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September 4th, 2002, 09:53 PM
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Lieutenant General
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Re: How to test Ideas / How Things Work in SE IV
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September 4th, 2002, 09:58 PM
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Shrapnel Fanatic
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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. 
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September 4th, 2002, 10:59 PM
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General
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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?  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 ]
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September 5th, 2002, 12:39 AM
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Lieutenant Colonel
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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!!!
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September 5th, 2002, 12:47 AM
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Corporal
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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).
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September 5th, 2002, 11:35 AM
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Second Lieutenant
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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 ....
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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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