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October 23rd, 2009, 04:29 PM
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Private
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Join Date: Feb 2009
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Test battles?
When I see vets say that they ran test battles - like some type of kitted banelord vs pd or some specific enemy army, how are they doing that? That's not shift-u is it?
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October 23rd, 2009, 05:06 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Test battles?
For something quick and dirty, yeah you can use Shift-U. Otherwise, they just set up a game with the same settings as they want to test. Often with the Debug mod so its not neccessary to research or stockpile significant gems. Setting it up with 2 human players is best so you can completely control whats going on. Save off the game directory just before you do the turn and you can test the same battle over and over.
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October 23rd, 2009, 05:52 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Test battles?
I have a BattleSim map that helps.
Its a very tiny 10 province map providing the variety of terrains. Editing the ascii text file of BattleSim_v3.map makes it easy to set two nations next to each other with specific armies so that you can test tactics or how the game does things. And then you can either quickly easily start another game with the same settings to see if the results are the same, or edit the .map file to some small change to see if that makes a difference.
http://www.dom3minions.com/utilities.htm
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October 23rd, 2009, 07:06 PM
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Private
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Join Date: Feb 2009
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Re: Test battles?
Ok so it's debug mod + that Battlesim map make it pretty straight forward. Still pretty clunky, but I'll keep it in mind for crucial battles.
Thanks for the help.
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October 23rd, 2009, 11:20 PM
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Join Date: Feb 2009
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Re: Test battles?
I've thought of something clever (I think). Instead of saving the directory and recomputing the turn over and over, shift-u in a dragonfly way out of the way where no one cares about it and that seems to reset the seed with being disruptive.
Bon? Better choices over dragonfly? I don't think anything will qualify as a magic commander for it, because it belongs to a third party and shift-u units will not be commanders.
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October 24th, 2009, 12:24 AM
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Second Lieutenant
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Join Date: Dec 2008
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Re: Test battles?
Shift+k instakills the targeted unit, so you can remove the added unit just after introducing it. No chance of it interfering with the combat and it still resets the seed.
Anyway, that's the way I usually do it when tinkering.
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