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Combat simulator project
Hi,
I wish IW would return the combat simulator in a patch or at all, but seeing as this ain't coming I was thinking about going ahead and writing one up. Now, I must start by saying there's an excellent combat simulator by saber cherry written in java. The issue I have with it is that its code isn't accessible and I don't have enough information about how to modify to work well for dom-III. I think the best that could happen is for this simulator to be supported for dom-III as well. Seeing as this as well is not happening I would like to start writing a combat simulator by expanding upon MaxWilson's python based script. I suggest to start with a 1v1 melee simulator and slowly expand it to model more effects. I have many ideas and directions regarding this, but before I start I'd like to listen to input from you guys. |
Re: Combat simulator project
Have you seen GP's recent thread?
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Re: Combat simulator project
He mentioned Saber Cherry's so Im guessing he has more in the mind of a formula based one that will just give numbered results? There is usually an advantage in that it can quickly provide statistical answers.
On the other hand, my version is more of a "watch the battle" version. It can be run over and over but its much slower if you are trying to get an answer so you an post something like "in a hundred test battles the results were..." I know that my method would support adding forged equipment and setting experience levels. Im not sure how easy that would be to incorporate into a spreadhseet-based battle-sim. |
Re: Combat simulator project
You're right, I had in mind a statistical model, something like run this battle 10k times and give the averages, variance etc. In that respect Saber has done a great job, and I would have loved to continue work on his base code, yet I'll need saber's blessing (and sources) to do that. Another distinction from GPs simulator is that I'd like the model input to be very straight forward and easy using combination of CLI flags and DB of units and weaponry.
since experience levels and (most) forged equipments give predictable bonuses they should be fairly easy to incorporate into the model. I read dom-III manual once but I don't recall if there was an exact description of the rules of a melee engagement. That's something I'll need for starters. |
Re: Combat simulator project
Well my thread was an effort to get someone to upgrade my simulator with "input to be very straight forward and easy using combination of CLI flags and DB of units and weaponry" which I think should be easy (for somebody other than me) to do.
I think there is a place for both. There is definetly a statistical crowd that would be interested in yours. And I think there is an attention-deficit-crowd that just wants to watch some huge crazy battles without having to play up to that point which would enjoy mine being upgraded someday. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Combat simulator project
Agree. you can count on me being on both crowds http://forum.shrapnelgames.com/images/smilies/happy.gif
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