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    OKE Program: Runner by SiC

    Updated: 11/18/97 | Search Guide | Bookmark Guide

    From: El Nada <wombat@visi.com>
    Date: Tue, 18 Nov 1997 20:02:05 -0600 (CST)
    This program really worked well for me, so here goes...
    Program    : Runner
    Created by : SIC
    Email      : wombat@visi.com
    Date       : 11/18/97
    Evaluation : Extremely agile OKE capable of dodging anything. Accurate
                 and obstacle/friend avoidance. Using only 2-legged OKEs, this
                 program beat Europa and Gannymede without adding or upgrading
                 production lines. Beat Callisto using 2-legged OKEs and
                 Manticores with this program, with a few line upgrades.
    Body       : Any 2-legged OKE, can also be used in 4-legged OKEs
    Engine     : Any
    Main weapon: Any Laser
    Sub weapon : Any Missile or Large Missile
    CPU        : any 144NC or higher (CP-588FX is available at start)
    Fuel tank  : Any
    Armor      : Any
    Option     : Any (space for jammer at B4)
    This format was created by Arne Michaelsen (arne@cco.net).
    You must view this file with a fixed width font, such as courier, or 
    within a vanilla ASCII text editor (such as edit.com or notepad.exe). 
    Proportional fonts will turn this file to hash.
         | |  These bars will line up  | |
         | |                           | |
         | |    in fixed width type.   | |
    Chip sides with green arrows are open because they show the normal program
    flow. Red arrows pass through closed chip-sides, since they represent a
          +  /\  +                +==/\==+
                                  |      |
          <      > Chip with      <      > Chip with
                   all green      |      | all red
          +  \/  + arrows         +==\/==+ arrows
    Chips are read in the same way they are in the game.
             Red arrow
               Scan E|  <-- Scan for enemy
       Green  < 120m |  <-- At a range of 120m
       arrow   90 180|  <-- Bearing 90 (right), 180 degree arc
    Scan codes are as follows:
         E=Enemy         F=Ally
         P=Projectile    M=Missile
         N=Mine          O=Obstacle
    Note on headings in Scan chips: 9o=-90 (-90 wouldn’t fit)
         A      B      C      D      E      F      G      H      I      J
      +  \/  +======+======+  /\  +==/\==+======+======+======+======+======+
      |  If   Scan F|Scan F| Count| Move |000000|000000|000000|000000|000000|
     1|  A=2 > 300m > 300m >  A+1 | Back |000000|000000|000000|000000|000000|1
      |       90 180|9o 180|      |      |000000|000000|000000|000000|000000|
      +==\/==+  \/  +  \/  +  /\  +  /\  +======+======+======+======+======+
      |      | Jump   Jump        |      |000000|000000|000000|000000|000000|
     2|  --  |Right > Left > Wait | Grap |000000|000000|000000|000000|000000|2
      |      |                    |      |000000|000000|000000|000000|000000|
      +  \/  +======+======+======+==/\==+======+======+======+======+======+
      |       Scan M        Scan P Scan E|000000|               Move |       
     3|  --  >  50m >  --  >  50m >  30m |000000|  --  >  --  > Left |  --  >3
      |        0 354         0 354  0 135|000000|                    |       
      +  /\  +==\/==+  /\  +==\/==+  \/  +======+==/\==+==/\==+======+======+
      |      |             |      |Scan E| Ammo  Scan O Scan F  Fire         
     4|  --  | Jam  >  --  | STOP | 100m > Sub  > 100m > 100m > Sub 1>  --  >4
      |      |             |      | 0 33 |  <1    0 39   0 39   0 39         
      +  /\  +======+  /\  +  \/  +  \/  +==\/==+==/\==+==/\==+======+======+
      |        Jump |      |Scan P|Scan E| Ammo  Scan O Scan F| Fire         
     5|  --  < Left | Duck <  20m | 200m > Main > 200m > 200m | Main >  --  >5
      |             |      | 0 354| 0 33 |  <1    0 39   0 39 | 0 39         
      +  /\  +==/\==+======+  \/  +  \/  +==\/==+======+  \/  +  /\  +======+
      |      | Rand        |Scan P|      |      |      | Heat        |000000|
     6|  --  | 1/2  <  --  <  50m |  --  |  --  |  --  <  >70 >  --  |000000|6
      |      |             | 0 90 |      |      |      |             |000000|
      +  /\  +  \/  +  /\  +  \/  +  \/  +  \/  +  \/  +======+======+======+
      |        Jump |      |Scan P|Scan E| Move        |000000|000000|000000|
     7|  --  < Right|  --  <  50m | 300m > Fwd  >  --  |000000|000000|000000|7
      |             |      |180 90| 0 33 |             |000000|000000|000000|
      +  /\  +======+======+  \/  +  \/  +======+  \/  +======+======+======+
      |        Jump |      |Scan P|Scan E| Turn        |000000|000000|000000|
     8|  --  < Back |  --  <  50m | 300m > Right>  --  |000000|000000|000000|8
      |             |      | 90 90|90 180|             |000000|000000|000000|
      +  /\  +  /\  +  \/  +  \/  +  \/  +======+  \/  +======+======+======+
      | Jump | Rand        |Scan P|Scan E| Turn        |000000|000000|000000|
     9| Fwd  < 1/5  <  --  <  50m | 300m > Left >  --  |000000|000000|000000|9
      |      |             | 9o 90|9o 180|             |000000|000000|000000|
      +======+======+======+  \/  +  \/  +======+  \/  +======+======+======+
      |000000|000000|000000|      | Move |000000|      |000000|000000|000000|
    10|000000|000000|000000|  --  | Fwd  |000000|  --
      |000000|000000|000000|      |      |000000|      |000000|000000|000000|
      +======+======+======+  \/  +  \/  +======+  \/  +======+======+======+
         A      B      C      D      E      F      G      H      I      J
    Hardware Decisions:
    --Lasers are better than AP cannons or shotguns. AP cannons just plain
      and Shotguns do almost no damage unless they are fired at point blank
      Lasers are powerful and have an effectively unlimited range.
    --Rockets are bad. They are very easy to dodge and don’t turn into tons of
      explosions unless their target is just sitting there waiting to be
      Missiles can be jammed, but rockets don’t need to be jammed to easily
      them. Alpha missiles or Medusa large missiles are very powerful and
    --Putting this in a Prowler will let it take on tanks or 2/4-legged OKEs
      without trouble, but it may be wounded after 1 battle and having it
    fight 2
      or 3 in a row is risky. Putting it in a JuJuman will let it fight 2 or
      fights without worry. Putting it in a Vipor will make it nearly
      When I played the last map on Gannymede, none of my Vipors got damaged
    --If you put this program in a 4-legged OKE, change all the projectile and
      missile checks to 60 or 70 meters (Ducking at 25) to compensate for
      slower jumps.
    --4-legged OKEs fire more shots quicker than 2-legged OKEs, but they have
      harder time dodging. Experiment and see what kind of OKE is best for
    --Giving this OKE a missile jammer really helps. With one, this OKe can
      anything. If you really don’t care if a few of them get blown up, give
    it an
      Armor Repair Device. It will quickly eliminate what little damage this
    Software Decisions:
    --”Wasted Spaces” and “Wasted Time” are irrelevant. With a medium speed
      the OKE dodges almost immediately and tells it to dodge 3+ times while
      is already dodging.
    --Dodge First, Fire Later.
    --Change the Enemy, Obstacle, and Friend Detection range (E4, G4, H4) for
      sub weapon firing to suit your choice of sub weapon.
    --Change the heat check at H6 to suit your OKE’s weapon
    Explanation of Program:
    At the start, the OKE jumps right twice if there are no friends on the
    right, left twice if there are no friends on the left, or it stays put if
    it is surrounded by friends. This results in a more spread out fighting
    formation. Change the number in A1 if you want to change the number of
    times it jumps. Once it is done with this, that piece of code is never
    executed again. Next, It detects if there are any missiles near and jams
    them. Notice how after jamming that the code flow continues after the
    missile detection and not before it, so the OKE does not sit in one place
    and jam missiles while they are near. If it detects projectiles near, it
    stops whatever it is doing and avoids fire. If projectiles are very close,
    it ducks. If projectiles are coming from the front or back, it jumps left
    or right. If projectiles are coming from the sides, it jumps forward or
    back. Notice how the probability of jumping forward is 1/5. This helps
    avoid the OKE jumping toward an enemy that it is facing.
    If no projectiles are coming, the OKE immediately checks for an
    opportunity to grapple. Notice the Move Back chip right after the grapple.
    Normally it does nothing, but if the target is about to explode, the
    grapple is not executed and the OKE backs off to a distance of 30m. The
    OKE then checks to see if an enemy is in front of it at a distance of 100m
    for the sub weapon and 200m for the main weapon. If it is out of sub
    weapon ammo it automatically diverts to main weapon firing instead of
    moving forward (grappling is much more risky than just firing the main
    weapon). If it detects an obstacle or friend in the way when firing it
    diverts to sub weapon firing checks. This can result in sub weapon firing
    at long ranges, but if you have missiles or large missiles it isn’t a
    problem. If it detects obstacles or friends in both instances it makes the
    OKE move left. Having it randomly chose to move left or right would just
    cause it to rapidly switch between right and left movement, accomplishing
    nothing. You could edit the program to have it randomly jump left or
    right, but in my experience this causes the OKE to jump into mines and
    enemy OKEs too often to be worth it. A heat check stops the OKE from
    firing if it is too hot. This isn’t a problem for a Prowler, JuJuman,
    Livewire, or Rouge, but it should be set at 70 or 75 for a Vypor and 60 or
    65 for a Manticore.
    If no enemies are within range in front of it, it starts searching. If an
    enemy is in front but just too far ahead, it walks forward. If an enemy is
    to the left or right, it turns left or right. If it can’t find an enemy
    anywhere, it walks forward. The only weakness in this program is that it
    has no chips for avoiding mines. I left it out even though I could have
    fit it in because it would cut off the heat detection chips. If you want
    it to avoid mines, have the “Move forward” at F7 changed to “no action”,
    have the “no action” at G7 pointing left to a “Scan mine” chip set to scan
    for mines right in front of it with red arrow up and green arrow right.
    Above it place a “move right”, and to the right of that place “no
    instruction” chips leading to the edge of the board. To the right of the
    “Scan mine” chip place a “move forward” chip with “no instruction” chips
    to it’s right leading to the board’s edge. This cuts off the heat
    detection chips, change the firing chips so it goes directly to firing the
    main weapon.
    How to beat the game with this program:
    --Mass produce OKEs. They are cheap compared to other costs.
    --Have wounded units retreat to a base to recover.
    --Send the stupid OKEs you start off with to an enemy base and swarm it.
      will easily fall. If you can give yourself a maufacturing advantage
    early on
      in the battle, you can easily win.
    --Play defensively untill you have enough OKEs to attack. This is
      important in Callisto and maps like the last one on Gannymede. Once you
      a manufacturing advantage, you can go on the defensive and not worry
    about a
      horde of enemy OKEs coming up.
    --Research The JuJuman and Manticore ASAP. They are much better than
      and other 4-legged OKEs. A mixed group of JuJumen and Manticores make a
      good team.
    --The Vypor is probably the best OKE. It is very fast and fires triple
    Just for Fun: The  Manticore has a VERY powerful physical attack, so give
    Manticore this program and replace the main weapon and sub weapon firing
    with move forward chips. It will advance towards the enemy and smash it to

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