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-   -   Combat Simulator Released! (http://forum.shrapnelgames.com/showthread.php?t=17065)

Saber Cherry December 16th, 2003 05:19 AM

Combat Simulator Released!
 
I'm looking for a host. But I can also email it to you if you are interested. To run the simulator, you must hava Java installed.

To run it, unzip it to some directory. From a command prompt, type:

java Fight Unit_1 Unit_2 numberfights

For example:

java Fight Assassin Light_Infantry_1 10000

...would fight an assassin and light infantry (the 5-resource one, with no javelin) 1-on-1 until the battle had been resolved, 10000 times. Then it displays the win percentage for the left unit (the Assassin).

The list of valid units is contained in "UnitTypes.txt". Feel free to add your own, using whatever base creatures, armor, and weapons you want!

-Cherry

Examples:

C:\Projects\Java\Dominions>java Fight Assassin Ulm_Pikeneer_1 200000

'Assassin' versus 'Ulm Pikeneer 1' in 200000 bouts.

Attacker's score: 547 - approximately 54.7% wins.
Attacker's score: 512 - approximately 51.2% wins.

C:\Projects\Java\Dominions>java Fight Assassin Militia 2000000

'Assassin' versus 'Militia' in 2000000 bouts.

Attacker's score: 966 - approximately 96.6% wins.
Attacker's score: 900 - approximately 90.0% wins.

[ December 16, 2003, 03:29: Message edited by: Saber Cherry ]

Jader December 16th, 2003 11:47 AM

Re: Combat Simulator Released!
 
Sounds nice. I'll be happy to try at jader@pbpolsoft.com.pl http://forum.shrapnelgames.com/images/icons/icon7.gif

liga December 16th, 2003 04:46 PM

Re: Combat Simulator Released!
 
is the mod files section of the forum dead ? Is no possible to upload modules or related file sanymore ?

Gandalf Parker December 16th, 2003 05:19 PM

Re: Combat Simulator Released!
 
Quote:

Originally posted by Saber Cherry:
I'm looking for a host. But I can also email it to you if you are interested.
<font size="2" face="sans-serif, arial, verdana">Host for the file? Web page link or would jsut having it available for a direct link be ok?

Or host for a web site? Familiar with linux?

Saber Cherry December 17th, 2003 07:36 AM

Re: Combat Simulator Released!
 
Linux: No. I've used Unix a bit...

I don't need a website, just a link to the file=)

liga December 17th, 2003 08:18 AM

Re: Combat Simulator Released!
 
So, if you only need a place where put the fil and let it download, I can host on my game club server, in my space ...

as soon as you send me the file I'lll pit it in

www.treemme.org/~liga/dom2/name_of_yoru_file

Saber Cherry December 17th, 2003 08:37 AM

Re: Combat Simulator Released!
 
Ok, I sent it to you=) Thanks! Just reply with the full link once it is uploaded, if you wouldn't mind http://forum.shrapnelgames.com/images/icons/icon7.gif I don't want to post it yet, so that nobody clicks on a dead link.

-Cherry

Saber Cherry December 17th, 2003 10:01 AM

Re: Combat Simulator Released!
 
Ok! The simulator is now up at www.treemme.org/~liga/dom2/Combat_Simulator.zip

Remember that you must have Java installed! If you need help with setting the path just post the question here... basically, your OS must have a path to Java.exe, so you can set the Java install directory as a default path.

For example, in Windows XP, right click on My Computer, go to Advanced, Environment Variables, and change "Path" to this:

%SystemRoot%\system32;%SystemRoot%;%SystemRoot%\sy stem32\WBEM;c:\progra~1\java\bin

where the Last one is wherever you installed Java (for me it is in Program Files).

liga December 17th, 2003 10:02 AM

Re: Combat Simulator Released!
 
http://forum.shrapnelgames.com/images/icons/icon10.gif my first real contribution to the dom2 community http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ December 17, 2003, 08:05: Message edited by: liga ]

olaf73 December 18th, 2003 08:23 PM

Re: Combat Simulator Released!
 
Quote:

Originally posted by Saber Cherry:
Ok! The simulator is now up at www.treemme.org/~liga/dom2/Combat_Simulator.zip
<font size="2" face="sans-serif, arial, verdana">That link isnt working for me...is it just me?

Thanks
olaf

UNIVAC December 18th, 2003 08:39 PM

Re: Combat Simulator Released!
 
The site is down.It worked two days ago...
Try here:

Combat Sim

Saber Cherry December 18th, 2003 09:18 PM

Re: Combat Simulator Released!
 
Univac: I have a more recent Version, with more recent data files, a better readme, and a couple internal improvements ready to go. Would you like me to send it to you so you can host the latest Version? If so , pm me your email address. And by the way, thanks a lot for the link!

Saber Cherry December 19th, 2003 08:52 AM

Re: Combat Simulator Released!
 
OK, Univac now has the latest Version (I sent it, and he will upload it to the link's destination soon). It has lots more units and has a bug in repel attempts fixed, so the data should be much more accurate. If you download it, and it says "Version 6" in the readme, you have the latest Version!

-Cherry

Interface improvement: You can now use lower cases and periods, so you can use the program without ever pressing shift (except for the filenames). Example:

java Fight at.spearman.1 AT_Spearman_2

...will work correctly.

[ December 19, 2003, 06:55: Message edited by: Saber Cherry ]

UNIVAC December 19th, 2003 10:22 AM

Re: Combat Simulator Released!
 
Uploaded new Version!

Check it here

PDF December 19th, 2003 11:56 PM

Re: Combat Simulator Released!
 
Can't get it to work http://forum.shrapnelgames.com/images/icons/icon9.gif
When I launch the command line (under W98SE), a DOS windows appear, and after maybe 0.1 sec after it closes, before I can read anything else than "Exception....".
How to make the window pause ?

UNIVAC December 20th, 2003 12:16 AM

Re: Combat Simulator Released!
 
Forget the command option in start menu.Open a DOS console session and follow the steps:

1-You open the DOS console window
2-You go to the directory where you have installed combat sim
3- you type "java Fight Unit_1 Unit_2 numberfights"
4- Look the results...or look the error
5- Post here if all went right or not http://forum.shrapnelgames.com/images/icons/icon10.gif


With the command option, you never will be able to see the results of the fight, you need to open a console session.

[ December 19, 2003, 22:19: Message edited by: UNIVAC ]

Saber Cherry December 20th, 2003 04:06 AM

Re: Combat Simulator Released!
 
Quote:

Originally posted by UNIVAC:
With the command option, you never will be able to see the results of the fight, you need to open a console session.
<font size="2" face="sans-serif, arial, verdana">Hmmm... I could reprogram it so that it will run from a bat file. If I ask for input once it is done, the window will stay open until the user types something. But, that would be annoying in a console.

Regardless, if you cannot get to to a DOS prompt, go to start > run and type "cmd", which will bring up a DOS box window. I'll put that in the readme=) But it sounds like maybe you don't have java installed correctly (hard to say from the info provided). I forget how to configure the path in Windows 98... I think you add the line "setpath=c:\progra~1\java\bin\" in config.sys, but I'm not sure. No matter what path you use, you can ALWAYS type the following:

c:\progra~1\java\bin\Java Fight Militia Medium_Militia

...which specifies a path. Replace the initial junk with the location of java.exe, of course.

P.S. Incidentally... in Windows you can press the up arrow to cycle through previously typed lines... useful for slow typists like me.

[ December 20, 2003, 02:20: Message edited by: Saber Cherry ]

PDF December 20th, 2003 01:36 PM

Re: Combat Simulator Released!
 
The problem is that :
Java runs OK from Program>Run, but then I'm unable to read anything more than a couple words...
I can open a DOS box, but then when I try to run Java it says "This program can't be run in DOS mode" ...

So ? http://forum.shrapnelgames.com/image...s/confused.gif

Saber Cherry December 20th, 2003 07:09 PM

Re: Combat Simulator Released!
 
Quote:

Originally posted by PDF:
The problem is that :
Java runs OK from Program>Run, but then I'm unable to read anything more than a couple words...
I can open a DOS box, but then when I try to run Java it says "This program can't be run in DOS mode" ...

So ? http://forum.shrapnelgames.com/image...s/confused.gif

<font size="2" face="sans-serif, arial, verdana">If Java runs OK from start>run, you can type "java c:\simulator\Fight Militia Militia"
or wherever the simulator is installed. It takes a few seconds to run, so the window will stay open long enough to at least see the "deathmatch" results... and you can always press <pause> on the keyboard to freeze it for a while. I think I'll change it so all the results are added to a "results.txt" file (in addition to being displayed on the screen)... but I won't be able to do that until later today.

-Cherry

Saber Cherry December 21st, 2003 05:06 AM

Re: Combat Simulator Released!
 
The new release (8) is not quite ready yet. However, a new feature has been added...

Matrix Power Rankings!!!

Every unit in the database fights against every other unit, and the results are averaged, to determine the average effectiveness of a unit against all other (known) units. This takes a while, since there are "N" fights for every combination of 2 units.

You can also specify a matrix subset, for example, power rankings involving just Ulm and Ermor units, to determine which units to build if you are Ulm, at war with Ermor (*cough* ywl... pikeneers cannot repel units with 50 morale).

Here are the statistics for all the units I have so far. But first:

What is modeled? Almost everything that effects normal units, like regeneration, lucky, ethereal, reinvigoration, poison, poison immunity, repels, being undead, life drain, being lifeless, fatigue effects (stat reduction and falling asleep), armor piercing and negating, magic weapons, and all the basic stuff.

What is not modeled (or not quite right)? Fear, chill, heat, poison clouds, spiky armor, magic resist saves, weapons with ammo (including lances), awe, paralysis, trample, damage from excess fatigue, fatigue damage from weapons, fire immunity, electrical immunity, cold immunity, bless effects, area of effect weapons, afflictions, experience, dominion bonuses (to MR and Morale), scale effects (heat and cold scales), stat increases from magic levels.

What will never be modeled? Ranged attacks, magic attacks, routing, or any battle movements other than melee attack.

So... here are the current unit power rankings! Remember, Militia's "Deathmatch" 11.4% means a fresh militia unit will win 11.4% of fights against all the other units listed, in a deathmatch.

--Edit: replaced with a more recent Version, above--

-Cherry

[ December 21, 2003, 05:10: Message edited by: Saber Cherry ]

Saber Cherry December 21st, 2003 07:06 AM

Re: Combat Simulator Released!
 
Unit Power Rankings

To see these clearly, you may want to paste them into a text file, and look at it with Wordpad (not Notepad)... that way, the numbers will be aligned. These are the average percent chance of winning a melee battle against another unit.

Deathmatch Power Rankings for 10000 rounds:

AB Inf Axe: ---------------------------- 665 (66.5%)
AB Inf Battleaxe: ---------------------- 680 (68.0%)
AB Inf Flail: -------------------------- 693 (69.3%)
AB Inf Morningstar: -------------------- 753 (75.3%)
AB Humanbred Axe: ---------------------- 432 (43.2%)
AB Humanbred Spear: -------------------- 488 (48.8%)
Assassin: ------------------------------ 671 (67.1%)
AT Spearman 1: ------------------------- 235 (23.5%)
AT Spearman 2: ------------------------- 325 (32.5%)
AT Consort: ---------------------------- 874 (87.4%)
AT Coral Guard: ------------------------ 569 (56.9%)
AT Coral Queen: ------------------------ 535 (53.5%)
AT Deep Seer: -------------------------- 27 (2.7%)
AT Initiate of the Deep: --------------- 49 (4.9%)
AT King of the Deep: ------------------- 693 (69.3%)
AT Mother Guard: ----------------------- 822 (82.2%)
AT Reef Warrior: ----------------------- 349 (34.9%)
AT Scout: ------------------------------ 160 (16.0%)
AT Shambler: --------------------------- 395 (39.5%)
AT Shambler Chief: --------------------- 404 (40.4%)
AT War Lobster: ------------------------ 734 (73.4%)
AT War Shambler: ----------------------- 602 (60.2%)
Commander 1: --------------------------- 484 (48.4%)
Commander 2: --------------------------- 558 (55.8%)
Commander 3: --------------------------- 597 (59.7%)
Elite Militia: ------------------------- 281 (28.1%)
ER Acolyte: ---------------------------- 617 (61.7%)
ER Arch Bishop: ------------------------ 957 (95.7%)
ER Bishop: ----------------------------- 747 (74.7%)
ER Censor: ----------------------------- 936 (93.6%)
ER Dusk Elder: ------------------------- 959 (95.9%)
ER Knight of the Unholy Sepulchre: ----- 947 (94.7%)
ER Longdead Legionnaire: --------------- 423 (42.3%)
ER Longdead Velite: -------------------- 398 (39.8%)
ER Spectator: -------------------------- 931 (93.1%)
Heavy Inf 1: --------------------------- 393 (39.3%)
Heavy Inf 2: --------------------------- 512 (51.2%)
Heavy Inf 3: --------------------------- 524 (52.4%)
Hydra: --------------------------------- 995 (99.5%)
Hydra Hatchling: ----------------------- 633 (63.3%)
Ghost: --------------------------------- 879 (87.9%)
Ghoul: --------------------------------- 153 (15.3%)
Light Inf 1: --------------------------- 341 (34.1%)
Light Inf 2: --------------------------- 407 (40.7%)
Lictor: -------------------------------- 906 (90.6%)
Longdead Horseman: --------------------- 661 (66.1%)
Longdead Spear 1: ---------------------- 182 (18.2%)
Longdead Spear 2: ---------------------- 357 (35.7%)
Longdead Sword 1: ---------------------- 251 (25.1%)
Longdead Sword 2: ---------------------- 265 (26.5%)
Longdead Sword 3: ---------------------- 406 (40.6%)
Longdead Sword 4: ---------------------- 432 (43.2%)
Maul Barbarian: ------------------------ 359 (35.9%)
Medium Militia: ------------------------ 216 (21.6%)
Militia: ------------------------------- 114 (11.4%)
Salamander: ---------------------------- 457 (45.7%)
Scout: --------------------------------- 229 (22.9%)
Slayer: -------------------------------- 757 (75.7%)
Soulless: ------------------------------ 30 (3.0%)
Soulless Warrior 1: -------------------- 103 (10.3%)
Soulless Warrior 2: -------------------- 184 (18.4%)
Sword Barbarian: ----------------------- 543 (54.3%)
TC Archer: ----------------------------- 156 (15.6%)
TC Glaive Footman: --------------------- 326 (32.6%)
TC Imperial Glaive Footman: ------------ 333 (33.3%)
TC Imperial Guard: --------------------- 607 (60.7%)
TC Imperial Spear Footman: ------------- 487 (48.7%)
TC Pike Footman: ----------------------- 323 (32.3%)
TC Spear Footman: ---------------------- 436 (43.6%)
Tribal Warrior: ------------------------ 263 (26.3%)
Triton 1: ------------------------------ 163 (16.3%)
Triton 2: ------------------------------ 234 (23.4%)
Triton Guard: -------------------------- 323 (32.3%)
Triton Lord: --------------------------- 363 (36.3%)
Ulm Guardian: -------------------------- 824 (82.4%)
Ulm Inf Battleaxe 1: ------------------- 558 (55.8%)
Ulm Inf Battleaxe 2: ------------------- 672 (67.2%)
Ulm Inf Flail 1: ----------------------- 548 (54.8%)
Ulm Inf Flail 2: ----------------------- 682 (68.2%)
Ulm Inf Hammer 1: ---------------------- 579 (57.9%)
Ulm Inf Hammer 2: ---------------------- 558 (55.8%)
Ulm Inf Maul 1: ------------------------ 540 (54.0%)
Ulm Inf Maul 2: ------------------------ 666 (66.6%)
Ulm Inf Morningstar 1: ----------------- 638 (63.8%)
Ulm Inf Morningstar 2: ----------------- 652 (65.2%)
Ulm Pikeneer 1: ------------------------ 562 (56.2%)
Ulm Pikeneer 2: ------------------------ 683 (68.3%)

Gauntlet mode - units do not recover health or fatigue between matches... so it is more "steady state". Note that encumbrance, regeneration, lifesteal, and reinvigoration play a much higher role here.


Gauntlet Power Rankings for 10000 rounds:

AB Inf Axe: ---------------------------- 560 (56.0%)
AB Inf Battleaxe: ---------------------- 586 (58.6%)
AB Inf Flail: -------------------------- 614 (61.4%)
AB Inf Morningstar: -------------------- 627 (62.7%)
AB Humanbred Axe: ---------------------- 450 (45.0%)
AB Humanbred Spear: -------------------- 486 (48.6%)
Assassin: ------------------------------ 642 (64.2%)
AT Spearman 1: ------------------------- 307 (30.7%)
AT Spearman 2: ------------------------- 373 (37.3%)
AT Consort: ---------------------------- 713 (71.3%)
AT Coral Guard: ------------------------ 509 (50.9%)
AT Coral Queen: ------------------------ 501 (50.1%)
AT Deep Seer: -------------------------- 92 (9.2%)
AT Initiate of the Deep: --------------- 124 (12.4%)
AT King of the Deep: ------------------- 629 (62.9%)
AT Mother Guard: ----------------------- 661 (66.1%)
AT Reef Warrior: ----------------------- 386 (38.6%)
AT Scout: ------------------------------ 237 (23.7%)
AT Shambler: --------------------------- 439 (43.9%)
AT Shambler Chief: --------------------- 420 (42.0%)
AT War Lobster: ------------------------ 677 (67.7%)
AT War Shambler: ----------------------- 535 (53.5%)
Commander 1: --------------------------- 484 (48.4%)
Commander 2: --------------------------- 520 (52.0%)
Commander 3: --------------------------- 538 (53.8%)
Elite Militia: ------------------------- 362 (36.2%)
ER Acolyte: ---------------------------- 605 (60.5%)
ER Arch Bishop: ------------------------ 897 (89.7%)
ER Bishop: ----------------------------- 699 (69.9%)
ER Censor: ----------------------------- 891 (89.1%)
ER Dusk Elder: ------------------------- 960 (96.0%)
ER Knight of the Unholy Sepulchre: ----- 915 (91.5%)
ER Longdead Legionnaire: --------------- 497 (49.7%)
ER Longdead Velite: -------------------- 481 (48.1%)
ER Spectator: -------------------------- 932 (93.2%)
Heavy Inf 1: --------------------------- 436 (43.6%)
Heavy Inf 2: --------------------------- 496 (49.6%)
Heavy Inf 3: --------------------------- 505 (50.5%)
Hydra: --------------------------------- 976 (97.6%)
Hydra Hatchling: ----------------------- 581 (58.1%)
Ghost: --------------------------------- 883 (88.3%)
Ghoul: --------------------------------- 256 (25.6%)
Light Inf 1: --------------------------- 405 (40.5%)
Light Inf 2: --------------------------- 446 (44.6%)
Lictor: -------------------------------- 851 (85.1%)
Longdead Horseman: --------------------- 687 (68.7%)
Longdead Spear 1: ---------------------- 287 (28.7%)
Longdead Spear 2: ---------------------- 442 (44.2%)
Longdead Sword 1: ---------------------- 343 (34.3%)
Longdead Sword 2: ---------------------- 349 (34.9%)
Longdead Sword 3: ---------------------- 475 (47.5%)
Longdead Sword 4: ---------------------- 496 (49.6%)
Maul Barbarian: ------------------------ 406 (40.6%)
Medium Militia: ------------------------ 316 (31.6%)
Militia: ------------------------------- 214 (21.4%)
Salamander: ---------------------------- 413 (41.3%)
Scout: --------------------------------- 326 (32.6%)
Slayer: -------------------------------- 650 (65.0%)
Soulless: ------------------------------ 97 (9.7%)
Soulless Warrior 1: -------------------- 201 (20.1%)
Soulless Warrior 2: -------------------- 273 (27.3%)
Sword Barbarian: ----------------------- 534 (53.4%)
TC Archer: ----------------------------- 249 (24.9%)
TC Glaive Footman: --------------------- 384 (38.4%)
TC Imperial Glaive Footman: ------------ 397 (39.7%)
TC Imperial Guard: --------------------- 544 (54.4%)
TC Imperial Spear Footman: ------------- 479 (47.9%)
TC Pike Footman: ----------------------- 390 (39.0%)
TC Spear Footman: ---------------------- 455 (45.5%)
Tribal Warrior: ------------------------ 339 (33.9%)
Triton 1: ------------------------------ 245 (24.5%)
Triton 2: ------------------------------ 309 (30.9%)
Triton Guard: -------------------------- 373 (37.3%)
Triton Lord: --------------------------- 398 (39.8%)
Ulm Guardian: -------------------------- 679 (67.9%)
Ulm Inf Battleaxe 1: ------------------- 518 (51.8%)
Ulm Inf Battleaxe 2: ------------------- 562 (56.2%)
Ulm Inf Flail 1: ----------------------- 527 (52.7%)
Ulm Inf Flail 2: ----------------------- 585 (58.5%)
Ulm Inf Hammer 1: ---------------------- 525 (52.5%)
Ulm Inf Hammer 2: ---------------------- 512 (51.2%)
Ulm Inf Maul 1: ------------------------ 508 (50.8%)
Ulm Inf Maul 2: ------------------------ 559 (55.9%)
Ulm Inf Morningstar 1: ----------------- 560 (56.0%)
Ulm Inf Morningstar 2: ----------------- 556 (55.6%)
Ulm Pikeneer 1: ------------------------ 532 (53.2%)
Ulm Pikeneer 2: ------------------------ 578 (57.8%)


-Cherry

aldin December 21st, 2003 08:15 AM

Re: Combat Simulator Released!
 
*Aldin stands up and cheers!!!*

Wahoo Saber Cherry! Most useful third party chart I've seen yet!

~Aldin

UNIVAC December 21st, 2003 10:59 AM

Re: Combat Simulator Released!
 
New Version: 9 =) Included is lucky, ethereal, mounted, additional units (including most Ermor units), matrix mode (see the bat file for an example), and automatic output to text files. Some of the units were renamed for consistancy, to keep similar units close together when alphabetized.

-Cherry


Combat Simulator Version 9.0

PhilD December 21st, 2003 05:02 PM

Re: Combat Simulator Released!
 
Looks great... for those like me who are easily lost, the list of "correct" (for the simulator) unit names are in UnitTypes.txt, NOT Creatures.txt. Took me a while to figure it out...

Oh, and is there a way, while using the "Matrix" fight, to get the individual results? I suppose they're being computed, so why not? (I had a look at the results files, and they only seem to contain the average information, not the details)

Saber Cherry December 22nd, 2003 12:30 AM

Re: Combat Simulator Released!
 
Quote:

Originally posted by PhilD:
Oh, and is there a way, while using the "Matrix" fight, to get the individual results? I suppose they're being computed, so why not? (I had a look at the results files, and they only seem to contain the average information, not the details)
<font size="2" face="sans-serif, arial, verdana">Yes, it is possible... it would just give about n^2 as much data output, and be difficult to read. And difficult to format, as well. If only I could output in the form of an excel file=) But I don't know how.

For a small matrix of maybe 5 units, all the individual results might fit on the screen ok.

Saber Cherry December 22nd, 2003 08:54 AM

Re: Combat Simulator Released!
 
Hmmm... I changed some things... and got a (roughly) 200% speedup. That may help with big matrices. However, every new feature added will slow it down=) I'm thinking of putting in Awe, Chill, and Heat next... or maybe multiple units in combat (like 3 militias versus 2 pikeneers). But Chill and Heat (unlike everything so far) will not be perfectly representative of the in-game Chill and Heat.

Saber Cherry December 26th, 2003 11:42 PM

Re: Combat Simulator Released!
 
Yay!!! A new Version is on its way. It can answer questions like...

How many militia does it take to kill a Hydra?

Not to give away the answer, but...

'1*Militia' - versus - '1*Hydra' in 10000 bouts.
Attacker's deathmatch score: 0 - approximately 0.0% wins.
Attacker's gauntlet score: 0 - approximately 0.0% wins.
----------
'2*Militia' - versus - '1*Hydra' in 10000 bouts.
Attacker's deathmatch score: 0 - approximately 0.0% wins.
Attacker's gauntlet score: 17 - approximately 1.7% wins.
----------
'3*Militia' - versus - '1*Hydra' in 10000 bouts.
Attacker's deathmatch score: 0 - approximately 0.0% wins.
Attacker's gauntlet score: 81 - approximately 8.1% wins.
----------
'4*Militia' - versus - '1*Hydra' in 10000 bouts.
Attacker's deathmatch score: 15 - approximately 1.5% wins.
Attacker's gauntlet score: 168 - approximately 16.8% wins.
----------
'5*Militia' - versus - '1*Hydra' in 10000 bouts.
Attacker's deathmatch score: 143 - approximately 14.3% wins.
Attacker's gauntlet score: 294 - approximately 29.4% wins.
----------
'6*Militia' - versus - '1*Hydra' in 10000 bouts.
Attacker's deathmatch score: 367 - approximately 36.7% wins.
Attacker's gauntlet score: 413 - approximately 41.3% wins.
----------
'7*Militia' - versus - '1*Hydra' in 10000 bouts.
Attacker's deathmatch score: 540 - approximately 54.0% wins.
Attacker's gauntlet score: 510 - approximately 51.0% wins.
----------
'14*Militia' - versus - '2*Hydra' in 10000 bouts.
Attacker's deathmatch score: 612 - approximately 61.2% wins.
Attacker's gauntlet score: 556 - approximately 55.6% wins.
----------
'13*Militia' - versus - '2*Hydra' in 10000 bouts.
Attacker's deathmatch score: 535 - approximately 53.5% wins.
Attacker's gauntlet score: 498 - approximately 49.8% wins.


...interestingly enough... it seems like an Ulm Pikeneer (10 gold) is just as effective against militia as a Hydra (250 gold)!


'1*Ulm Pikeneer 2' - versus - '6*Militia' in 10000 bouts.
Attacker's deathmatch score: 610 - approximately 61.0% wins.
Attacker's gauntlet score: 494 - approximately 49.4% wins.
----------
'1*Ulm Pikeneer 2' - versus - '7*Militia' in 10000 bouts.
Attacker's deathmatch score: 417 - approximately 41.7% wins.
Attacker's gauntlet score: 452 - approximately 45.2% wins.
----------

Whismerhill December 27th, 2003 12:54 AM

Re: Combat Simulator Released!
 
for output to an excel spreadsheet (not directly though)

you can format the text with ";" (for example)between columns
and then import the text file within excel

in fact the separator in itself isn't important, but the separator might be the same everywhere that's what is important

Saber Cherry December 27th, 2003 01:01 AM

Re: Combat Simulator Released!
 
Thanks! I'll do that.

Saber Cherry December 27th, 2003 10:47 AM

Re: Combat Simulator Released!
 
New Version released - Version 17.

UNIVAC will probably post it to the link fairly soon. It has a bunch of changes...

A slew of bugs fixed... possibly more added? Who knows http://forum.shrapnelgames.com/images/icons/icon12.gif

Elemental damages and immunities work.

Team mode added. To specify multiple units in a group, put a number and asterisk in front (Example: 3*Tribal.Warrior means 3 tribal warriors).

Raw matrix results are output to a text file (Deathmatch Matrix Output.txt, for example) and can be imported into Excel. Just load the text file and select "delimited" and then "delimited by semicolons".

Further matrix result analysis was added:

Win percentage remains.

"Power" is a semi-exponential ranking from 1 to 1,000,000, such that 0.1% wins gives you a 1, 50% wins gives you a 1000, and 100% wins gives you 1,000,000. In general, these are directly comparable and a unit with double the "Power" is twice as strong, unlike the win percentage scores.

"Overall" gives the unit a score based on the "Power" of other units he beats. So beating a Hydra (Gauntlet power 15400) is much more valuable than beating a Soulless (Gauntlet power 103). Essentially, "Overall" shows the ability of a unit to beat other units, with stronger units weighed more heavily.

The Matrix output is now sorted by units' "Overall" rating, instead of alphabetically. Is this better, or worse? It makes it a little hard to find a unit.

A few more units were added. A few unit names changed. For the latest units, see "UnitTypes.txt" or power.bat.

-Cherry


Latest output is below. To see it aligned, copy and paste into wordpad (not notepad).

Deathmatch Power Ratings for 4000 rounds:

Soulless -------------------- Wins: 1.8% Power: 27 Overall: 35
AT Deep Seer ---------------- Wins: 2.9% Power: 44 Overall: 44
AT Initiate of the Deep ----- Wins: 5.2% Power: 79 Overall: 68
Priest ---------------------- Wins: 5.6% Power: 86 Overall: 76
Archer 1 -------------------- Wins: 10.2% Power: 159 Overall: 123
Crossbowman 1 --------------- Wins: 11.4% Power: 178 Overall: 137
Soulless Warrior 1 ---------- Wins: 11.4% Power: 178 Overall: 154
Militia --------------------- Wins: 12.9% Power: 203 Overall: 162
3*Soulless ------------------ Wins: 14.0% Power: 221 Overall: 201
Archer 2 -------------------- Wins: 17.5% Power: 281 Overall: 222
AT Scout -------------------- Wins: 17.1% Power: 274 Overall: 224
TC Archer ------------------- Wins: 17.9% Power: 288 Overall: 232
Triton 1 -------------------- Wins: 17.4% Power: 279 Overall: 232
Crossbowman 2 --------------- Wins: 20.3% Power: 330 Overall: 269
Longdead Spear 1 ------------ Wins: 20.0% Power: 325 Overall: 272
Soulless Warrior 2 ---------- Wins: 20.5% Power: 334 Overall: 283
Militia Medium -------------- Wins: 23.9% Power: 396 Overall: 324
Scout ----------------------- Wins: 25.1% Power: 418 Overall: 335
Ghoul ----------------------- Wins: 23.0% Power: 379 Overall: 342
Crossbowman 3 --------------- Wins: 24.5% Power: 407 Overall: 345
Archer 3 -------------------- Wins: 24.9% Power: 415 Overall: 351
AT Spearman 1 --------------- Wins: 25.8% Power: 432 Overall: 356
Triton 2 -------------------- Wins: 25.5% Power: 426 Overall: 356
Longdead Sword 1 ------------ Wins: 27.5% Power: 465 Overall: 378
Tribal Warrior -------------- Wins: 28.3% Power: 480 Overall: 393
Longdead Sword 2 ------------ Wins: 29.1% Power: 496 Overall: 396
Longbowman ------------------ Wins: 29.4% Power: 502 Overall: 412
Militia Elite --------------- Wins: 30.9% Power: 532 Overall: 440
TC Footman Pike ------------- Wins: 34.7% Power: 612 Overall: 487
Shaman ---------------------- Wins: 34.5% Power: 608 Overall: 495
Triton Guard ---------------- Wins: 34.6% Power: 610 Overall: 499
AT Spearman 2 --------------- Wins: 34.7% Power: 612 Overall: 502
TC Footman Glaive ----------- Wins: 34.4% Power: 606 Overall: 508
Light Inf 1 ----------------- Wins: 36.7% Power: 657 Overall: 542
TC Imperial Glaive ---------- Wins: 36.3% Power: 648 Overall: 553
AT Reef Warrior ------------- Wins: 37.4% Power: 672 Overall: 566
Longdead Spear 2 ------------ Wins: 38.9% Power: 707 Overall: 579
Triton Lord ----------------- Wins: 38.5% Power: 698 Overall: 579
Barbarian Maul -------------- Wins: 38.1% Power: 689 Overall: 594
ER Longdead Velite ---------- Wins: 41.7% Power: 774 Overall: 636
Longdead Sword 3 ------------ Wins: 43.7% Power: 825 Overall: 684
AT Shambler ----------------- Wins: 41.4% Power: 767 Overall: 684
AT Shambler Chief ----------- Wins: 41.9% Power: 779 Overall: 685
Heavy Inf 1 ----------------- Wins: 42.5% Power: 794 Overall: 704
ER Longdead Legionnaire ----- Wins: 44.9% Power: 856 Overall: 705
Light Inf 2 ----------------- Wins: 43.6% Power: 822 Overall: 707
Salamander ------------------ Wins: 42.3% Power: 789 Overall: 752
Longdead Sword 4 ------------ Wins: 46.7% Power: 905 Overall: 761
Lizard Warrior -------------- Wins: 47.1% Power: 916 Overall: 768
TC Footman Spear ------------ Wins: 46.4% Power: 896 Overall: 810
3*Archer 1 ------------------ Wins: 40.9% Power: 755 Overall: 978
Commander 1 ----------------- Wins: 51.5% Power: 1045 Overall: 1016
AT Coral Queen -------------- Wins: 53.4% Power: 1106 Overall: 1029
Barbarian Sword ------------- Wins: 55.6% Power: 1181 Overall: 1045
TC Imperial Spear ----------- Wins: 52.1% Power: 1064 Overall: 1105
Heavy Inf 2 ----------------- Wins: 54.4% Power: 1140 Overall: 1161
Heavy Inf 3 ----------------- Wins: 55.6% Power: 1181 Overall: 1166
Ulm Inf Maul 1 -------------- Wins: 56.2% Power: 1203 Overall: 1201
AT War Shambler ------------- Wins: 59.5% Power: 1329 Overall: 1214
AB Humanbred Axe ------------ Wins: 46.4% Power: 896 Overall: 1251
Ulm Inf Battleaxe 1 --------- Wins: 58.0% Power: 1270 Overall: 1310
3*Militia ------------------- Wins: 50.7% Power: 1021 Overall: 1371
AT Coral Guard -------------- Wins: 59.5% Power: 1329 Overall: 1373
AB Humanbred Spear ---------- Wins: 51.6% Power: 1049 Overall: 1377
Ulm Pikeneer 1 -------------- Wins: 59.6% Power: 1333 Overall: 1392
Longdead Horseman ----------- Wins: 68.1% Power: 1747 Overall: 1424
Ulm Inf Flail 1 ------------- Wins: 57.7% Power: 1258 Overall: 1430
Hydra Hatchling ------------- Wins: 62.2% Power: 1444 Overall: 1475
Assassin -------------------- Wins: 69.2% Power: 1814 Overall: 1477
Commander 2 ----------------- Wins: 59.1% Power: 1313 Overall: 1483
TC Imperial Guard ----------- Wins: 63.8% Power: 1518 Overall: 1685
Commander 3 ----------------- Wins: 62.8% Power: 1471 Overall: 1699
AT War Lobster -------------- Wins: 73.6% Power: 2127 Overall: 1747
Ulm Inf Hammer 2 ------------ Wins: 58.9% Power: 1305 Overall: 1782
3*Triton 1 ------------------ Wins: 58.5% Power: 1289 Overall: 1837
Ulm Inf Hammer 1 ------------ Wins: 61.1% Power: 1395 Overall: 1872
AT King of the Deep --------- Wins: 69.3% Power: 1820 Overall: 1952
ER Acolyte ------------------ Wins: 73.7% Power: 2135 Overall: 2020
Ulm Inf Maul 2 -------------- Wins: 68.1% Power: 1747 Overall: 2103
Ulm Inf Morningstar 1 ------- Wins: 66.6% Power: 1662 Overall: 2147
Ulm Inf Battleaxe 2 --------- Wins: 68.6% Power: 1777 Overall: 2151
AB Inf Battleaxe ------------ Wins: 69.5% Power: 1832 Overall: 2397
Ulm Pikeneer 2 -------------- Wins: 71.4% Power: 1960 Overall: 2472
Ulm Inf Morningstar 2 ------- Wins: 67.5% Power: 1712 Overall: 2479
AB Inf Axe ------------------ Wins: 69.0% Power: 1801 Overall: 2654
AB Inf Flail ---------------- Wins: 71.5% Power: 1967 Overall: 2726
Ulm Inf Flail 2 ------------- Wins: 70.6% Power: 1905 Overall: 2886
3*Ghoul --------------------- Wins: 75.0% Power: 2247 Overall: 3225
3*Triton 2 ------------------ Wins: 72.7% Power: 2056 Overall: 3370
Slayer ---------------------- Wins: 77.7% Power: 2515 Overall: 3456
3*Militia Medium ------------ Wins: 69.7% Power: 1845 Overall: 3662
ER Bishop ------------------- Wins: 84.2% Power: 3498 Overall: 3706
AB Inf Morningstar ---------- Wins: 77.8% Power: 2526 Overall: 3929
Ghost ----------------------- Wins: 89.3% Power: 5046 Overall: 4196
Ulm Guardian ---------------- Wins: 83.8% Power: 3416 Overall: 4945
AT Mother Guard ------------- Wins: 81.8% Power: 3059 Overall: 5084
3*Militia Elite ------------- Wins: 77.5% Power: 2493 Overall: 5439
3*Light Inf 1 --------------- Wins: 82.4% Power: 3158 Overall: 7058
AT Consort ------------------ Wins: 87.0% Power: 4203 Overall: 8472
ER Spectator ---------------- Wins: 93.9% Power: 8573 Overall: 8784
ER Knight of the Unholy Sep~ Wins: 95.6% Power: 11697 Overall: 9839
ER Arch Bishop -------------- Wins: 94.9% Power: 10162 Overall: 10253
ER Lictor ------------------- Wins: 91.3% Power: 6130 Overall: 12748
ER Dusk Elder --------------- Wins: 96.4% Power: 14169 Overall: 17503
ER Censor ------------------- Wins: 94.0% Power: 8709 Overall: 22982
Hydra ----------------------- Wins: 99.0% Power: 48131 Overall: 54330

Average --------------------- Wins: 50.0% Power: 2098 Overall: 2602
Median ---------------------- Wins: 51.5% Power: 1045 Overall: 1045


********************************


Gauntlet Power Ratings for 4000 rounds:

Soulless -------------------- Wins: 6.7% Power: 103 Overall: 207
AT Deep Seer ---------------- Wins: 8.6% Power: 133 Overall: 236
AT Initiate of the Deep ----- Wins: 11.9% Power: 186 Overall: 290
Priest ---------------------- Wins: 12.3% Power: 193 Overall: 299
Archer 1 -------------------- Wins: 18.1% Power: 291 Overall: 387
Crossbowman 1 --------------- Wins: 19.4% Power: 314 Overall: 407
Soulless Warrior 1 ---------- Wins: 19.9% Power: 323 Overall: 425
Militia --------------------- Wins: 21.6% Power: 354 Overall: 444
AT Scout -------------------- Wins: 24.1% Power: 400 Overall: 483
Triton 1 -------------------- Wins: 24.7% Power: 411 Overall: 492
Archer 2 -------------------- Wins: 25.5% Power: 426 Overall: 506
TC Archer ------------------- Wins: 25.7% Power: 430 Overall: 511
3*Soulless ------------------ Wins: 25.0% Power: 417 Overall: 520
Crossbowman 2 --------------- Wins: 28.0% Power: 474 Overall: 546
Soulless Warrior 2 ---------- Wins: 28.0% Power: 474 Overall: 554
Longdead Spear 1 ------------ Wins: 29.6% Power: 506 Overall: 584
AT Spearman 1 --------------- Wins: 32.0% Power: 555 Overall: 609
Crossbowman 3 --------------- Wins: 31.9% Power: 553 Overall: 610
Militia Medium -------------- Wins: 32.3% Power: 561 Overall: 612
Triton 2 -------------------- Wins: 32.0% Power: 555 Overall: 612
Archer 3 -------------------- Wins: 32.3% Power: 561 Overall: 617
Ghoul ----------------------- Wins: 31.6% Power: 547 Overall: 633
Scout ----------------------- Wins: 33.4% Power: 585 Overall: 636
Tribal Warrior -------------- Wins: 35.0% Power: 619 Overall: 680
Longbowman ------------------ Wins: 36.4% Power: 650 Overall: 696
Longdead Sword 1 ------------ Wins: 35.9% Power: 639 Overall: 699
Militia Elite --------------- Wins: 37.4% Power: 672 Overall: 700
Longdead Sword 2 ------------ Wins: 37.0% Power: 663 Overall: 723
AT Spearman 2 --------------- Wins: 38.8% Power: 705 Overall: 724
Triton Guard ---------------- Wins: 38.8% Power: 705 Overall: 727
AT Reef Warrior ------------- Wins: 40.1% Power: 735 Overall: 747
TC Footman Glaive ----------- Wins: 39.4% Power: 719 Overall: 748
Salamander ------------------ Wins: 38.4% Power: 695 Overall: 757
TC Footman Pike ------------- Wins: 40.5% Power: 745 Overall: 760
Shaman ---------------------- Wins: 39.3% Power: 716 Overall: 764
TC Imperial Glaive ---------- Wins: 41.1% Power: 760 Overall: 767
Triton Lord ----------------- Wins: 41.4% Power: 767 Overall: 771
Light Inf 1 ----------------- Wins: 41.8% Power: 777 Overall: 783
Barbarian Maul -------------- Wins: 42.0% Power: 782 Overall: 810
AT Shambler Chief ----------- Wins: 43.2% Power: 812 Overall: 820
Heavy Inf 1 ----------------- Wins: 45.2% Power: 864 Overall: 848
AT Shambler ----------------- Wins: 44.8% Power: 853 Overall: 864
Light Inf 2 ----------------- Wins: 46.2% Power: 891 Overall: 869
TC Footman Spear ------------ Wins: 47.5% Power: 927 Overall: 889
3*Archer 1 ------------------ Wins: 45.9% Power: 883 Overall: 904
Longdead Spear 2 ------------ Wins: 46.0% Power: 886 Overall: 925
TC Imperial Spear ----------- Wins: 50.4% Power: 1012 Overall: 943
Lizard Warrior -------------- Wins: 49.2% Power: 976 Overall: 959
AT Coral Queen -------------- Wins: 50.5% Power: 1015 Overall: 966
Commander 1 ----------------- Wins: 50.7% Power: 1021 Overall: 969
ER Longdead Velite ---------- Wins: 49.1% Power: 973 Overall: 973
Heavy Inf 2 ----------------- Wins: 52.2% Power: 1067 Overall: 996
AT Coral Guard -------------- Wins: 53.4% Power: 1106 Overall: 1012
3*Militia ------------------- Wins: 52.0% Power: 1061 Overall: 1021
Ulm Inf Maul 1 -------------- Wins: 53.0% Power: 1093 Overall: 1025
Heavy Inf 3 ----------------- Wins: 53.3% Power: 1103 Overall: 1027
Longdead Sword 3 ------------ Wins: 49.8% Power: 994 Overall: 1032
Ulm Inf Battleaxe 1 --------- Wins: 54.1% Power: 1130 Overall: 1048
AT War Shambler ------------- Wins: 53.9% Power: 1123 Overall: 1052
Commander 2 ----------------- Wins: 54.8% Power: 1154 Overall: 1055
ER Longdead Legionnaire ----- Wins: 51.3% Power: 1039 Overall: 1056
Ulm Inf Hammer 2 ------------ Wins: 54.8% Power: 1154 Overall: 1061
Ulm Inf Hammer 1 ------------ Wins: 55.7% Power: 1185 Overall: 1073
Ulm Pikeneer 1 -------------- Wins: 55.7% Power: 1185 Overall: 1081
Barbarian Sword ------------- Wins: 55.0% Power: 1160 Overall: 1091
3*Triton 1 ------------------ Wins: 55.0% Power: 1160 Overall: 1100
Commander 3 ----------------- Wins: 56.7% Power: 1221 Overall: 1102
Longdead Sword 4 ------------ Wins: 52.1% Power: 1064 Overall: 1106
Ulm Inf Flail 1 ------------- Wins: 55.2% Power: 1167 Overall: 1112
TC Imperial Guard ----------- Wins: 57.3% Power: 1243 Overall: 1116
Ulm Inf Morningstar 1 ------- Wins: 59.0% Power: 1309 Overall: 1166
Ulm Inf Maul 2 -------------- Wins: 58.9% Power: 1305 Overall: 1168
Ulm Inf Morningstar 2 ------- Wins: 59.1% Power: 1313 Overall: 1170
Ulm Inf Battleaxe 2 --------- Wins: 59.3% Power: 1321 Overall: 1175
Ulm Pikeneer 2 -------------- Wins: 61.2% Power: 1400 Overall: 1218
Hydra Hatchling ------------- Wins: 58.3% Power: 1281 Overall: 1252
Ulm Inf Flail 2 ------------- Wins: 61.7% Power: 1421 Overall: 1291
3*Militia Medium ------------ Wins: 62.3% Power: 1448 Overall: 1307
AT King of the Deep --------- Wins: 63.6% Power: 1508 Overall: 1334
3*Triton 2 ------------------ Wins: 63.5% Power: 1504 Overall: 1348
AB Humanbred Axe ------------ Wins: 47.3% Power: 921 Overall: 1368
AT Mother Guard ------------- Wins: 67.4% Power: 1706 Overall: 1418
AB Humanbred Spear ---------- Wins: 50.7% Power: 1021 Overall: 1432
Assassin -------------------- Wins: 66.6% Power: 1662 Overall: 1483
3*Militia Elite ------------- Wins: 67.3% Power: 1700 Overall: 1495
3*Ghoul --------------------- Wins: 66.8% Power: 1673 Overall: 1529
AT War Lobster -------------- Wins: 68.8% Power: 1789 Overall: 1530
Ulm Guardian ---------------- Wins: 70.6% Power: 1905 Overall: 1549
ER Acolyte ------------------ Wins: 68.2% Power: 1753 Overall: 1580
AT Consort ------------------ Wins: 72.7% Power: 2056 Overall: 1636
AB Inf Axe ------------------ Wins: 59.5% Power: 1329 Overall: 1638
3*Light Inf 1 --------------- Wins: 71.1% Power: 1939 Overall: 1685
AB Inf Battleaxe ------------ Wins: 61.1% Power: 1395 Overall: 1702
Longdead Horseman ----------- Wins: 70.4% Power: 1891 Overall: 1774
AB Inf Flail ---------------- Wins: 64.1% Power: 1533 Overall: 1839
AB Inf Morningstar ---------- Wins: 66.0% Power: 1629 Overall: 1845
Slayer ---------------------- Wins: 67.2% Power: 1695 Overall: 1946
ER Bishop ------------------- Wins: 76.8% Power: 2420 Overall: 2053
ER Arch Bishop -------------- Wins: 88.8% Power: 4835 Overall: 3348
ER Lictor ------------------- Wins: 86.0% Power: 3920 Overall: 3813
Ghost ----------------------- Wins: 89.3% Power: 5046 Overall: 4777
ER Censor ------------------- Wins: 89.7% Power: 5230 Overall: 5051
ER Knight of the Unholy Sep~ Wins: 92.8% Power: 7328 Overall: 7395
ER Spectator ---------------- Wins: 93.6% Power: 8192 Overall: 9624
ER Dusk Elder --------------- Wins: 96.2% Power: 13455 Overall: 18585
Hydra ----------------------- Wins: 96.7% Power: 15400 Overall: 28661

Average --------------------- Wins: 49.9% Power: 1514 Overall: 1673
Median ---------------------- Wins: 50.7% Power: 1021 Overall: 1021

UNIVAC December 27th, 2003 04:22 PM

Re: Combat Simulator Released!
 
Combat Simulator v17

Saber Cherry December 28th, 2003 09:44 AM

Re: Combat Simulator Released!
 
New in Version 20 (unreleased):

More statistics!!! Here's an example:

'Slayer' versus 'Commander 1' in 40000 bouts.

~ Attacker's Deathmatch Statistics ~

Score: --------------------- 933
Wins: ---------------------- 90.46%
Losses: -------------------- 3.73%
Ties: ---------------------- 5.82%
Timeouts: ------------------ .00%
Kills per fresh team: ------ 10.09
Kills per battle: ---------- .97
Deaths per battle: --------- .10
Life expectancy (rounds): -- 20.28
Life expectancy (battles): - 10.23
Avg. Rounds Elapsed: ------- 1.99
Avg. Rounds to Win: -------- 1.95
Avg. Rounds to Lose: ------- 1.97
Avg. Rounds to Tie: -------- 2.59

~ Attacker's Gauntlet Statistics ~

Score: --------------------- 723
Wins: ---------------------- 72.19%
Losses: -------------------- 27.58%
Ties: ---------------------- .25%
Timeouts: ------------------ .00%
Kills per fresh team: ------ 2.61
Kills per battle: ---------- .73
Deaths per battle: --------- .28
Life expectancy (rounds): -- 5.63
Life expectancy (battles): - 3.31
Avg. Rounds Elapsed: ------- 1.71
Avg. Rounds to Win: -------- 1.74
Avg. Rounds to Lose: ------- 1.61
Avg. Rounds to Tie: -------- 2.50

:::::::::::::::::::::::::::::::::::::::::::::::::

'Slayer' versus '6*Soulless' in 40000 bouts.

~ Attacker's Deathmatch Statistics ~

Score: --------------------- 922
Wins: ---------------------- 92.21%
Losses: -------------------- 7.80%
Ties: ---------------------- .00%
Timeouts: ------------------ .00%
Kills per fresh team: ------ 73.28
Kills per battle: ---------- 5.72
Deaths per battle: --------- .08
Life expectancy (rounds): -- 55.51
Life expectancy (battles): - 12.72
Avg. Rounds Elapsed: ------- 4.37
Avg. Rounds to Win: -------- 4.51
Avg. Rounds to Lose: ------- 2.71
Avg. Rounds to Tie: -------- .00

~ Attacker's Gauntlet Statistics ~

Score: --------------------- 679
Wins: ---------------------- 67.91%
Losses: -------------------- 32.10%
Ties: ---------------------- .00%
Timeouts: ------------------ .00%
Kills per fresh team: ------ 12.70
Kills per battle: ---------- 4.08
Deaths per battle: --------- .33
Life expectancy (rounds): -- 9.74
Life expectancy (battles): - 2.97
Avg. Rounds Elapsed: ------- 3.29
Avg. Rounds to Win: -------- 3.92
Avg. Rounds to Lose: ------- 1.95
Avg. Rounds to Tie: -------- .00

-Cherry

Edit. All Marginon units added.

[ December 28, 2003, 08:42: Message edited by: Saber Cherry ]

velk December 30th, 2003 05:11 AM

Re: Combat Simulator Released!
 
There is something wrong with the precision on ranged attacks. I was fiddling with mind bLast and seeing that it made no difference to the results.

I tried changing it to pure damage - no change, then changing it to insane damage - no change.

Here is an example I used - changing dam from 0 to 1000 makes no difference in fight outcomes. Removing the (rng=50) on it immediately makes it work.

name=Mind_BLast dam=1000 hits=1 prec=100 ammo=10 rng=50

Saber Cherry December 30th, 2003 07:36 AM

Re: Combat Simulator Released!
 
Ehehehe...

Er, sorry. Ranged weapons are not emulated, nor will they ever be. I just leave them on the units, but they are not used. The simulator will only use melee weapons. If you set a weapon range to "0", the simulator assumes it is a melee weapon and will use it as a melee weapon (in addition to other melee weapons, each round).

Why are ranged weapons not simulated? Well... I have no idea of the probability of scoring a hit with a ranged weapon... or how far apart the units start... and besides, ranged weapons are normally used against Groups of enemies, so precision is not important... and, basically, the simulator does not model a battlefield, just some units fighting at zero range.

So, to clarify... and I should add this to the readme, but anyway...

For the release Version 17:

What is modeled? Almost everything that effects normal units, like regeneration, lucky, ethereal, reinvigoration, poison, poison immunity, repels, being undead, life drain, being lifeless, fatigue effects (stat reduction and falling asleep), armor piercing and negating, magic weapons, elemental damage and immunity, and all the basic stuff.

What is not modeled (or not quite right)? Fear, chill, heat, poison clouds, spiky armor, magic resist saves, weapons with ammo (including lances), awe, paralysis, trample, bless effects, area of effect weapons, afflictions, experience, dominion bonuses (to MR and Morale), scale effects (heat and cold scales), stat increases from magic levels.

What will never be modeled? Ranged attacks, magic attacks, routing, or any battle movements other than melee attack.


The current Version in development (21) adds support for Awe and bless effects, and it will correctly model ammo before I release it.

I should note, about Mind BLast. First off, the emulator does support armor-negating damage, and magical damage (meaning damage that goes through etherealness) so I would model Mind BLast like this, if you want it to work sort of correctly:

name=Mind_BLast dam=1 fatiguedamage=110 hits=1 ammo=10 rng=0 pierce=100 strengthNotAdded=1 magic=1

This gives it 10 ammo, 0 range (melee, so the simulator will use it), 110 fatigue damage (so the enemy will pass out if it hits), armor piercing 100% (armor negating), and so forth. Similar to the in-game mind bLast, but not the same. Once paralyze damage is simulated, the command would be:

name=Mind_BLast doesPhysicalDamage=-1 paralyzedam=12 hits=1 ammo=10 pierce=100 magic=1 strengthNotAdded=1 magicResistSave=1 mrstPenalty=4

But that won't work, since magic resist saves and paralyze damage are not simulated yet =) But they will be soon. Until then, only Assassins and Slayers can be simulated correctly, not Star Children http://forum.shrapnelgames.com/images/icons/icon12.gif

[ December 30, 2003, 05:37: Message edited by: Saber Cherry ]

velk December 31st, 2003 01:54 AM

Re: Combat Simulator Released!
 
Oh ok. Makes sense.

For a second question - how do you add natural protection to a creature ?

I have just been making an armor item with their natural protection on it and giving that to them, but I think there are some differences in how it stacks in the game ( not sure if that is modelled in the sim )

Saber Cherry December 31st, 2003 08:06 AM

Re: Combat Simulator Released!
 
Quote:

Originally posted by velk:
I have just been making an armor item with their natural protection on it and giving that to them, but I think there are some differences in how it stacks in the game
<font size="2" face="sans-serif, arial, verdana">The sim correctly models armor protection stacking with natural protection. However, it does NOT correctly model multiple sources of natural protection... because I'm not really sure how that works. So if you give a human a barkskin amulet in the sim (name=Barkskin_Amulet nprot=10) it will correctly give him 10 natural protection, like in the game... but if you give him multiple barkskin amulets, or a barkskin amulet and marble armor, it may be slightly off. As long as there is only 1 source of natural protection the sim will be exactly correct.

To give a unit natural protection, you modify the base creature (in Creatures.txt) and put in "nprot=5" or whatever value you want. Of course, that will modify all units that use the creature... for example, if you give the creature "Human" natural protection 5, then all units that use "Human" as their base creature will have natural protection of 5. That includes all the independant infantry types, for example.

If you just want to give natural protection to a single unit, then your method of giving a custom item is best. So to give a Tien Chi Pike Footman natural protection of 5, but not affect the other pikemen, you can make a new item:

name=Tough_Skin nprot=5

And modify the pikeneer's equipment:

name=TC_Footman_Pike creature=Human weapon=Pike item=Full_Leather_Armor item=Helmet item=Tough_Skin

Of course, you could also make a new creature, instead, and give it nprot=5.

To be very clear:

"nprot" means natural protection - this is for creatures and magic items like barkskin amulets
"aprot" means armor protection - this is for all armor that has a protection value
"tprot" means total protection - don't ever use it, it is calculated automatically.

Saber Cherry January 1st, 2004 07:11 AM

Re: Combat Simulator Released!
 
New Version - 22!

For the release Version 22:

Adds awe, correctly models ammo-using weapons (like lances), and gives more statistical information for fights. More weapons, armor, creatures, and units are added, and now include all of the default themes for Ulm, Jotunheim, Ermor, Marignon, Atlantis, Mictlan, most of Abysia, most of Tien Chi, and most independants. A few errors were fixed, including some incorrect data (like an armor value). Bless effects were added... but they must be specified in the UnitTypes file. For example:

name=Flagellant_Fire6 creature=Flagellant weapon=Flail blessing=Blessed blessing=Fire6 blessing=Water4

Bless effects are not perfect, though! All the incremental effects are modeled, except Nature (Berserk). But the level-9 effects are only modeled for Air (Shock Resist), Earth (Natural Protection 4), and Nature (Poison Resist, Regen).

A new change: Data text files are now in a subdirectory, "Data". So if you want to add new units, change the data files in the data directory.

In summary:

What is modeled? Almost everything that effects normal units, like regeneration, lucky, ethereal, reinvigoration, poison, poison immunity, repels, being undead, life drain, being lifeless, fatigue effects (stat reduction and falling asleep), armor piercing and negating, magic weapons, elemental damage and immunity, awe, weapon ammo, and all the basic stuff.

What is not modeled (or not quite right)? Fear, chill, heat, poison clouds, spiky armor, magic resist saves, berserk, paralysis, trample, bless effects, area of effect weapons, afflictions, experience, dominion bonuses (to MR and Morale), scale effects (heat and cold scales), stat increases from magic levels.

What will never be modeled? Ranged attacks, magic attacks, routing, or any battle movements other than melee attack.


-Cherry

P.S. In case I didn't mention it before -

Thanks to Zen for Jotunheim and a lot of armors and weapons!
And thanks to Univac for Atlantis, Atlantian equipment, and for hosting! http://forum.shrapnelgames.com/images/icons/icon7.gif

And if anyone has any suggestions for simplifying or improving the interface... please, suggest away! http://forum.shrapnelgames.com/images/icons/icon10.gif

[ January 01, 2004, 05:12: Message edited by: Saber Cherry ]

UNIVAC January 1st, 2004 01:31 PM

Re: Combat Simulator Released!
 
Here we go, new Version uploaded.

Get it here!


ps= happy new year http://forum.shrapnelgames.com/images/icons/icon7.gif

UNIVAC January 3rd, 2004 10:24 AM

Re: Combat Simulator Released!
 
Quote:

Originally posted by Saber Cherry:
Here's the latest, Combat Sim 24!

Supports Berserk, Flaming Weapons, and Magic Saves.

Fixes Life Drain.

Adds Caelum and several gods.

-Cherry

<font size="2" face="sans-serif, arial, verdana">Combat Simulator v24

Saber Cherry January 8th, 2004 08:08 AM

Re: Combat Simulator Released!
 
Ok, I've emailed Version 32 to Univac!

There are a lot of changes, and it is really quite accurate now. New features:

Version 32 notes:

Some weapon data corrected (number of hands for some weapons)
A defensive-only wakizashi added.
Abysia BOH theme added.
Virtually every pretender is included.
Rising Sun units altered.
Ambidextrous added (specify "ambidextrous=3", for example, in Creatures.txt)
Attack penalties for multi-wielding added.
Rectangular (or should I say, 'asymmetric')matrices added. For example:
"java RectMatrix PY_Velite PY_Hastatus PY_Emerald_Guard vs Ulm_Pikeneer_1 Ulm_Pikeneer_2 Ulm_Inf_Morningstar_2"
...would have each of the 3 Pythium units fight 1-on-1 against each of the 3 Ulm units, without fighting amongst themselves. The resulting rankings would give accurate scores for Pythium versus Ulm.

Note that in RectMatrix mode, you must include the term "vs" somewhere in the command line. In Matrix mode and Fight mode it is not needed.

************
Version 31 notes:

Faster. An Earth magic blessing bug eliminated.

The formatting for units is much nicer. Type "java Unit ER_Dusk_Elder", for example, and the output is very pretty.

An additional statistic added to "Fight" output.

************
Version 27 notes:

Added spiky armor (length 3, poisondam 5, no physical damage, automatic hit).
Made awe work once per unit, not once per weapon.

Added the following tags:

Creatures and equipment:
twistfate, mindless, trample, hero, new, assassin, seduce, animal, spy, holy, unholy, firemagic, earthmagic, airmagic, watermagic, deathmagic, naturemagic, bloodmagic, astralmagic, randomsorcery, randomelemental, randommagic, amphibian, airshield, fireshield, astralshield, glamour, spiky, mistform

Equipment only (actually, weapons only):
flaming, freezing, shocking, undeadDamageBonus, demonDamageBonus, mindlessDamageBonus, magicbeingDamageBonus, lifelessDamageBonus, soulslay, magicslay, onlyHurtsLiving, onlyHurtsUndead

All of these are implimented except:
randomsorcery, randomelemental, randommagic, astralshield, animal (which all affect melee combat)
and the ones that don't affect combat (seduce, spy, etc)

*************************************

What's left? I have to better document everything in the readme. And add wounding http://forum.shrapnelgames.com/images/icons/icon10.gif

-Cherry

[ January 08, 2004, 06:10: Message edited by: Saber Cherry ]

UNIVAC January 8th, 2004 12:32 PM

Re: Combat Simulator Released!
 
Quote:

Originally posted by Saber Cherry:
Ok, I've emailed Version 32 to Univac!

[...]
-Cherry

<font size="2" face="sans-serif, arial, verdana">Uploaded!

UNIVAC February 1st, 2004 08:16 PM

Re: Combat Simulator Released!
 
Quote:

Originally posted by Saber Cherry:
The Combat Simulator is now at Version 37! New features:

Pangaea Units added
Vanheim Units and Leaders added
Mirror Image / Glamour supported
Decay supported

-Cherry

<font size="2" face="sans-serif, arial, verdana">Uploaded!!

PDF February 1st, 2004 10:52 PM

Re: Combat Simulator Released!
 
Still can't make the sim work on my W98 rig..
Everything looks like it's installed correctly though, has someone managed to use the proggie on a 98 machine ? http://forum.shrapnelgames.com/image...s/confused.gif

Graeme Dice February 1st, 2004 11:07 PM

Re: Combat Simulator Released!
 
Quote:

Originally posted by PDF:
Still can't make the sim work on my W98 rig..
Everything looks like it's installed correctly though, has someone managed to use the proggie on a 98 machine?
<font size="2" face="sans-serif, arial, verdana">I have. You do have the Java virtual machine installed?

Arryn February 1st, 2004 11:13 PM

Re: Combat Simulator Released!
 
Quote:

Originally posted by Graeme Dice:
You do have the Java virtual machine installed?
<font size="2" face="sans-serif, arial, verdana">In case anyone needs the link for the JRE: J2SE 1.3.1

Saber Cherry February 1st, 2004 11:49 PM

Re: Combat Simulator Released!
 
PDF,

From a DOS prompt in the directory you installed the sim, type java. If it says "bad command or filename", then Java is not correctly installed. The readme.txt file (in the data subdirectory) gives some information on how to install Java and set the path variable, but setting the path is a little different in Win98 than WinXP. It may happen automatically with the latest Java installer; I'm not sure.

PDF February 2nd, 2004 05:25 PM

Re: Combat Simulator Released!
 
The Java thingies are installed correctly -or so it seems, I can launch .java files for example...-, and when I launch the simulator Java IS found but I have a "thread error in main" (or stg close to that)... http://forum.shrapnelgames.com/image...s/confused.gif

Saber Cherry February 2nd, 2004 05:44 PM

Re: Combat Simulator Released!
 
Well - First off, you should have no .java files, only .class files. I assume you meant .class?

Second, Java is case sensitive. So typing
"java Fight militia wolf" is not the same as
"java fight militia wolf".

But if you actually get the "exception in main: noClassDefFoundError" type message, it means the file you tried to run does not exist, or is not runnable.

I can only imagine that you are not in the correct directory when you try to run the simulator... if you unzipped all the files to a directory, open a dos prompt, navigate to the directory, and type "dir *.class". You should see a bunch of .class files, including Fight.class and Matrix.class. Then "type java Fight blah blah" or "java Matrix blah blah blah blah", with the "blah"s replaced by unit names, and it will work if java is installed.

-Cherry

Saber Cherry February 25th, 2004 01:03 AM

Re: Combat Simulator Released!
 
New combat simulator Version 39!

The only changes are in improving mod importation, so unless you want to import mods, it is the same as Version 38.

Mod importation is pretty ugly; sorry about that. But, if you want to test your mod, you might find it useful. It is much less complicated than the directions make it seem but I'm a bit loquacious.

-Cherry


Version 39 notes:

Improved mod importation. Imports data like regeneration, magic skills, ethereality, and so forth. The importation is essentially complete except for leadership values (which have no effect in the simulator) and equipment, which must be specified by name. In other words, equipment will be imported from .dm files, but the combat sim does not yet understand item numbers, so if you specified your equipment by ID number (like 'weapon 56' instead of 'weapon "hoof"') you will have to change it in the converter output to use the name, rather than the number. I know this makes it a little confusing, but perhaps I will add numeric support in the future.

How to import a mod:

The command is (assuming your mod is in my_mod.dm):

java Converter my_mod.dm
PLEASE NOTE: The filename must contain no spaces.

The output is creatures_my_mod.dm.txt and unittypes_my_mod.dm.txt.
Copy the contents of those two files into creatures.txt and unittypes.txt in the data folder.

In order to balance-test a mod:

Do the steps above, and when you copy the contents of unittypes_my_mod.dm.txt to unittypes.txt, put them at the very top of the file.

Next, run this command:

java DataOut

This will generate some .bat files. Running "full.bat" will show the relative melee strength of your new units to all other units included in the simulator, though it takes a long time... you can shorten the time by changing the Last number in the file (2000) to something smaller like 100 - that is the number of iterations.

Alternately, you can just fight your units against the extant units, which takes much less time. To do this, modify "full.bat" in this manner:

1) Change the second word, "Matrix", to "RectMatrix", so it reads "java RectMatrix blah blah..."

2) Your units should be listed before all the other units. So, between the Last of your new units and the first old unit, add the term " vs ", so it reads "... My_Last_Unit vs Blood_Slave Militia ...". Then run full.bat and it will fight your units versus the others, and give their relative melee strengths.



[ February 25, 2004, 02:43: Message edited by: Saber Cherry ]

Saber Cherry February 29th, 2004 10:40 PM

Re: Combat Simulator Released!
 
Version 40 notes:

25% speedup. Details:

Boolean dice rolls are no longer simulated; they have been tableized. You can see the table in the Data\StatTable.txt. What does this mean? To check all "yes-or-no" rolls like att vs def, MR vs penetration, morale vs morale penalty, I no longer roll 4 open-ended d6's, but generate a single random number and consult the table to see if it succeded. This gives virtually identical results and is much faster.

Bug in v39 fixed (all units were listed as having elemental magic).

Random magic is calculated at runtime. So if you simulate combat using units with random magic or random elemental picks, they will do slightly better, as they will sometimes get fire (+att), earth (+tprot), and air (+mirror images for units with glamour). All 8 randoms are simulated, but only those 3 affect the simulator combat.

Neverheals is now supported. Before, it did nothing; now, neverheals units will not regain HP when fighting in "Gauntlet" mode. This is not very noticable with low-HP undead hordes, but it is for large neverhealing constructs and undead jotuns.


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