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-   -   How to test Ideas / How Things Work in SE IV (http://forum.shrapnelgames.com/showthread.php?t=7262)

Gryphin September 3rd, 2002 09:21 PM

How to test Ideas / How Things Work in SE IV
 
How to test Ideas / How Things Work in SE IV
It occured to me I don't really know the "best" way to test a feature in SE IV.
I'm open to suggestions. (be gentle).
For example the Thread on Emissive Armor. I'm sure there is a methodical efficient way to test the effectiveness of Armor.
There must be a way to setup an efficient test for a given weapons system.

Fyron September 3rd, 2002 09:38 PM

Re: How to test Ideas / How Things Work in SE IV
 
Create a small map of 2 systems. Start a game with 2 human empires, and have each of them build what you need. The combat simulator is generally a bad way of testing things out.

spoon September 3rd, 2002 11:48 PM

Re: How to test Ideas / How Things Work in SE IV
 
I find it also helps to create a map (using the map editor) and manually instert two starting positions, either in the same system, or in adjacent systems (if you want to test warp-point battles, for example). Saves time on ship transit...

I assumed people have been using the simulator to test individual components (like emmisive armor). Is the simulator bad for this too?

-Spoon

oleg September 4th, 2002 01:29 AM

Re: How to test Ideas / How Things Work in SE IV
 
Quote:

Originally posted by Gryphin:
How to test Ideas / How Things Work in SE IV
It occured to me I don't really know the "best" way to test a feature in SE IV.
I'm open to suggestions. (be gentle).
For example the Thread on Emissive Armor. I'm sure there is a methodical efficient way to test the effectiveness of Armor.
There must be a way to setup an efficient test for a given weapons system.

<font size="2" face="Verdana, Helvetica, sans-serif">Why, start a full-tech game, design any ship you like - not necessary latest Versions of components - and taste in combat simulator ! The only thing I was found impossible to check is effect of system-wide facilities, like Death shrine. Unless I am mistaken, even addition of the planet with such facility into simulator has no effect. Fyron' idea might work here.

AJC September 4th, 2002 09:40 PM

Re: How to test Ideas / How Things Work in SE IV
 
I create a race with every racial tech, then I create a game with all tech already researched - to test and examine the new components. Without any opposing AI - just one player. I have found that the simulator is good for testing the results of changes to weapons.

When building an AI, I create a game that I save on turn 1.
I set the Ministers to Full AI, switch off some of the confirmation windows, such as colony types, end of turn confirmation.

Then I run the game and watch the AI I am testing to see how it does against the other AIs. As I make changes I reload the saved game on turn 1 to test the changes. F12 is a useful button ....

then when I think I am done I actually run a low tech game - with no economic bonus in the set up , and include all the main AIs in the game , with each running on full AI and watch and monitor the show. When I do this, I always include my personel Shipset AI to see how it does.

Fyron September 4th, 2002 09:42 PM

Re: How to test Ideas / How Things Work in SE IV
 
Simulator combat is often completely unlike real combat, so that is why it is sometimes better to test things in real combat situations. http://forum.shrapnelgames.com/images/icons/icon7.gif

oleg September 4th, 2002 09:53 PM

Re: How to test Ideas / How Things Work in SE IV
 
Quote:

Originally posted by Imperator Fyron:
Simulator combat is often completely unlike real combat, so that is why it is sometimes better to test things in real combat situations. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Wow ! Incrediable ! You get real SEIV ships and can fight with them http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Seriously though, are there are any examples of difference between simulator combat and "real" SE combat ? I did't find any except for mentioned inactivity of system facilities. o, yes, there is no way to introduce ship/fleet experience.

Fyron September 4th, 2002 09:58 PM

Re: How to test Ideas / How Things Work in SE IV
 
When testing individual ships, the simulator tends to be accurate. But with larger forces, it gets screwey. http://forum.shrapnelgames.com/images/icons/icon7.gif

Baron Munchausen September 4th, 2002 10:59 PM

Re: How to test Ideas / How Things Work in SE IV
 
You have to remember that the simulator is not actually the same as Strategic Combat. Even if you let the ships run under AI control, it's the equivalent of entering tactical combat and then turning on automatic and using the 'resolve combat' order. The routines in the two options are very different. Which makes me all the more surprised at reports that MM was originally not planning to allow tactical combat in SE IV... hmm. If the Simulator was supposed to let you 'test' your ships but it wasn't the same code as Strategic Combat was using, what good would that be? http://forum.shrapnelgames.com/images/icons/icon7.gif Maybe we need a special combat simulator option that goes to that strategic screen and really uses the strategic combat code...

[ September 04, 2002, 22:00: Message edited by: Baron Munchausen ]

Wardad September 5th, 2002 12:39 AM

Re: How to test Ideas / How Things Work in SE IV
 
ver 1.78 fix... defender was not always first in tactical combat...

OOPS... Before the fix that messed with my SAT testing. Defenders were supposed to move and fire first... but SATs don't move so I guess thats why they didn't fire first.

Try setting up a warp point defense in the simulator. Did Gold patch 2 fix it???

In simultaneous combat your ships, stations, SATS, and fighters are positioned close to the warp point and fire first. ...UNLESS your ally is also there, then your both in different corners. Try simulating that!!!

Zanthis September 5th, 2002 12:47 AM

Re: How to test Ideas / How Things Work in SE IV
 
Uh, it already has that option. You can "simulate" both Strategic and Tactical from the design window. And do you have any example of where there is a difference? I have yet to encounter any difference, but if I had an example I could test for I might be able to confirm an actually difference (I wouldn't, of course, be able to deny a difference).

Atraikius September 5th, 2002 11:35 AM

Re: How to test Ideas / How Things Work in SE IV
 
Quote:

When building an AI, I create a game that I save on turn 1.
I set the Ministers to Full AI, switch off some of the confirmation windows, such as colony types, end of turn confirmation.

Then I run the game and watch the AI I am testing to see how it does against the other AIs. As I make changes I reload the saved game on turn 1 to test the changes. F12 is a useful button ....

<font size="2" face="Verdana, Helvetica, sans-serif">This is actually a rather enjoyable way to actually play the game; only controlling your race by altering the AI files (plus helps to learn how the files work). Some of them you need to exit SEIV, and then restart SEIV, and resume your game where you saved, other files can be modified with your game still running. It puts you more in a position of your empires ruler, not being able to control everything yourself; having to trust your ministers to do what you direct them to.


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