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  #31  
Old December 27th, 2003, 04:22 PM

UNIVAC UNIVAC is offline
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Default Re: Combat Simulator Released!

Combat Simulator v17
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  #32  
Old December 28th, 2003, 09:44 AM
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Default Re: Combat Simulator Released!

New in Version 20 (unreleased):

More statistics!!! Here's an example:

'Slayer' versus 'Commander 1' in 40000 bouts.

~ Attacker's Deathmatch Statistics ~

Score: --------------------- 933
Wins: ---------------------- 90.46%
Losses: -------------------- 3.73%
Ties: ---------------------- 5.82%
Timeouts: ------------------ .00%
Kills per fresh team: ------ 10.09
Kills per battle: ---------- .97
Deaths per battle: --------- .10
Life expectancy (rounds): -- 20.28
Life expectancy (battles): - 10.23
Avg. Rounds Elapsed: ------- 1.99
Avg. Rounds to Win: -------- 1.95
Avg. Rounds to Lose: ------- 1.97
Avg. Rounds to Tie: -------- 2.59

~ Attacker's Gauntlet Statistics ~

Score: --------------------- 723
Wins: ---------------------- 72.19%
Losses: -------------------- 27.58%
Ties: ---------------------- .25%
Timeouts: ------------------ .00%
Kills per fresh team: ------ 2.61
Kills per battle: ---------- .73
Deaths per battle: --------- .28
Life expectancy (rounds): -- 5.63
Life expectancy (battles): - 3.31
Avg. Rounds Elapsed: ------- 1.71
Avg. Rounds to Win: -------- 1.74
Avg. Rounds to Lose: ------- 1.61
Avg. Rounds to Tie: -------- 2.50

:::::::::::::::::::::::::::::::::::::::::::::::::

'Slayer' versus '6*Soulless' in 40000 bouts.

~ Attacker's Deathmatch Statistics ~

Score: --------------------- 922
Wins: ---------------------- 92.21%
Losses: -------------------- 7.80%
Ties: ---------------------- .00%
Timeouts: ------------------ .00%
Kills per fresh team: ------ 73.28
Kills per battle: ---------- 5.72
Deaths per battle: --------- .08
Life expectancy (rounds): -- 55.51
Life expectancy (battles): - 12.72
Avg. Rounds Elapsed: ------- 4.37
Avg. Rounds to Win: -------- 4.51
Avg. Rounds to Lose: ------- 2.71
Avg. Rounds to Tie: -------- .00

~ Attacker's Gauntlet Statistics ~

Score: --------------------- 679
Wins: ---------------------- 67.91%
Losses: -------------------- 32.10%
Ties: ---------------------- .00%
Timeouts: ------------------ .00%
Kills per fresh team: ------ 12.70
Kills per battle: ---------- 4.08
Deaths per battle: --------- .33
Life expectancy (rounds): -- 9.74
Life expectancy (battles): - 2.97
Avg. Rounds Elapsed: ------- 3.29
Avg. Rounds to Win: -------- 3.92
Avg. Rounds to Lose: ------- 1.95
Avg. Rounds to Tie: -------- .00

-Cherry

Edit. All Marginon units added.

[ December 28, 2003, 08:42: Message edited by: Saber Cherry ]
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  #33  
Old December 30th, 2003, 05:11 AM

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Default Re: Combat Simulator Released!

There is something wrong with the precision on ranged attacks. I was fiddling with mind bLast and seeing that it made no difference to the results.

I tried changing it to pure damage - no change, then changing it to insane damage - no change.

Here is an example I used - changing dam from 0 to 1000 makes no difference in fight outcomes. Removing the (rng=50) on it immediately makes it work.

name=Mind_BLast dam=1000 hits=1 prec=100 ammo=10 rng=50
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  #34  
Old December 30th, 2003, 07:36 AM
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Default Re: Combat Simulator Released!

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 ]
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  #35  
Old December 31st, 2003, 01:54 AM

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Default Re: Combat Simulator Released!

Oh ok. Makes sense.

For a second question - how do you add natural protection to a creature ?

I have just been making an armor item with their natural protection on it and giving that to them, but I think there are some differences in how it stacks in the game ( not sure if that is modelled in the sim )
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  #36  
Old December 31st, 2003, 08:06 AM
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Default Re: Combat Simulator Released!

Quote:
Originally posted by velk:
I have just been making an armor item with their natural protection on it and giving that to them, but I think there are some differences in how it stacks in the game
The sim correctly models armor protection stacking with natural protection. However, it does NOT correctly model multiple sources of natural protection... because I'm not really sure how that works. So if you give a human a barkskin amulet in the sim (name=Barkskin_Amulet nprot=10) it will correctly give him 10 natural protection, like in the game... but if you give him multiple barkskin amulets, or a barkskin amulet and marble armor, it may be slightly off. As long as there is only 1 source of natural protection the sim will be exactly correct.

To give a unit natural protection, you modify the base creature (in Creatures.txt) and put in "nprot=5" or whatever value you want. Of course, that will modify all units that use the creature... for example, if you give the creature "Human" natural protection 5, then all units that use "Human" as their base creature will have natural protection of 5. That includes all the independant infantry types, for example.

If you just want to give natural protection to a single unit, then your method of giving a custom item is best. So to give a Tien Chi Pike Footman natural protection of 5, but not affect the other pikemen, you can make a new item:

name=Tough_Skin nprot=5

And modify the pikeneer's equipment:

name=TC_Footman_Pike creature=Human weapon=Pike item=Full_Leather_Armor item=Helmet item=Tough_Skin

Of course, you could also make a new creature, instead, and give it nprot=5.

To be very clear:

"nprot" means natural protection - this is for creatures and magic items like barkskin amulets
"aprot" means armor protection - this is for all armor that has a protection value
"tprot" means total protection - don't ever use it, it is calculated automatically.
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  #37  
Old January 1st, 2004, 07:11 AM
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Default Re: Combat Simulator Released!

New Version - 22!

For the release Version 22:

Adds awe, correctly models ammo-using weapons (like lances), and gives more statistical information for fights. More weapons, armor, creatures, and units are added, and now include all of the default themes for Ulm, Jotunheim, Ermor, Marignon, Atlantis, Mictlan, most of Abysia, most of Tien Chi, and most independants. A few errors were fixed, including some incorrect data (like an armor value). Bless effects were added... but they must be specified in the UnitTypes file. For example:

name=Flagellant_Fire6 creature=Flagellant weapon=Flail blessing=Blessed blessing=Fire6 blessing=Water4

Bless effects are not perfect, though! All the incremental effects are modeled, except Nature (Berserk). But the level-9 effects are only modeled for Air (Shock Resist), Earth (Natural Protection 4), and Nature (Poison Resist, Regen).

A new change: Data text files are now in a subdirectory, "Data". So if you want to add new units, change the data files in the data directory.

In summary:

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, awe, weapon ammo, and all the basic stuff.

What is not modeled (or not quite right)? Fear, chill, heat, poison clouds, spiky armor, magic resist saves, berserk, 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.


-Cherry

P.S. In case I didn't mention it before -

Thanks to Zen for Jotunheim and a lot of armors and weapons!
And thanks to Univac for Atlantis, Atlantian equipment, and for hosting!

And if anyone has any suggestions for simplifying or improving the interface... please, suggest away!

[ January 01, 2004, 05:12: Message edited by: Saber Cherry ]
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  #38  
Old January 1st, 2004, 01:31 PM

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Default Re: Combat Simulator Released!

Here we go, new Version uploaded.

Get it here!


ps= happy new year
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  #39  
Old January 3rd, 2004, 10:24 AM

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Default Re: Combat Simulator Released!

Quote:
Originally posted by Saber Cherry:
Here's the latest, Combat Sim 24!

Supports Berserk, Flaming Weapons, and Magic Saves.

Fixes Life Drain.

Adds Caelum and several gods.

-Cherry
Combat Simulator v24
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  #40  
Old January 8th, 2004, 08:08 AM
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Default Re: Combat Simulator Released!

Ok, I've emailed Version 32 to Univac!

There are a lot of changes, and it is really quite accurate now. New features:

Version 32 notes:

Some weapon data corrected (number of hands for some weapons)
A defensive-only wakizashi added.
Abysia BOH theme added.
Virtually every pretender is included.
Rising Sun units altered.
Ambidextrous added (specify "ambidextrous=3", for example, in Creatures.txt)
Attack penalties for multi-wielding added.
Rectangular (or should I say, 'asymmetric')matrices added. For example:
"java RectMatrix PY_Velite PY_Hastatus PY_Emerald_Guard vs Ulm_Pikeneer_1 Ulm_Pikeneer_2 Ulm_Inf_Morningstar_2"
...would have each of the 3 Pythium units fight 1-on-1 against each of the 3 Ulm units, without fighting amongst themselves. The resulting rankings would give accurate scores for Pythium versus Ulm.

Note that in RectMatrix mode, you must include the term "vs" somewhere in the command line. In Matrix mode and Fight mode it is not needed.

************
Version 31 notes:

Faster. An Earth magic blessing bug eliminated.

The formatting for units is much nicer. Type "java Unit ER_Dusk_Elder", for example, and the output is very pretty.

An additional statistic added to "Fight" output.

************
Version 27 notes:

Added spiky armor (length 3, poisondam 5, no physical damage, automatic hit).
Made awe work once per unit, not once per weapon.

Added the following tags:

Creatures and equipment:
twistfate, mindless, trample, hero, new, assassin, seduce, animal, spy, holy, unholy, firemagic, earthmagic, airmagic, watermagic, deathmagic, naturemagic, bloodmagic, astralmagic, randomsorcery, randomelemental, randommagic, amphibian, airshield, fireshield, astralshield, glamour, spiky, mistform

Equipment only (actually, weapons only):
flaming, freezing, shocking, undeadDamageBonus, demonDamageBonus, mindlessDamageBonus, magicbeingDamageBonus, lifelessDamageBonus, soulslay, magicslay, onlyHurtsLiving, onlyHurtsUndead

All of these are implimented except:
randomsorcery, randomelemental, randommagic, astralshield, animal (which all affect melee combat)
and the ones that don't affect combat (seduce, spy, etc)

*************************************

What's left? I have to better document everything in the readme. And add wounding

-Cherry

[ January 08, 2004, 06:10: Message edited by: Saber Cherry ]
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