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