@Streu 's combat simulator now on webpage: ...

« Back

1821 days, 20 hours, 54 minutes ago
View mip40's profile
mip40
@Streu 's combat simulator now on webpage: ...Write Reply
@Streu 's combat simulator now on webpage:

http://planetscentral.com/play/sim.cgi

original forum:

http://planets.nu/discussion/combat-simulator

I just had to post this off the original thread, as the activity feed currently is moving too fast (thanks to NB) and some might have missed this great news.
1821 days, 18 hours, 27 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply

Thanks for the plug :-)

The original forum of course is http://planetscentral.com/talk/thread.cgi/165-New-feature-Battle-simulator, however :-) I'm watching the Nu forums as well, but it's easier to miss something here than over there.

  Stefan

[edit: if anyone knows how to format this link without having something insert a space...]

1821 days, 16 hours, 51 minutes ago
Profile Image
kedalion
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Wow, very nice. :)
1821 days, 16 hours, 45 minutes ago
View ecatoncheires's profile
ecatoncheires
RE: @Streu 's combat simulator now on webpage: ...Write Reply
... we'd need a NinjaBumper to keep this thread on top for at least a month! :D
1821 days, 16 hours, 26 minutes ago
Profile Image
mule
RE: @Streu 's combat simulator now on webpage: ...Write Reply
I like Stefan's simulator and plan to use it.

If you don't mind a slight digression ...

I was interested in the forum comments too, but they quickly morphed into German. I don't mind that really - it is my heritage. :) But it also occurred to me that since German now rates as only 3.6% of internet users it might be unnecessarily restricting information flow. It's true there are translators and in the Planets subset we probably have a much higher percentage.

But, it's just something to keep in mind if anyone really wants to communicate to a larger audience. Please don't take offense. I would have said the same if it had been Spanish. Now Mandarin... 24% and growing might work.:)
1821 days, 16 hours, 10 minutes ago
View mjs68508's profile
mjs68508
RE: @Streu 's combat simulator now on webpage: ...Write Reply
English/Mandarin worked for Firefly.

Maybe we should make Klingon the official language of the Nuniverse?
1821 days, 16 hours, 6 minutes ago
View ecatoncheires's profile
ecatoncheires
RE: @Streu 's combat simulator now on webpage: ...Write Reply
I always start new games shouting "Heghlu'meH QaQ jajvam"!!!
1821 days, 16 hours, 3 minutes ago
Profile Image
mule
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Klingon? Nay! It must at least be Terran!
1821 days, 15 hours, 27 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply

Official language in "my" forum is English as well, but I won't kick-ban anyone for using a different language; bonus points of I speak it, too :-) Actually, I have been asked to make a German-language forum, but we're just too few to make that work. (but you may have noticed that I try to make things, like the PCC2 desktop apps, or the PHost docs, available in German, too. If anyone gave me a Spanish or Mandarin translation I'll happily add it.)

The battle simulator also has hooks for translating in-place, the website simply doesn't know yet how to deliver a translation file.

  Stefan

1821 days, 15 hours, 25 minutes ago
View bacchus's profile
bacchus
RE: @Streu 's combat simulator now on webpage: ...Write Reply
I think that Latin would be the logical Terran neutral language!
1821 days, 15 hours, 1 minutes ago
Profile Image
mule
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Stephan, Thanks for the work, now and in the past! :)

Latin? Can you imagine computer code in Roman Numerals?
1821 days, 14 hours, 48 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply

> Latin? Can you imagine computer code in Roman Numerals?

Of course.

Exhibit I: INTERCAL produces Roman numerals. 

Exhibit II: you can program Perl in Latin.

  Stefan

1821 days, 14 hours, 31 minutes ago
View bacchus's profile
bacchus
RE: @Streu 's combat simulator now on webpage: ...Write Reply
The language of the ancient people that, in all likelihood, affected (either directly or indirectly) every peoples on the planet.

I hear that some schools down in the US have taken to teaching Latin as their secondary language because it is the only thing that doesn't give someone an advantage (with some many immigrants from a variety of locations).
1821 days, 12 hours, 54 minutes ago
Profile Image
mule
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Terran Language:

English incorporates the most different languages and thus is the most "common" to most non-asian and non-afro peoples. Derived from German, Scandinavian, Norman-French, and before that from the Angles, Saxons, Frisii, Jutes and the Franks, who traded, fought with and lived alongside the Latin-speaking peoples of the Roman Empire, it is more valid than Latin for future use. When the Roman Empire fell, so did Latin's influence except as a precursor language or a specialty use such as by Catholics. Going backwards makes no sense.

Being the supreme borrower (some might say stealer) from other languages, it is English (assisted by today's internet) that it is most likely to lead to a future Terran language. Although, based on pure numbers, our future Terran language must also start incorporating (borrowing) a lot more Mandarin than it has already doing.

I think Firefly had it right. :)
1821 days, 12 hours, 51 minutes ago
Profile Image
mule
RE: @Streu 's combat simulator now on webpage: ...Write Reply
OK, now I'll slap my knuckles for sidetracking this thread and refer back to:

Streu 's combat simulator now on webpage: http://planetscentral.com/play/sim.cgi original forum: http://planets.nu/discussion/combat-simulator.
1821 days, 11 hours, 35 minutes ago
View figak's profile
figak
RE: @Streu 's combat simulator now on webpage: ...Write Reply
French, just to piss everone off.

/rerail thread

Like in the other thread, excellent work!

Muchas gracias!

1821 days, 8 hours, 55 minutes ago
View dungeonmaster's profile
dungeonmaster
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Hi Stefan! Still no double beams? I know, I know, the requests keep coming.
Very nice web interface overall!

DM
1821 days, 6 hours, 10 minutes ago
View mjs68508's profile
mjs68508
RE: @Streu 's combat simulator now on webpage: ...Write Reply
2X beams are under the "Abilities" of each ship.
1821 days, 6 hours, 7 minutes ago
View seveiht's profile
seveiht
RE: @Streu 's combat simulator now on webpage: ...Write Reply
will the web version get the 2x beams for the planets?
1821 days, 5 hours, 59 minutes ago
View dungeonmaster's profile
dungeonmaster
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Ok, ok, Sev and I will come clean. As it stands, klingon max bases always lose against carriers. Rather than 75% victory for the ship, it's 100%. The double beams actually hamper the planet. We were hoping to find a "sweet spot" where the base may take down the carrier with more frequency, but after quite some playing around, can't find it. So we need Stefan's code to actually test things on a big numerical scale quickly and easily.
1821 days, 5 hours, 45 minutes ago
View seveiht's profile
seveiht
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Ran a sim on the web simulator.

Planet, 250 defense posts, 60 fighters and 200 base defense against a biocide, h.phasers, full of fighters.

The web simulator shows 100% victory for the biocide of 1100 simulations. Whereas the nu vcr shows about a 25% victory for the planet.
1821 days, 5 hours, 29 minutes ago
View mjs68508's profile
mjs68508
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Same anomaly for the Virgo - it wins 100% against bases on web simulator. Nu simulator it loses like Biocide.
1821 days, 4 hours, 47 minutes ago
View tom n's profile
tom n
RE: @Streu 's combat simulator now on webpage: ...Write Reply
subscribe
1820 days, 13 hours, 32 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply
seveiht:
> Planet, 250 defense posts, 60 fighters and 200 base defense against a biocide, h.phasers, full of
> fighters.
>
> The web simulator shows 100% victory for the biocide of 1100 simulations. Whereas the nu vcr
> shows about a 25% victory for the planet.


I see a difference between the desktop version and the web version here. The desktop version gives the 25/75 results. I'll look into it.

That aside, please make sure that you chose NuHost simulations. PHost simulations (default because my site runs PHost) also give 0/100 results.


> will the web version get the 2x beams for the planets?

I started with the feature set of the desktop version. Remember, this is the first version. Both versions will get 2x beams for planets.


--Stefan
1820 days, 9 hours, 9 minutes ago
View rabenhirn's profile
rabenhirn
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Since I had to dig this out again, I am just NinjaBumping this thread...
1820 days, 6 hours, 51 minutes ago
Profile Image
robodoc
RE: @Streu 's combat simulator now on webpage: ...Write Reply
I really like this user interface! This seems significantly easier to use than the regular interface. And it's so convenient, being accessible from the web. :D

It would be even better if there was an easy way to max starbase fighters and defenses without having to do a lot of mouse clicking.

And it took me a while to realize that I had to click the ship ID in the simulator window to get the full combat details.
1820 days, 3 hours, 31 minutes ago
Profile Image
kedalion
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Thx @Robodoc. I hadn't even noticed that and was actually wishing I could see those details before...
1799 days, 17 hours, 44 minutes ago
Profile Image
mighty midget
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Hi Stefan,

Did you find out something about the discrepancies observed by seveiht?I think I've just stumbled upon something similar. I've been trying to evaluate the Red Wind Storm Carriers (http://planets.nu/#/race/3/hulls/1047) performance using your online simulator.

So I setup a custom ship (Rush with 12 bays) and had it fighting against other carriers: Vanilla Rush, Biocide, etc. - In short: It performed terrible and seemed to be slightly worse than a normal Rush (results are about 50:50). I became curious and ran the same simulations using the standalone version - results differ and seem to be more reasonable (Rush with extra bays wins about 60%). Maybe there is a problem when using more than 10 bays?

On a related note: Both versions indicate that a Fed Rush would crush an others players Red Wind Storm supported Rush in about 90% of the battles even though it essentially has only one bay more... I'm afraid it's true but why?
1797 days, 13 hours, 37 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply
> Did you find out something about the discrepancies observed by seveiht?
> I think I've just stumbled upon something similar.


Not yet, but I have not forgotten. Being a nice programmer I got a bug tracker :-) It's just that summer holidays have ended and I got to spend a little more time with things my boss pays me for, which happens to not be web or game development.

> Both versions indicate that a Fed Rush would crush an others players Red Wind Storm
> supported Rush in about 90% of the battles even though it essentially has only one bay more...
> I'm afraid it's true but why?


If I understood correctly, this the "Red Wind Storm supported Rush" is a Rush with 12 bays?

Both simulators limit the ship to 10 bays (because this is a limit of the original host). You'll see that when you look at the simulation. It still lets you enter 12 bays because the limit of PHost's combat code is 20. I believe this limit can be lifted without problems.


--Stefan
1797 days, 10 hours, 24 minutes ago
Profile Image
mighty midget
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Thanks for the quick response! Yes you got that right, the Red Wind Storm Carrier would add 2 extra bays. Obviously the limitation explains the behavior and I'm kind of relieved! The limitation can't be that strict though since said Fed-owned rush is shown to have 13 bays ;) Would be great if you could remove the limitation sometime in future versions. I don't think it's very urgent though.

Regarding the "seveiht-bug" I made an observation that will probably help you to fix it: The Starbase is losing its figthers during a series of simulations. That means it will start the first simulation fully equipped but will start the second simulations without the fighters shot down in the first...

By the way: Thanks a lot for the great work - it's such a valuable tool! I'm just loving your simulators (and the Ion Storm Physics Docu :))!
1728 days, 16 hours, 29 minutes ago
View ecatoncheires's profile
ecatoncheires
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Bumping a really useful tool.

... patiently waiting for 'stickies' in the news feed.
1728 days, 16 hours, 26 minutes ago
Profile Image
kwesy
RE: @Streu 's combat simulator now on webpage: ...Write Reply
I found that it has a "elusive" option (for Gunboats).
But does it do anything?
I'm still looking for a way how to simulate RU25/30 Gunboat fights without having the Gunboats captured every time.
1695 days, 13 hours, 23 minutes ago
View ecatoncheires's profile
ecatoncheires
RE: @Streu 's combat simulator now on webpage: ...Write Reply
I had some sims done today, looked at the 'unit details' (double click on it) and it opens a windows where everything is clear enough... only this parameter I cannot tell what's for exactly: 'min fighters aboard'... anybody knows what does this mean?
1695 days, 12 hours, 58 minutes ago
Profile Image
turssi
RE: @Streu 's combat simulator now on webpage: ...Write Reply
I guess it would mean the smallest number of fighters that survived after the battle. On-board a carrier of course...
1695 days, 10 hours, 46 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply
"Min fighters aboard" is the minimum number of fighters aboard the ship, ever. During the fight, fighters will leave the ship and later come back. Thus, the ship might end the fight with 10 fighters, but it might have 0 fighters for a short time (because everyone is out).

Lessons to take from this value: if it's large ("Min fighters aboard: 50") you have too many fighters. They are not used. If you lose the ship, save the fighters by transferring them elsewhere. If it's zero ("Min fighters aboard: 0"), the ship probably tried to launch a fighter but couldn't. Try getting more fighters, maybe the ship will do better.

PS, an update to the simulator is just around the corner.
1693 days, 8 hours, 16 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply
The promised update is now out: http://planetscentral.com/play/sim.cgi

(a) You can now save and load simulations. If you have an account at PlanetsCentral, you can save into that and access it from all your devices; otherwise, you can save to your computer. Files are compatible to the desktop applications PlayVCR and CCBSim. Simulation settings are saved in your browser, so you have to configure it for Nu only once.

(b) seveiht's bug is fixed, among a few others.

(c) It now has an option to simulate RU25s (Abilities->Squadron). A squadron ship will "respawn" with one less beam and 0% damage after being destroyed.
1693 days, 7 hours, 7 minutes ago
View mjs68508's profile
mjs68508
RE: @Streu 's combat simulator now on webpage: ...Write Reply
By the way, the squadrons fight 1 more time than they have ships. So, an RU30 fights 6 times. The 5th time is one tiny ship as expected. The 6th time is 1 large ship, but it has no beams. If you are only using ftrs or beams, it makes no difference. If you are using torps, it does use up a torp or 2.
1692 days, 20 hours, 58 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply
@mjs68503: I have not totally understood that. Right now I let the RU respawn as long as it has at least one beam; there wouldn't be a problem in letting it respawn with 0 beams. But what do you mean with "6th time is 1 large ship"? Does it get more weapons or mass? That would be pretty hard to model.
1692 days, 19 hours, 45 minutes ago
View mjs68508's profile
mjs68508
RE: @Streu 's combat simulator now on webpage: ...Write Reply
There are 6 battles:

5 tiny ships, 5 beams, mass is 65
4 tiny ships, 4 beams, mass is 65
3 tiny ships, 3 beams, mass is 65
2 tiny ships, 2 beams, mass is 65
1 tiny ship, 1 beam, mass is 65
1 large ship, 0 beams, mass is 65

All 6 battles are at mass = 65.

The 6th battle seems to use the graphic of the regular big RU30 gunboat.
1692 days, 19 hours, 18 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Thanks, that would be pretty easy to do. I guess we can do without the graphic (and my graphics are different anyway).
1691 days, 10 hours, 8 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Done. Squadrons now fight down to 0 beams.
1691 days, 9 hours, 52 minutes ago
View joshua's profile
joshua
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Hey, guys just read this. That is a bug. Squadrons on the right side were actually fighting to 0 beams but they should only fight down to 1 beam not respawn after that. This is now fixed.
1655 days, 12 hours, 23 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply
Just for the record: the update from 25/Jan/2015 now implements the old new version of Squadrons again (no respawn if it would have 0 beams).

In addition, it allows you to set special abilities (3x kill, 2x charge) for planets.
1641 days, 5 hours, 40 minutes ago
Profile Image
rsk
RE: @Streu 's combat simulator now on webpage: ...Write Reply
I'm just now seeing this...THANK YOU!!!

The best planets simulator just got better (a month ago). Awesome, awesome, awesome!

Thanks @Streu!!
1633 days, 16 hours, 21 minutes ago
View big beefer's profile
big beefer
RE: @Streu 's combat simulator now on webpage: ...Write Reply
I have a question on the "series" feature. My under standing is that it should go through all the possible outcomes for a 1 on 1 fight. But I noticed it runs only 110 battles while there are 119 values in the random tables. What am I missing here?
1633 days, 15 hours, 20 minutes ago
View mjs68508's profile
mjs68508
RE: @Streu 's combat simulator now on webpage: ...Write Reply
It would be nice to have in the abilities section of the ship a box for "Supported by Saber Shield Generator" (No, 1, 2). For 1, it would add 50% of engine cost on mass and 25% shields. For 2, it would double that.
1632 days, 21 hours, 0 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply
@Big Beefer: although there are 119 values in the random tables, Tim's host only generates 110 of them as possible starting values. (Nitpick: there's a 111th starting value that is generated with a 1-in-4-billion chance.)
1632 days, 20 hours, 56 minutes ago
Profile Image
streu
RE: @Streu 's combat simulator now on webpage: ...Write Reply
@mjs68508: a better solution would be to just add the Sabers to the fight, and resolve the shield generator internally, right? As far as I understood, the Shield Generator works not unlike the Commander ability of PHost: presence of the ship in a fight gives a boost, no matter whether it actually fights.

What I'm not sure about is what happens when the Saber explodes. Does the boost remain for the fight, or does it go away immediately? (The Commander bonus persists.)
1632 days, 17 hours, 50 minutes ago
Profile Image
siggi
RE: @Streu 's combat simulator now on webpage: ...Write Reply
The bonus goes away.
Say you have 3 Sabers fighting then the first will have a 50% ES bonus and 150% shields , the second 25% ES bonus and 125% shields and the third fights like a regular Saber.
1632 days, 13 hours, 25 minutes ago
View big beefer's profile
big beefer
RE: @Streu 's combat simulator now on webpage: ...Write Reply
@streu - you may want to include that as another .nu specific difference. I pulled starting seeds from a handful of games here and it appears they range from 1-118 (inclusive).