0 option also lets you change the maximum number of
      players given concurrent access to your system.  This
      requires a file in the main game directory that is 
      8 bytes long containing the number of players on your
      system.  I use a script to scan once per minute, count
      the number of players logged in, write out the number, 
      then move it to the name 'copies' in the game directory.
      I plan to provide an example script soon.
   1] Web user percent of maximum concurrent copies.  Again, 
      this option doesn't do anything without the file mentioned
      above.  When that file is present, this limits the percent
      of total users that can be on using web mode.  It isn't
      really very useful.  I leave it at 90% so I can always
      get in using telnet mode in an emergency.
   2] Logging options.  By default, SST creates no logfiles.
      However, you can create summary logs by setting this
      option to '1'.  Options '2' and '3' are for debugging
      and are ordinarily not used.  The logfiles created by
      options 2 and 3 can be enormous.  Use only in emergencies!
   4] New users initial home game: This controls where newly
      registered players start out.  You can set it to the
      number of any valid game, but normally, leave it at '*'.
      The '*' setting lets you control whether new players go
      into either the newest reset game or a random game, or
      to divide them between the two options, as described 
      below in option 6].
   5] assign games to ladder tournament levels: 
      SST will run as an ongoing, open-ended, tournament.
      Assign a block of games to level 1 (ie. games 0-24,
      not all of which need to be active games) and assign
      a promotion percentage.  Then, players who end a game
      in that top (promotion percentage you assigned) will
      automatically get promoted to the next level game.
      Note that this ladder only includes the 'home' games
      and doesn't include any optional games, outside the
      games defined in this option.  In the default
      configuration, games 0-174 are reserved for the 
      tournament mode.  Just configure game 25 to have an
      active game in the second level, set a promotion
      percentage on game 0, and you'll be underway.  I
      recommend that you synchronize the beginning and
      ending dates and times of all the games in the
      tournament!
   6] assign newbies to random versus recent games:
      This option lets you pick a percentage from 0 to 100
      of new players to assign randomly across all level 1
      games, as defined in 5] above.  Option 4] has to have
      newbie home game set to '*' for this to work, of course,
      as discussed in 4] above.  For example, if you had
      one level 1 (newbie level) game and it started to get
      too crowded, you might setup game 001 as well.  Then, 
      if you set this option to 50%, half of all newbies would
      be assigned to the newest game (001) and the other half
      would be randomly assigned to either 000 or 001, resulting
      in 75% of new players going to the newly opened game.
   8] as your user file starts to fill up (somewhere around
      45000 accounts) old, inactive players will be purged to 
      make way for new players.  You can prevent anyone from
      being purged this way by setting thier access level to
      this auto-purge threshold or above.  If you don't want
      anyone who ever achieves the title of +Starship Master+
      to be purged, set this limit to 60.
   9] time limit exemption level: This lets you prevent admins
      from using up their daily allotment of time and being
      unable to get back into the system.  No one with an access
      level at this threshold or above should actually play in
      the games, as they have an advantage.  However, you might
      set up a special, admin-only game, where normal users
      won't be able to play, for admins to take out their 
      frustrations.
   L] player density setting: this lets you control how fast
      game maps expand, as new players enter.  If you set it
      at 10, each game will expand by 4000 sectors for every
      (approximately) 10 active players there.  Note that, 
      for each individual game, you can override this system-
      wide setting to have special games expand faster or
      slower than others.
   M] mapsize to build new games: This setting controls how
      big new games that you create can be.  Note that every
      10,000 sectors consumes approximately one megabyte of
      disk space, so a 256,000 sector game's map file will be
      about 25 megabytes in size.  
   I] set IP logging: this option lets you limit how many
      different accounts can play from a single IP address.
      It doesn't solve the problem of some players running
      more accounts than allowed, but it helps.  The game
      is currently configured to allow no more than eight
      accounts from any one IP address if this setting is on
      so if your policy is to allow fewer accounts than that
      per player, IP logging shouldn't cause many problems 
      and will probably inconvenience cheaters significantly.
      I plan to make this more configurable in the future.
   J] initial javascript settings for new players: This
      controls the initial javascript settings each new 
      account starts with.  You can set it to alert them
      when a page or their session times out, and you can
      cause it to put the cursor in the text box automatically.
      Note that each player can configure these settings for
      their own account; this just lets you control it until
      they figure out how.
   *] Admit no new players: This option lets you turn off the
      acceptance of new accounts, and, after that, to turn 
      admission of new accounts back on again.  If you want
      to strictly limit the players in your system, for 
      example, until a game end, you can simply turn off new
      accounts for the duration of the game.
 
5) set up a game, turn off a game, change a game name:
   1] message base size in 64-byte blocks: Set this number to
      non-zero to activate a new game.  Set it back to zero to
      deactivate an existing game.  I set all my games to 2048
      blocks, to build a message base of a total of 128K in
      size.  When the message base fills up, it starts to 
      recycle old messages, so it doesn't grow or move around
      on the disk.  
   2] Message size limit in 64-byte blocks: I keep this at 64.
      If you use a very small message base for easier policing
      and less room for flamewars, you might also want to lower
      this maximum size of a single message.
   3] Gameboard access level: In addition to a player's home
      game, they can also play in any game that has an access
      level equal or lower than their own, assuming they also
      have access to the Jump command, controlled by 3) above.
      I run several 'open' games that allow players from all
      of the tournament games to play together.  I also have
      games with access levels of 50 and 60 to allow veterans
      and +Starship Masters+ exclusively to play in them.
   4] You should name any special game so that people can  
      easily identify it when they use the Jump command.  My
      Level 60 game is named "Master Game -- Come on in!".
      That invitation can only be seen by players who have 
      attained the title of +Starship Master+, of course, since
      it correlates with Level 60.

6) gameboard statistics: this simply tells you how many
   players have access to each game.  A game with fewer than
   about five players won't show up at all in this list.

7) list logfile: this lets you list the logfile remotely, if
   you have enabled logging in 4) 2] above.  If your logs are
   very large, you can search for a particular string with the
   / command, but otherwise this command will not be a substitute
   for any better way to examine your logfile.

9) configure a game that is already set up:  This option lets
   you control the tunable settings of a particular game.  To 
   configure a game, you must first Jump to that gameboard, 
   unless you are already there (as is the case with a brand new
   system with only a single game 000). This one lets you:
   G] Adjust the 'gamecycle', the period of time (in days) that
      ports and planets can accumulate inventory.  The lower this
      setting, the faster they fill up, the quicker their prices
      recover from trading (or a game restart), and the lower the
      total inventories become.  I keep mine at around 7 days.
      This option also lets you set a game's starttime back to
      3am, system time.  Since the enddate is controlled by the
      startdate, it also will move back to 3am, resulting in the
      game resetting in the wee hours of the morning when the game
      finally completes. I set all my games to start/end at 3am.
      Once set to 3am, the game will always remain with a 3am
      start and reset time.  
      Bypass the 3 am option and you'll get the option to move the
      start date back or foward by one hour or one day.  This is
      useful to synchronize a new game with some older games.  Note
      that, once synchonized, it is no longer the 'newest' game
      for purposes of assigning newbies disproportionately, so I 
      set any new game an hour newer than the older ones until its
      population catches up with the older ones.
   E] Enddate: This should more properly be called 'game duration'.
      Enter 70 for a ten-week-long game.
   A] Daily fuel (antimatter): This controls how much fuel each
      ship is issued and, therefore, how much they can move around
      within the game.  I have most of my games set between 360,000
      and 480,000 grams of antimatter per day per ship.
   B] Basecost: The price, in microbots, of a level 1 starbase. 
      This setting can dramatically change strategies and tactics
      within a game.  Very cheap starbases has far more of an effect
      than very expensive starbases.  Left alone, it will stay in
      a nice middle range.
   W] Wargame: Turn this on and all military activity will be prevented
      until the game midpoint.  No attacking, no starbases, not even
      any defensive fighters.  Come midpoint, however, and things get
      interesting fast as people generally have built up huge arsenals
      by then.  The wargame option also works quite well in conjunction
      with team-only games -- games that *require* you to be in a team
      by midpoint in order to continue playing.  Without the Wargame
      option on, non-team players can damage a team prior to the 
      midpoint, resulting in a compromised game.  I always use the
      wargame option in my team-only games.
   N] No telnet: Turn this option on to make a game usable from web
      browsers only.  This prevents telnet users from entering the
      game, including the Sysadmin.
   I] Inherit: Set this to any number from 0 to 25 to allow players
      to inherit a percentage of the reputation points of the players
      whose ships they destroy.  For example, set it to 20 to allow
      players to take twenty percent of a victim ship's reputation
      points when they destroy the ship.  Note that this setting has
      no effect on how many reputations points a player lose when
      their ship is destroyed; they always lose 25%.  Set Inherit
      to 0 to disable the capturing of reputation points.
   S] Signcost: not very useful since it only controls the price of
      a graffiti beacon.  I generally ignore it and let it randomly
      fluctuate around a very cheap price.
   H] Startholds: This controls the amount of holds each new player
      starts the game with, as well as the minimum and maximum holds
      a ship can contain.  The minimum is one half this value; the
      maximum is double the value.  
   Z] Mapsize: this lets you manually expand the map, in case you 
      might ever want to.  Caution: don't ever reduce the size of
      a map once players are in it.  They can lose resources that are
      in the newly off-limits areas.  Even a ship might be up there,
      so you can really screw up a game trying to shrink a universe!
      This option also lets you set a map to be reused in subsequent
      games.  In such a case, all the careful movement of planets
      and ports, all the mapping and secret knowlege of galaxies is
      not lost when the game resets.
   R] Edit sector record: this lets you manually edit a sector of
      a game universe.  Normally, you wouldn't do that, but if you
      are setting up a very 'special' game with a few very rich
      planet/port combinations, you can.  You can also link different
      galaxies together with one-way or two-way connections.  
      I rarely use this one.
   P] Move planets: There was a time when planets and ports were 
      immobile.  You can bring back those days with this option and...
   O] Move ports: You can turn off player's ability to move ports
      with this option.
   T] Team size: set the maximum and minimum team sizes with this
      option.  'Normal' games have a minimum of 0 and a maximum of
      5-20 ships.  You can also set up a no-team game by setting the
      maximum team size to 0.  By setting the minimum team size to
      non-zero, however, you can create a very different game.  This
      is the team-only game, discussed above in the Wargame discussion.
      In a team-only game, only the team rankings matter, so players
      are allowed to exchange fighters, and pool their resources in
      the building of starbases.  Don't be alarmed if, in a team-only
      game, a single player suddenly has a huge score.  It only means
      that player has taken control of one or more large team 
      starbases and maybe collected some team fighters as well.
   L] Live battle delay: this controls how many second elapse before
      an attacked player can regain control of their ship.  I have it
      set to 4 seconds, the minimum.  Under slow conditions, such as
      a very busy server on an ISDN line, a higher setting might be
      more appropriate.
   X] Xmit log: this lets you log radio messages to the logfile.
      I put it in so that I could monitor the type of questions asked
      in the newbie games and try to preemptively fix any parts of 
      the game that caused confusion.  It didn't help much, but it
      did clue me in to a couple of things that were stupidly designed.
      You may or may not have a use for it.
   M] Port productivity multiplyer: This lets you increase the amount
      of goods all the ports in the universe create.  Each unit you
      raise this number adds 10% more productivity over the base
      amount of each port.  By setting this very high, you can create
      a very rich universe, which if physically small, might create
      an interesting play environment.  I've only used this to 
      salvage games that I initially configured as too small.
   C] Create bunkers: This lets you disable bunkers entirely or
      limit their size to any level up to 50.  Around 25 is a nice
      level that is in balance with other default game features.  
      However, raising this toward the upper limit of 50 will change
      the game quite a bit since bunkers quickly become the optimum
      defensive mechanism in such a scenario.
   V] Override map expansion: this option lets you exempt a game from
      the system-wide setting of player density in 4) L] as discussed
      above.  Games with lots of newbies get this setting raised at
      my site; conversely, the expert-level games get a lower setting
      so that the map expands larger with fewer players.


There are a number of files that you might want to customize.
Under the main game directory, the files ending with the 
extension .html and .txt may contain site-specific information
and links.  In particular, change linklist.html so that it
points back to your system and not starshiptraders.com!

linklist.txt also should be changed to refer to your system
and you might want to remove the references to the starship
traders mailing lists there.

hello.html, newlead2.html, and newlead.html are the files that 
show up on the login page.  Those files are optional -- you might
even like the look of the login page with those files removed.
More likely, though, you'll want to customize some text, and
maybe put a banner or something in there.
       
Also, you'll want to change the text in welcome.txt to issue
a welcome to your own site.

pagetimeout.html and webtimeout.html also contain links back
to starshiptraders.com.  Change those links to point to your
system.

In general, it's best to examine all of the .txt and .html files
in the main game directory and modify them as needed.  Make
sure to back them up before you start!

Note that almost all of these .html files, with the notable 
exception of pagetimeout.html, are only partial html pages.
The game generates the headers and footers for most pages so
don't add html, /html, body, and /body tags to those pages!
Also, some pages may get their carriage returns converted into
html <br> tags.  I'll be trying to fix this so that more pages
behave properly, but, for now, change carefully and note the
effect your changes have.  And keep the originals handy to 
replace one that behaves incorrectly until you can fix it. 

Starship Traders 2.1 README File

From:  http://librenix.com/sst/README.2 :



  Starship Traders(tm) is Copyright 2001, Ray Yeargin

Disclaimer & License:
  Starship Traders is free for non-commercial use.  As such, it 
  comes with no warranty, guarantee, and barely any documentation.  
  Further, we accept no responsibility for any problems that may 
  result from your use of, or your inability to use this software.  
  Also, always remember -- and remind your players when needed -- 
  that it's only a GAME!  If it ruins your life don't call me; you 
  run it and play it at your own risk...

Starship Traders (hereafter referred to as 'SST') is distributed
in a tarball named, appropriately enough, sst.tar.  The sst.tar
file contains Linux PC binaries (the only architecture that SST
supports) and a shell script named install.sh.  To install SST, 
download sst.tar and follow these steps.  

  tar -xvf sst.tar # unpack the tarball
  cd sst-210  # go to the software directory
  ./install.sh  # run the installation script

You will then be asked a few questions. First, you must 
select a permanent directory to contain the SST files...

  /sst  # if the directory already exists, 
    # you must have write permissions there.
    # if the directory doesn't exist, 
  # you must have write permissions to its parent directory

You then must supply TCP ports for the web, client, and telnet modes
for the server to accept connections.  If in doubt here, just choose
the defaults...

  2323  # Telnet port
  80  # WWW port 
  666  # client port 

Next, you need to select a user id and a group id for the files.  Those
id's should already exist at this point.  Again, if in doubt choose the
defaults.  The nobody account exists on almost all modern machines...

  nobody # user id 'nobody'
  nobody # group 'nobody'

You will then be presented with the proposed changes to your 
/etc/services and your /etc/xinetd.d files.  You will have the
choice of making the changes manually or letting the installation
script append them and reset the xinetd daemon.  If you choose
to run the root steps automatically, you will be asked for the
root password (unless you're already root, of course).

You will then be prompted for the IP address of the computer.
Type it in, complete with dots.

  199.44.248.254 # My IP address!  Use your own!

Next, you'll be asked to choose an initial size of your game
universe.  It can be any size from 2000 sectors up to 
2,000,000 sectors.  Note that a 2,000,000 sector map requires
200 megabytes of disk space just for the map -- but will 
support a few thousand players.  Choose the default or larger 
if you are unsure.  Since the game opens additional sections of
the map as more players enter, it is generally safer to select
a larger map than you need than to try to guess an exact size.
On an old Pentium I tested, a 40,000 sector universe was built
in 10 seconds, an 80,000 sector game in 30 seconds, and a 
256,000 sector universe took over 40 minutes!  If your machine
is old and slow, has little memory, or a very slow disk, keep 
that in mind when you select the universe size.

  80000  # an 15 megabyte, 80,000 sector game should 
    # work adequately even on a 32 MB Pentium 133

Next, you'll need to select a name and password for the SST 
sysadmin account.  Choose a name and password that you won't
forget and a password that won't be guessed by anyone else!

  sysadmin # I use sysadmin
  topsecret # I don't use this password and you shouldn't either!
  topsecret # Enter it twice for confidence

You'll then have to log in using that same account:

  sysadmin
  topsecret

The software will then automatically configure a game.  You'll see
the phrase 'Running game initialization....' followed by a telnet
text mode display of a random sector in your new game. 

Congratulations!  Your system is now listening for telnet and WWW
connections to your new game.  You can install additional games and
further configure the existing one by following the instructions in
the CONFIG.ME file...

Download: Linux 3D Client for Starship Traders

From:  http://librenix.com/?inode=895 :




vote
Down

[Note: Katrina Kirellii now maintains the Linux and Windows versions of the graphical client. The new code can be downloaded from this page.]

Linux game testers wanted

A new version of the Starship Traders multiplayer strategy game is under development. The new version, ST2, has a 3D interface and includes an X-Window-based client program. ST2 is considerably faster than its WWW predecessor and integrates a graphical display and point-and-click mouse controls with a complete keyboard interface. Linux users are needed to participate in the first test game since no other operating systems are yet supported.

The new server is up and running now and a Linux version of the client is available. The client is a dynamically linked Linux x86 binary and requires the Mesa3D or OpenGL libraries -- which should already be installed on most modern distros. Internet access is also required to play in the test game, of course.

To participate in the game you must download, gunzip, and run the Linux binary as described below. It should connect to the ST2 test game automatically and you will be prompted to log in.

[Here is a screenshot of a sector with a starbase, a planet, a tradingpost, some sector debris, a few fighters, a wormhole, and, if you look closely, a couple of small starships in the lower left quadrant intermixed with the text. This screenshot is with the window at 640x480. For a less cluttered appearance you can click resize -- while playing -- to expand (or shrink) the window.]

Download and setup instructions
  • Right click here
  • select Save ...
  • gunzip sst012.gz (your browser may do this step automatically)
  • chmod 555 sst012
  • ./sst012
... and you should be online.

The source code, released 17 September, 2001, can be downloaded from this page.

The Game

Starship Traders II is a trading and war game set in a universe divided into multiple galaxies. Individual locations within the game, called 'sectors', can contain ports, planets, nebulas, wormholes, and black holes, as well as objects owned by players. Players can park their starships, deploy their fighters, and build starbases in sectors.

Players can earn money ('microbots') by hauling commodities between ports and from planets. These microbots can be used as cash to buy equipment and military hardware at trading posts, or microbots can be used directly in combination with commodities to build fighters or starbases.

Players can deploy fighters and build starbases to guard prime trading territories and valuable sectors or they can use fighters to attack the deployed forces of other players. Players can also attack and destroy the starships of other players that they find.

Players can create teams which are ranked separately from the player standings. Players can apply to a team and the team captain can then either accept or reject the application. Team members can move safely through the fighter and starbase fortifications of their teammates and allied attack-mode starbases will not attack them.

Obviously, as in any multiplayer strategy game, politics and diplomacy can be important. Try to avoid making too many enemies early in the game!

Controls

F1 and F2 will scroll you back and forward in the scrolling portion of the heads-up display. F10, F11, and F12 will select different size windows. Running the client with a -w argument (eg.: sst012 -w) will cause it to load into a normal, resizeable window with the standard borders and window controls. Otherwise, it runs in a full-screen mode which may not include borders.

You can fly around within a sector using the arrow keys and pageup/pagedown. Don't do much of this or you may get lost. As you enter each new sector, you start out in the same relative position that you were in in the previous sector so it's possible to fly far away from the center of a sector and not easily find it again. If that happens, log out and back in to get back to the center of the sector.

Move the mouse over any clickable menu option (those that change color when the pointer is over them) and wait about 2 seconds for a popup tip about that menu item.

There is a log off (quit) command in the menu that logs you out, disconnects from the server, terminates the client, and closes the window. If you go link-dead while playing, however, or are otherwise left with an unresponsive client, press Escape to close the window and terminate the client.

Game play

Routine trading and galaxy exploration can be accomplished with as little effort as clicking Computrade on the heads-up display. You can also click on anything in the top half of the display to select that option. Note that options containing a capital letter can also be selected by pressing the appropriate key. Therefore, pressing the c key is equivalent to clicking Computrade.

Options without a capital letter generally have the hot key designated with parens. For example, "keyboard map (?)" can also be accessed by the '?' key.

Right click on any item in the top half of the heads-up display for a brief explanation of that menu option (and the corresponding keyboard key).

History

Starship Traders II is derived, through a long and meandering lineage, from The Last Resort, which evolved from Tsarwars, itself inspired by Czarwars. Czarwars was a DOS-based BBS game dating back to December, 1986. Czarwars was inspired by Chris Sherrick's version of Trade Wars, which drew it's inspiration from Hewlett-Packard's Star Trader, from The People's Book of Computer Games.

Changlog

5/22/01, v.0.02: Lockup after 5 minutes idle bug fixed
5/24/01, sst004: Menu items change color, Star clusters added
5/24/01, sst005: Popup tips added on clickable items
5/24/01, sst006: Rotating ports
5/26/01, sst007: Bigger, moving fighters, more popup tips
5/26/01, sst008: Moving ships, more popup tips
5/27/01, sst009: All heads-up display items now have popup tips
5/27/01, sst010: Bug fix: resizable window works again
5/29/01, sst011: Colors won't wash out on some displays, cursor added, in-sector movement speed scales better on high-speed displays, bar charts work correctly, bottom line of text doesn't disappear on some window sizes
5/31/01, sst012: minor popup documentation changes
5/12/02, sst012d: bug fix, new menu options added

Wednesday, October 2, 2013

Space Tyrant Index Page: Linux game server development project

From:  http://librenix.com/?inode=1364 :


This page links to the various articles that have been published about Space Tyrant, a multithreaded, network socket programming Linux game server project in C.

Read below for the history and overview or just click these links for the articles: Space Tyrant is a C language Linux game server development project. It started out in February, 2005 as a humble echo server with high ambitions. On March 18, ST had its design and intentions announced to the world.
Today we kick off a new multithreaded, network socket programming project which we will call Space Tyrant. Our mission is to write an open source, multiplayer, networked, strategy game in the C programming language. The goal of this project is to make a solid code base which implements a simple space trading game upon which other games can then be built. The game will be a subset of The Last Resort (TLR) that currently runs at Ioresort.com. This project will be a learning exercise for me as well as for any interested readers. The current state of the source code will be released with each article update.
Source code to ST, then just an echo server, was not released.

Then, on March 27, 2005, ST was promoted to a crude chatserver.
This is the first code release of Space Tyrant. This is an early stage of development and, at this point, only implements the listening thread, the two IO threads for each player connection, and a skeletal game logic thread that does little beyond proof-of-concept code.
Next, on May 30, 2005, ST started to resemble some sort of incomplete text game.
It’s now possible to connect to the game via telnet and to create an account, log in, and be issued a ship. Once you’re logged in, there is a universe to explore filled with ports for buying and selling goods and planets for scooping free goods. From those trading activities you can earn money, called microbots. Other than trading to earn more money, you only use your microbots to buy fighters -- which you can use to attack other players or the neutral fighters that guard some sectors.
As of this release, the source code was placed under the GPL, version 2.

On June 26, 2005, Space Tyrant was released with many shiny new abilities. Players can now deploy fighters to guard sectors, navigate with the aid of an autopilot, rank the various players in the universe, and sleep peacefully knowing their alternate universe is being backed up constantly by a sporty new backup thread. Yes, good times are surely upon us.
If you’re looking for a planet, type the ‘L’ command that you would normally use to land on a planet in your sector. In the absence of a planet, the L key will engage the autopilot which will search for the nearest planet and give you a ‘/’ command to autowarp to it.
There is normally a copy of the development version of the server running on my decTOP on port 23. To access it, type (or click, if it works for you) the following command:

(telnet to my ST server)

The current development version of the code is usually at http://librenix.com/st/st.c but the individual articles link to the specific versions discussed in each article.

You can mail me about the project at spacetyrant [at] librenix.com -- or you can just telnet into Space Tyrant, as listed above, and send me a radio message. I'm likely to get that faster. ;)


The Space Tyrant project has a new website, SpaceTyrant.com, where the latest source code is always available. Also, new articles about ST programming and about ST gameplay will be posted there as they come available.


Information on The Last Resort follows. TLR is one of the two games that Space Tyrant is intended to replace someday. Space Tyrant has a long way to go before it replicates TLR's 25,000 lines of C code. So far, it has reused only about 40 lines of TLR code, a handy 'bit-plane' sort dating back to 1998.

  • TLR Survival Manual
  • Is this game for you?
  • Tuesday, October 1, 2013

    Space Tyrant: A Multiplayer Game and Programming Project

    From:  http://web.archive.org/web/20070621053109/http://spacetyrant.com/article-1.html :



    On March 18th, 2005, the Space Tyrant project was announced:
    Today we kick off a new multithreaded, network socket programming project which we will call Space Tyrant. Our mission is to write an open source, multiplayer, networked, strategy game in the C programming language. The goal of this project is to make a solid code base which implements a simple space trading game upon which other games can then be built. The game will be a subset of The Last Resort (TLR) that currently runs at Ioresort.com. This project will be a learning exercise for me as well as for any interested readers. The current state of the source code will be released with each article update.
    Much has happened in the last two years. Today, Space Tyrant (ST) is a C programming project, a multiplayer space strategy game, and a long, long story. It will compile using GCC and it runs under Linux and Mac OS X. Here are links to the current source code, the history of the game design, and a running copy of the game. Note that the ST is telnet only right now although there are a few TLR players who are working on client interfaces.

    The source code page

    The game evolution

    Play Space Tyrant

    The early history can be read starting from this page: The ST project history and original code documentation. Gradually, those pages will be replaced by smaller, and possibly better organized, pages here at SpaceTyrant.com.

    Space Tyrant was designed and coded by Ray Yeargin with help in the hard parts from Brian Estabrooks