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Old December 4, 2002, 11:21   #1
Scouse Gits
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Gits' Hut Finder Program
Please find enclosed the latest offering from GitSoft a program that uses samson's hash table discovery to locate all huts in a given vicinity.

It should be self evident in use - but you never know.

All flames and criticisms to SG(2)

Enjoy - or post your complaints...

Sorry only for windows platform

SG[1]

Now release 1.1 also does specials!


RELEASE 1.2.0 which includes huts, specials, a schematic map and the ability to save and load data is now available see my post on page 2 - the attachment below is v1.1 and does not have the schematic or load and save features

Attached Files:
File Type: zip hutfinder.zip (20.2 KB, 28 views)
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Last edited by Scouse Gits; December 10, 2002 at 09:40.
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Old December 4, 2002, 12:24   #2
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Thanks for the christmas gift SG[1]. I bet you can do this in excel as well - formulas. Anyhow it would be nice to have other programs as well - trade calculation / trade sites and what not. Hint hint.

I should update my webpage where I have put down an oedo-table, SS-parts, tech-gifting, and what not. I'll post the link when I'm done. I want to make a systematic presentation of occ+ strategy. That make take some time

But first, must not forget Narz' challenge. A promise is a promise.
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Old December 4, 2002, 13:04   #3
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Two thumbs up.
Just downloaded it and I'll take it home to test it. It looks great and seems easy to use. I'm assuming that map size doesn't have any affect.

Just another window to have available during a game. Thanks, now I can be real lazy.

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Old December 4, 2002, 13:10   #4
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Since you already have the seed calculated, you should also display special locations. It would help knowing which way to move to find the special band at the opening and later help for mining hidden specials.

Even though they can easily be inferred by the hut locations, but as long as we want to be lazy, let's go all the way.
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Old December 4, 2002, 13:17   #5
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Quote:
Originally posted by rah
Since you already have the seed calculated, you should also display special locations. It would help knowing which way to move to find the special band at the opening and later help for mining hidden specials.

Even though they can easily be inferred by the hut locations, but as long as we want to be lazy, let's go all the way.
I agree... what a big help that would be... I'm lazy too
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Old December 4, 2002, 14:11   #6
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How can they be inferred by hut locales?

Give me your knowledge, oh knowledgable ones...
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Old December 4, 2002, 14:52   #7
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create an all land map and looking at each hut, check out the relation to the nearest special.
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Old December 4, 2002, 16:08   #8
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Nice going, SG.
Thanks for doing this.

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Old December 4, 2002, 16:32   #9
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There is a button labeled "seatch" below the list of hut coordinates. I assume this is meant to be "search"...

Otherwise,
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Old December 4, 2002, 16:35   #10
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Well done SG's the game now has virtually no exploration left to it

so now that we have torn this apart, can someone put it all back together again and make it better
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Old December 4, 2002, 16:51   #11
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Jesus, I've made hundreds of maps, knew the pattern but not the relationship with the huts...


Thanks!
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Old December 4, 2002, 16:52   #12
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Quote:
Originally posted by Flatlander Fox
Jesus, I've made hundreds of maps, knew the pattern but not the relationship with the huts...


Thanks!
This explains your abilities entirely
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Old December 4, 2002, 18:04   #13
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Quote:
Originally posted by War4ever
This explains your abilities entirely


This program will really be useful after a few beers...
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Old December 4, 2002, 19:27   #14
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Members of Apolyton...[Clears throat] Many thanks for your kind comments. Much as I would love to take the praise for this miracle of software, sadly I must decline. I have just discovered it ... no wonder [1] didn't turn up for a coffee today

I am (2) Admiral Git... if I can switch the damn computer on I think I'm winning [Well done 1] [/Clears throat]

-----------------------

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Old December 4, 2002, 19:54   #15
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Quote:
Originally posted by War4ever


This explains your abilities entirely



That was pretty funny.


*grumbles*




Anyway, thanks for the program, now I can finally put my laptop away during games!
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Old December 4, 2002, 21:52   #16
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Quote:
Originally posted by Flatlander Fox





That was pretty funny.


*grumbles*




Anyway, thanks for the program, now I can finally put my laptop away during games!
so its not my bad luck afterall, or at the very least, explains how you found me so quickly......
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Old December 5, 2002, 09:35   #17
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Quote:
Originally posted by rah
Since you already have the seed calculated, you should also display special locations. It would help knowing which way to move to find the special band at the opening and later help for mining hidden specials.
SG(2) -

If you want to take up rah's request and show specials as well, a slight change to the hutfinding formula will do the trick. Using the same modulo-32 SEED as for huts, you can predict all specials locations (although not their type).

For all map coordinates:

1) Calculate Nsum and NDiff the same way as for huts.

2) Calculate Hash without the "+ 8" offset: Hash = (NSum/4) x 11 + (NDiff/4) x 13

3) Use Modulo-16 instead of 32: Hash = RemainderOf( (Hash + Seed) / 16)

4) If Hash = RemainderOf(NSum/4) + RemainderOf(NDiff/4) x 4 then the location is a special.

Determining the type of special (fish/whale) requires a modulo-64 seed and at least three data points.

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Old December 5, 2002, 09:45   #18
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Thanks for that samson I had got as far as needing the modulo 64 seed giving 4 distinct distributions within a 1:3:3:1 set of specials, but I guess I can live with simply locating the specials ...


Changes required for release 1.1

1) Fix typo on 'Seatch' button
2) Sort local huts by distance (samson can you remind me of the formula for getting distance from co-ordinate pairs?)
3) Have a tab strip to allow the display of special locations
dreamville) Include a graphical display - not this week!

Please feel free to add to this wish-list guys
A very special thanks to samson for making this possible - all credit goes to him - I just programmed it!

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Old December 5, 2002, 10:07   #19
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SG(1) -

Sorry about getting you confused with (2).

Distance can be calculated with the algorithm I described in STEP 1 in the thread "Calculating Caravan and Freight Delivery Payments", which I have bumped for you.
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Old December 5, 2002, 13:57   #20
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I need to play MGE. It's the only version where you get location coordinates. If I am wrong AGAIN please don't post - it will only make me look stupid... AGAIN
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Old December 5, 2002, 14:39   #21
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yep, you're wrong again.
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Old December 5, 2002, 17:17   #22
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as far as i know all versions give coordinates.....what sort of free ware are you playing......
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Old December 6, 2002, 03:44   #23
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Thanks Gits! I had been trying to do it with Excell, but I somehow had something wrong: every square was supposed to have a hut ! Now, that would be handy...

And now, I don't need to check what I did wrong, thanks!!
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Old December 6, 2002, 04:36   #24
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Quote:
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every square was supposed to have a hut ! :
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Old December 6, 2002, 10:35   #25
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New in release 1.1
Typo corrected - thanks DaveV
"Click here" on splash screen fixed - thanks (2)
Huts are ordered by (trade) distance from search point
The form is now the correct size! woops
Popped huts (or huts found to be at sea) can now be crossed off the list - just click on the coordinates ...

By popular demand:
Specials are also shown - another BIG thanks to samson

Plans for a small schematic are afoot - but not today

Enjoy - may this new tool totally ruin your civin experience

SG[1]

What's the betting that the first few turns at MP go somewhat more slowly now ...
Attached Files:
File Type: zip hutfinder.zip (20.2 KB, 17 views)
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Old December 6, 2002, 10:54   #26
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Ming could you please top this thread for a few days...

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Old December 6, 2002, 11:08   #27
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I don't think that will be needed.
Great job.
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Old December 6, 2002, 11:39   #28
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Very nicely done. A nice extension would be the ability to enter the location of specials and show the hut locations (for those times when you see specials but no huts).
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Old December 6, 2002, 12:17   #29
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Yes, nicely done.

Re: Dave's suggestion. In order to generate hut locations from specials, you'd need the location and types of three specials from the same group of four. This can determine the modulo-64 seed which could be used to predict not only hut and special locations but the type of special as well.
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Old December 6, 2002, 12:44   #30
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Neat work [1]...this version really is the business. I can now discard all the notes about huts at sea and concentrate on the "Unexplored go-to"

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