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April 4th, 2007, 02:35 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Combat simulator project
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April 4th, 2007, 02:49 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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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.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 4th, 2007, 06:27 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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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.
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April 4th, 2007, 08:28 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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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. 
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 5th, 2007, 05:03 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
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Re: Combat simulator project
Agree. you can count on me being on both crowds 
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