View Full Version : [Tool] SettlersOnlineTools - Combat Simulator
Hello,
finally we released the english version of our combat simulator.
An instruction is following but maybe you discover the features by yourself :).
The most important feature is, that you can optimize your attacks - just select the type of soldiers you have and the sim says how many of each type you need for an optimal result - TRY IT!
Post feedback, questions, bugs and requests please here.
Hope you enjoy it!
UllrichB
/link removed BB_Trafffer
Thanks Ullrich... I only just posted about it in the Important Links (http://forum.thesettlersonline.com/threads/14821-Important-links?p=178374&viewfull=1#post178374) thread, and then I noticed your post here... :o
Much appreciated! :)
Majikrider
06.04.12, 17:38
This is a great looking combat sim and I will be using it shortly for horseback so thanks for all your hard work Ullrich. Just waiting now for all the comparison calcs from the supergeeks (who will shortly take over the world ;-))
Well I've been using this sim for a while now and never go into battle without it sitting in a tab at the top of my screen. I's easy to use and very fast, which enables me to try a number of of troop combinations. The only change I would request at the moment is I wish the troops were listed as they appear in the barracks rather than grouped by type, and for those people who play on notepads (at work) it would be nice to have the names of troops and bandits listed as the icons can be really tiny.
Keep calm and carry on.
Hi,
i want to inform you about some bugfixes:
- fixed the Exp for Rougnecks
- fixed some adventure maps
Cheerz
Ulrich,
although I really enjoy your simulator - makes the big numbercrunching a lot faster - I cant seem to find a way to show MAXIMUM losses, not average.
All guides are based upon max losses, not average. This means I'm recalculating by hand and with other battlecalcs to get proper numbers, quite timeconsuming...
Also it's a bit annoying that I can only input my troops by steps of 20. E.g. 20-40-60-80-100. If I want to select a maximum of say 70 troops of a kind, it automatically jumps to 80 or 60.
Hope you can fix these two issues, would make the calculator a lot better to use. Thanks!
Ulrich,
although I really enjoy your simulator - makes the big numbercrunching a lot faster - I cant seem to find a way to show MAXIMUM losses, not average.
All guides are based upon max losses, not average. This means I'm recalculating by hand and with other battlecalcs to get proper numbers, quite timeconsuming...
Also it's a bit annoying that I can only input my troops by steps of 20. E.g. 20-40-60-80-100. If I want to select a maximum of say 70 troops of a kind, it automatically jumps to 80 or 60.
Hope you can fix these two issues, would make the calculator a lot better to use. Thanks!
Hi,
the min/max losses are allready there :). Ff you make a single combat simulation, you see the them in the column: "Losses min-max". If you use the "find the best attacker" option you get two tables. the first table is the "top 20" table. there you only see the average losses. but under the top 20 table is another table "combat details". If you click on an entry in the top 20 table, you can see the min - max losses in the combat detail table for the selected combination.
if you have chosen an increment of 20 in the options for "find the best attacker" you can only chooses troops in steps by 20. you can change the increment to 10 or 5 if you want to choose troops in 5 / 10 steps but be aware that the number of possible combinations becomes very high and the calculations will take some time.
the increment of 20 is a pretty good compromise because mostly it doesn't matter if you attack with 100 recruits and 100 bowman or with 90 recruits and 110 bowman.
ullrich
Hi Ullrich,
Thanks, I did not notice these (probably because I've been using the german versions and never quite understood the button text so far ;). Switched to English now.
thx!
Been using this for a while without problems. However, just done witch of the swamp and the calculations have so far cost me over 100 cavalry and 90 soldiers telling me I had a 100% chance of winning with certain losses only to find I lost the battles miserably! Not impressed with you right now :'-(
Having written the above I just ran the same scenario through the old combat sim with the same prediction as yours. So apologies to you. There is something wrong here but it isn't your sim.
Do check if you selected the correct enemy units. Selecting 1 unittype wrong is a very costly mistake
Also plz use edit funtion on forums if last post is your own ;)
Amelia_Quiet1
07.05.12, 10:56
Hi found an error with dark priests W1 has 40 wolves on mine but you show it has 50
hi ulrich,
do you have a clue when your explanation will be ready, because i cant seem to figure out the best attacker option
kind regards,
benny1971
Great tool! Unfortunately it has a small problem in Chrome.
The green/orange/red text where it has Combat details, is messed up in Chrome. On IE it works fine.
It is usable in Chrome, but if you could test it a bit and modify the text, it would be great!
Lately we fixed some bugs. Unfortunately i didn't had the time to write a manual for the simulator. Maybe is someone from the community able to do so ?
Awesome tool!
I can't help wondering if there isn't a way to eliminate the very long processing time, or at least cut it down dramatically.
If we jump to the conclusion that losing combinations are irrelevant, then it should be possible to set some thresholds for detecting irrelevant variations by making certain "test" attempts early in the process.
For example given that the enemy stack deals 500 dam/round and has 2.000 hps and you only have 1 wave, then you could drop all variations where army hps is less than 500, and all variations that has less than 2.000 in damage/round.
Do you do these kinds of checks or do you just brute force it?
I also think that running iterations is wasteful for preliminary checks. Other calculators run iterations, but they are not as ambitious as yours where you try to propose solutions.
A Recruit has 15/30 with 80% to hit. That is 27 points of damage per round on average. You don't need iterations to know this; as the number of iterations approach infinity the damage observed will approach 27 per round.
You just need to record the minimum, maximum and average damage profiles for the output report generation.
At the very least you can use pre-calculated averages to quickly identify interesting variants and then run iterations only on those.
With the above you should, hopefully, be able (not taking hours) to offer a new feature I'd like:
- Add ability to propose number of waves to solve the mission. As in the calculator calculates the number of waves that it is most efficient to use.
Finally, since the units are static and most scenarios are static, you could pre-calculate optimal attack options for all of it and simply look up in a table and return that result. - A variation of this would be pre-stored variations/thresholds that are not successful (and therefore can be skipped).
For me the most powerful feature of your simulator is that it proposes solutions that I would not have come up with myself. It has clued me into some pretty clever alternatives that I would have missed if I had keyed in variations in a "normal" simulator.
Another trick that may save some iterations is that Bowman and Militia have identical damage profiles. The bowman is cheaper and has fewer hps, so ANY solution that is positive with bowmen in them will also be positive with Militia.
As in; if a solution is a success with 100 Bowmen, then you do not have to run solutions for Militia numbering 101 to 250.
Other such statements and rules can be identified I'm sure, and be used to help determine the order in which variations are run.
The only weak spot is the time it takes to run variations and iterations, hence my focus on methods to cut these down.
The tool is really good! Please take the above as constructive ideas from a fan, not as negative criticism! :-)
Nextkiller
22.09.12, 11:05
Hi,
Awesome tool.
I do however feel that if we were able to start it outside the browser it would be faster.
If you want i could help you convert the flash code into .Net framework code.
That way you could also offer an executable which may be even faster than the current flash applet.
If you would want to talk about that contact me on the forum :)
Greetings,
Nextkiller
HankMarvin2012
27.09.12, 16:05
This is a good tool I use it all the time now, however don't take it for granted that it is always correct as I have simulated a battle on one of the hard bandit camps several times and always it gave me a very high percentage to win but in reality I lost. But it is only a percentage prediction not a certainty so still a very good sim
This is a good tool I use it all the time now, however don't take it for granted that it is always correct as I have simulated a battle on one of the hard bandit camps several times and always it gave me a very high percentage to win but in reality I lost. But it is only a percentage prediction not a certainty so still a very good simHow can you say it is incorrect, when the tool already told you can loose, and you loose? That sounds like what it said could happen did happen...
good tool but "find best attacker" have bugs
Bandit Leader (Chuck + 89 Roughnecks): best 1: 89R 2: 200R
tool say : 1:130R+70M 2:140R+50M (atack with max units :off)
Bandit Leader (Chuck + 89 Roughnecks): best 1: 89R 2: 200R
I think your own calculations have even more bugs in that case... :rolleyes: :p
Since Chuck defends first, neither of your recruit waves would kill anything...
(atack with max units :off)
There is no need to attack with max units if you kill the enemy in 1 round while your not using cavalry.
Hi
I would like a feature where you could choose to only use certain units in certain rounds.
Example: rough sim with 20 difference shows that in round 1 only the sims with 200 recruits are good. Then it shows that in wave 2 you need a mix of recruits, bowmen and cavalry.
This is okay, but when you do a finer sim with 5 person difference, then it can sometimes take an hour to do the sim. Because it still has to calculate the first round (even though only 200 recruits are good).
So what I would like to have is a toggle for each round, so I can set it to use between 0-200 recruits in first wave, and set it to use 0-200 recuits + 0-100 cavalry + 20-150 bowmen in the second wave. This way it takes much less time to come up with the best solutions.
So you can start doing a rough 20 difference, 50 repetitions and then make a very specific fine sim with 5 difference and 5000 repetitions.
Effu
topgearfan
02.11.12, 00:53
The nomads in Horseback really give 0 exp?
Hey there,... really good job with the simulator.
I'd like to ask if there is any way to run it natively on my system. The reason I'd like that is that i would like to make faster calculations.
Thank you,
MagnusE
I have lost 125 crossbows at the nords, very dissappointed with your work
I have lost 125 crossbows at the nords, very dissappointed with your work
Isn't that a very helpful post? It will certainly help Ullrich track down if something is wrong with the tool, won't it?
How about explaining what went wrong and maybe also take a look in your own mirror and exclude your own error first?
We need units for "the end of the world" adventure in the simulator
We need units for "the end of the world" adventure in the simulator
Yep, just noticed as well. Any way to help adding the new map?
Until then: I found that the Old friends comes quite close to it.
Tribesman -> Cultist
Shaman -> Shadowsneaker
Jaguarman -> Dancing dervish
Just noticed a mistake in The end of the world. Camp 5 (leader) there is not 50 shamans and 50 Jaguar Warriors but 50 shamans and 50 tribesmen
Widower2008
10.12.12, 11:09
Seems there is a bit of a problem here! Select the best attack and a message appears saying
"You are using die shareware edition of the Settlers Online Combatsimulator. Visit www.settlersonlinetools.com to use all the features!"
Which I already am!!
Update - seems to be fixed now!
I don't know why, but the "The End of the World" adventure doesn't show up in the combat simulator when using Firefox. IE and Google Chrome, just fine, but somehow not in Firefox.
Thx for this great and special tool Ulrich! Although I know it's been a long time since your last login in here I want to say something that I think that many players would want in this tool.
->Why don't you add 2nd and 3rd waves to be calculated? I can only calculate 1 wave using the numbers I provide (the best attacker does have multiple waves option).
This would be extremely usefull and I don't see why it isn't already implemented as it is on all other compat sims out there...
P.S. If anyone knows anything more about this subject/and or the best way to contact the creators of this tool (I don't speak German but as a last resort I'll gooslate and write on the German forum) please post a reply! Thank you in advance!
justforforum
03.02.13, 11:53
Nice simulator but it takes a long time to simulate the battles. Why are you even doing simulations? Everything is probability calculation so there is absolutely no need for simulating. It would reduce server load and wait time significantly if you changed it to calculate instead of simulate.
BUG REPORT
victory 100%
the result different from
victory 22%
http://settlersonlinesimulator.com/dso_kampfsimulator/en/#sim-result
/Link removed ~BB_Trafffer
Mortallicus
27.02.13, 12:31
I love this simulator have used it all the time. Unfortunately I now cannot get past the advert for flash. I have 11.1. This only appeared for me today.
Mortallicus
27.02.13, 12:35
Sorry i have flash 11.6
WizardofPos
04.03.13, 01:45
Great Simulator thanks. Will the Economy planner get upgraded to include items like the deer stalker hut?
Great tool!
Can you please upgrade it to use more CPU cores to reduce simulation times.
ColonelRikki
27.03.13, 00:24
absolutely brilliant tool, I've always wondered though with the languages, why is their American flag and UK flag? both the same language lol
Nice simulator but it takes a long time to simulate the battles. Why are you even doing simulations? Everything is probability calculation so there is absolutely no need for simulating. It would reduce server load and wait time significantly if you changed it to calculate instead of simulate.
Hi, this "no need to simulate"-thing comes up from time to time. I think it is possible to solve the problem of finding the best attacker without simulating BUT its not trivial! Actually it's a very very complex problem and simulating a pretty simple solution. I would be very pleased if someone could come up with a formula or someting to solve this problem mathematically - but as i mentioned - some people tried allready and noone did the job so far.
P.S. it wouldn't reduce server load, it would reduce your processor load :). Cheerz.
Thx for this great and special tool Ulrich! Although I know it's been a long time since your last login in here I want to say something that I think that many players would want in this tool.
->Why don't you add 2nd and 3rd waves to be calculated? I can only calculate 1 wave using the numbers I provide (the best attacker does have multiple waves option).
This would be extremely usefull and I don't see why it isn't already implemented as it is on all other compat sims out there...
P.S. If anyone knows anything more about this subject/and or the best way to contact the creators of this tool (I don't speak German but as a last resort I'll gooslate and write on the German forum) please post a reply! Thank you in advance!
Hi there,
somehow the notification feature of this forum doen't work, so sorry for not replying. I'll speak to the developer of the simulator (i only made the economy planner) and let you know if it's possible to implement this feature. For me it sounds usefull and feasible.
cheerz
Great Simulator thanks. Will the Economy planner get upgraded to include items like the deer stalker hut?
Hi,
if you could provide a list with all missing buildings i'll add them to the planner.
cheerz
Great tool!
Can you please upgrade it to use more CPU cores to reduce simulation times.
Hi,
I'am not shure about that, but I'll ask the developer (iam no flash guru at all :D).
cheerz
BUG REPORT
victory 100%
the result different from
victory 22%
Hi,
thank you very much, this is .... interesting :) ... i don't know at the moment which simulator is correct. We'll investigate this and i'll inform you as soon as possible.
cheerz
Hi,
thank you very much, this is .... interesting :) ... i don't know at the moment which simulator is correct. We'll investigate this and i'll inform you as soon as possible.
cheerz
Hi Ullrich! :)
If the general survives the last round, but all his troops are dead, then there won't be any more rounds.
The general cannot destroy the camp without troops, and thus it will be a loss.
Take a look at the post here (http://forum.thesettlersonline.com/threads/16332-Guide-Killste-Collected-Adventure-Guides-by-Various-Authors?p=210377&viewfull=1#post210377), and also Asipak's reply here (http://forum.thesettlersonline.com/threads/16332-Guide-Killste-Collected-Adventure-Guides-by-Various-Authors?p=211236&viewfull=1#post211236). :)
Keep getting shareware message on this combat sim now???? everytime I click 'find best attack' it bring up dialogue box and if you click cancel or ok, still does not show 'find best attack'
Keep getting shareware message on this combat sim now???? everytime I click 'find best attack' it bring up dialogue box and if you click cancel or ok, still does not show 'find best attack'
I am also getting this message
http://thesettlersonlinewiki.com/uploads/1521845173shareware.PNG
I am also getting this message
http://thesettlersonlinewiki.com/uploads/1521845173shareware.PNG
same question from me ?
and: what are you trying to do? make combat simulator which we must pay?
needtoplay
18.04.13, 07:31
same question from me ?
and: what are you trying to do? make combat simulator which we must pay?
I have also bee getting this message for the last few days.
Hi Ullrich! :)
If the general survives the last round, but all his troops are dead, then there won't be any more rounds.
The general cannot destroy the camp without troops, and thus it will be a loss.
Take a look at the post here (http://forum.thesettlersonline.com/threads/16332-Guide-Killste-Collected-Adventure-Guides-by-Various-Authors?p=210377&viewfull=1#post210377), and also Asipak's reply here (http://forum.thesettlersonline.com/threads/16332-Guide-Killste-Collected-Adventure-Guides-by-Various-Authors?p=211236&viewfull=1#post211236). :)
Hello,
a new version of the simulator is online. This bug is fixed :).
Cheerz
I am also getting this message
http://thesettlersonlinewiki.com/uploads/1521845173shareware.PNG
Hi there,
the "shareware" popup was a bug in the new version of the simulator, but it's fixed now.
And NO! we don't want you to pay for the simulator :). The reason for the shareware popup is, that some guys included the simulator on their websites without our permisson. So the popup should only pop up on websites illegally using our simulator - that's it.
Cheerz.
a new version of the simulator is online. This bug is fixed :).
Excellent! Thanks, Ullrich! :)
When will the Fairy Tale Adventures be added to the simulator???
I have a question though, i wonder if its possible to make an option where you can select the type of units for a camp you need to attack by choosing from all units in the game. Then i could just select the the troops for a camp and run a simulation, like say i want 50 fanatics, 50 firedancer, 10 thugs and some boss like witch of the swamp in a camp.
it would be a very useful feature for when they do new adventures creating new camps using old troops, like now during the event.
best regards.
affen.
Hello everyone :) In the map "The Shaman", the Mystical Shaman stats are wrong.. Could you fix them please?
Actual stats: 10hp, 2-3 dmg, Hit 80%, First Strike;
"New" stats: 9000hp, 200-500 dmg, Hit 70%, Initiative Normal, Attack Weakest Target, Splash Damage
Thanks for fixing it :)
Question:
Resource Recovery time - what it means: recruiting time or recover of resources from lost troops ?
Second - it should be easy to do, and for my self would useful to sort results by recruiting time of lost troops - sorting loses by them recruiting time
Is economy calculator working? I am trying to enter my password but nothing happening ! tnx
Is economy calculator working? I am trying to enter my password but nothing happening ! tnx
Did you try connect using the link with the ID that was given to you when you created your password ?
eg, www.settlersonlinetools.com/en/index.php?id=<PutYourIDnumberHere>
yes, I see my economy but I cant make corrections...nothing happened when I put my password :(
yes, I see my economy but I cant make corrections...nothing happened when I put my password :(
I have the same problem....
tg, I am not the only one...hope that will be fixed soon, tool is great
Cool sim , cant wait for the 270 general and support for the new camps with more than 250 baddies in them
Keep up good work ........ it's gotten me though all the tsotesting's new FT adventures - dam that was a lot of troops :(
Dezy...........
Hi,
In the map "The Shaman" the camp with ID 16 is wrong with the amount of scavengers. It is 50 in stead of 100.
The map says: 100 Scavengers, 50 Guard Dogs, 80 Stone Throwers
but it should be: 50 Scavengers, 50 Guard Dogs, 80 Stone Throwers.
Thanks for fixing it :)
On the same map camp 15 is also different from the game. It should be 80 scavengers in stead of 100.
After battling some more, I think the map has changed because most camps represent the wrong amount of troops.
Someone could finally fix the English version to have Valiant Little Tailor listed in English.
Lot of people aren't noticing it being listed as "Das tapfere Schneiderlein" and wonder why it's missing.
Amazing! Wonderfull job guys... thank you!
"Find the best attacker" function is awesome, some ideas to make it perfect:
Problem 1: the column "Avg Value loss" is based on rounded losses
Instead, it should be computed from actual (not rounded) losses
Example: 9.05R 0.00E is better than 8.05R 0.49E, but in the Top 20 it's ranked worst (9R vs 8R rounded)
Problem 2: the goal "Maximum number of rounds" isn't optimal to find the best blocks
I would like another sorting option (Maximum fight duration) accounting for tear-down time and min number of rounds (instead of avg)
Example: a block winning at round 2, lasts more than one losing at round 3
also, a block lasting 2-3(2.1) is better than 1-3(2.2)
Keep up the good work
Simulator doesn't work!!!
http://prntscr.com/1vaw7p
Bluesavanah
09.10.13, 09:21
Can't simulate Sons of little tailor no red box's come up over camps on map
Just ran some attacks in Roaring Bull using various blocks.
Attack on camp 29 using 20s 20e 120c 40x consistently sims as 5-9/10 rounds with a variable percentage victory chance. Actual battle lasted 3 rounds with no chance of victory. Very expensive losses - over 100e on camp 27.
I then noticed that changing the difficulty level for the bandit camps makes no difference to the expected results.
Clear error with the sim.
Just ran some attacks in Roaring Bull using various blocks.
Attack on camp 29 using 20s 20e 120c 40x consistently sims as 5-9/10 rounds with a variable percentage victory chance. Actual battle lasted 3 rounds with no chance of victory. Very expensive losses - over 100e on camp 27.
I then noticed that changing the difficulty level for the bandit camps makes no difference to the expected results.
Clear error with the sim.
The Simulator has Cataphracts and Lance Riders around the wrong way for cavalry with the Attack Weakest skill.
The Simulator indicates that Cataphracts are killed first, whereas (as shown in the image below) the cavalry actually attack Lance Riders first.
http://s24.postimg.org/7y7ag2put/Screenshot_30_11_2013_16_19_49.png
hey guys
Nice job on the calculator. I use it a lot!
Though today I ran into trouble with it, it's in line with above posts. I ran a simulaton on a camp in Roaring Bull with average number of rounds of 6+ every time and always 5-9 rounds. When I sent, I got totally creamed in 3.
My fight:
10 militia
10 soldiers
20 elites
160 cavalry
-VS-
50 Nomad
50 Lance Rider
80 Riding Bowmen
Since I've been unable to find any topic about this simulator, I'm posting the bug Magolfa found about this simulator in the italian server.
The simulator I'm talking about is this one:
Which is, to me, the best simulator that can be used for studying any setup / block.
The bug I'm talking about is about the rounds indicated by the simulator.
More precisely, the bug was reported yesterday (26/05/2014) and was found on the Third leader of the adventure "The clever little tailor".
L3 has the following units:
80 Bears, 40 Foxes, 30 Giants
The bug appears when you simulate the following attack: 150B with MMA general:
http://i.imgur.com/XpnIrPD.png
As you can see, the simulator clearly says that the battle will last 1 round while the truth is that is should (and will) last 2 rounds.
Why?
Explanation:
Let's play logically: each unit, unless it has splash damage, can kill up to one unit, regardless the damage it deals.
Therefore, since the above camp has 80+40+30 units = 150 units, it can kill up to 150 units.
Since our setup has 150 bowmen + 1 MMA general, it is 151 units, therefore it is NOT correct to say that the battle will last 1 round, but it will always last 2, since the general will be alive at the end of the first round. Moreover, the number of foxes killed will be 30-32, not 15-16.
Details:
Round (1) ->
First Line Units ==> MMA general kills 15-16 foxes; Foxes kills 40 bowmen (up to 40, always 40 since minimal damage is 10 and bowmen's HP is 10).
-- dealing damage --
Player has 1 MMA and 110Bowmen left.
L3 has 80 bears, 25-26 foxes and 30 giants left.
Normal line units ==> Bowmen (110 bowmen) kills 23-27 bears, avg 25.89 bears ; bears kills 80 bowmen (up to 80, always 80 for the same reason as above).
-- dealing damage --
Player has 1 MMA and 30 bowmen left.
L3 has 53-57 bears, 25-26 foxes, 30 giants left
Last line units ==> Giants kills 30 bowmen (up to 30 , always 30 for the same reason as above).
-- dealing damage --
Player has 1 MMA left
L3 has 53-57 bears, 25-26 foxes, 30 giants left
<-- As you can see, MMA is still alive.
Round 2:
First line units -> MMA kills 15-16 foxed; foxes kills MMA
-- dealing damage --
Player has no units left
L3 has 53-57 bears, 10-12 foxes, 30 giants left
That proves that the battle will ALWAYS last 2 rounds, not 1 round as the simulator is saying.
/Link removed ~BB_Trafffer
Sir_Killemall
27.05.14, 10:45
I believe that the general needs at least 1 troop alive, so whilst technically he has not died he will be treated as having lost the attack.
I believe that the general needs at least 1 troop alive, so whilst technically he has not died he will be treated as having lost the attack.
I've tried the attack and it actually lasts 2 rounds, so no, it lasts 2 rounds :)
I've tried the attack and it actually lasts 2 rounds, so no, it lasts 2 rounds :)
Could you post the images from the battle report from the ingame message, please?
Post both the outcome for round 1 and the outcome for round 2 (if there is one).
As Sir_Killemall said, the battle will be over if all troops are dead.
Even if the general is still alive by the end of round 1, the battle is considered a loss before round 2 starts.
Thus, if your battle report claims there were two rounds, I would consider this a bug in the game, not in the simulator.
EDIT:
On the other hand, if you can prove there were two rounds, then maybe the MoMA is indeed considered to still be fighting round 2. Did he in that case also kill troops? This could actually be in line with what we've seen elsewhere, the MoMA being considered as any kind of troops when trying to fulfil achievement quests, and the fact that the MoMA does take part in demolishing the camp if victorious (area of effect damage).
Could you post the images from the battle report from the ingame message, please?
Post both the outcome for round 1 and the outcome for round 2 (if there is one).
As Sir_Killemall said, the battle will be over if all troops are dead.
Even if the general is still alive by the end of round 1, the battle is considered a loss before round 2 starts.
Thus, if your battle report claims there were two rounds, I would consider this a bug in the game, not in the simulator.
EDIT:
On the other hand, if you can prove there were two rounds, then maybe the MoMA is indeed considered to still be fighting round 2. Did he in that case also kill troops? This could actually be in line with what we've seen elsewhere, the MoMA being considered as any kind of troops when trying to fulfil achievement quests, and the fact that the MoMA does take part in demolishing the camp if victorious (area of effect damage).
I did two tests:
The first one on the live server (italian server): the battle lasted one round and the general killed 16 foxes.
The second one on the test server: the battle lasted two rounds and the general killed 32 foxes.
Unluckily, since I've tested it this morning, I can't take any screen any further, since I've deleted the reports. I'll give some shots since I have to do the clever little tailor again in these days, even though also Magolfa, the player who pointed this bug out, had a 2 rounds battle.
Perhaps the master of martial art general is considered exactly as a first line unit?
------
EDIT
We're going live!
Camp n. L5 of the clever little tailor:
http://i.imgur.com/eLNgbYQ.jpg (from evilj's guide)
I'm following instead this setup:
Wave 1: MMA - 4R 196B:
http://i.imgur.com/eySE1NO.png
Wave 2: MAJOR - 154M 116K:
http://i.imgur.com/zw1kJTY.png
I know that the setup is NOT convenient (would be better to waste more B to make 2 rounds and drastically reduce M), but since the first battle is supposed to last 1 round BUT the MMA will be alive, let's see what happens in this case.
I'll keep you updated once I do the block.
-- sent now the generals --
The battle lasted TWO ROUNDS, I'm posting now the in-game report.
Concluded: it's a bug.
In-game report:
http://i.imgur.com/GaVlXw2.png
Giving details:
---- round 1 ----
http://i.imgur.com/4HkUkx9.png
---- round 2 ----
http://i.imgur.com/8LnHmpW.png
What the simulator expects:
http://i.imgur.com/eySE1NO.png
The battle lasted TWO ROUNDS, I'm posting now the in-game report.
Concluded: it's a bug.
Thanks!
Remains to be seen if it's a game bug that will be corrected.
If not, then the simulator needs to be updated.
EDIT:
You could post about this in Ullrich's thread here (http://forum.thesettlersonline.com/threads/16958-Tool-SettlersOnlineTools-Combat-Simulator), and link to this thread. :)
Thanks!
Remains to be seen if it's a game bug that will be corrected.
If not, then the simulator needs to be updated.
EDIT:
You could post about this in Ullrich's thread here (http://forum.thesettlersonline.com/threads/16958-Tool-SettlersOnlineTools-Combat-Simulator), and link to this thread. :)
Thanks, I was unable to find the topic by searching through the forum search.. I'm not that confident with that vbulletin thing :D
Bug report:
The simulator, in some circumstances, does not calculate correctly the battle length (in rounds).
Details: http://forum.thesettlersonline.com/threads/28339-BUG-settlersonlinetools.com-simulator
[Thread with bri0sheje's "Bug report" merged in, click here for the first post of that bug report (http://forum.thesettlersonline.com/threads/16958-Tool-SettlersOnlineTools-Combat-Simulator?p=258144&viewfull=1#post258144)
Sir_Killemall
28.05.14, 11:51
Kind of makes sense now why the MMA is stopping some of the achivements from being completed. Looks like he actually counts as a unit and not a general.
So looks like a game bug, or will probably end up being defined as a "feature"
Kind of makes sense now why the MMA is stopping some of the achivements from being completed. Looks like he actually counts as a unit and not a general.
So looks like a game bug, or will probably end up being defined as a "feature"
Indeed, however it's still not clear why achievements that doesn't have anything to do with cavalry or first line units are not considered completed if you use this general :P
When finding the best attacker, value is calculated based on rounded figures. This leads to very inaccurate and misleading results. It's totally different thing to lose average of 0.45 Elite Soldiers than losing 0.00. With default values, 0.45E is worth 33R. That's a pretty massive rounding error to just ignore.
So, the change I'd like to see:
Count the losses with decimals included
Default values for units are way off, skewing the simulation for finding cheapest losses. Just based on every day weapon & brew prices in TO, here's what I'd like to see sim evaluate my losses with, just to be more realistic. I know different servers have varying prices for weapons, but we're talking about a difference of ten times of value compared to defaults.
current better
Recruit 0.50 1.0
Militia 1.60 2.2
Soldier 2.90 2.9
Elite 37.00 9.0
Cavalry 1.35 2.0
Bowman 0.35 0.9
Longbow 1.15 2.1
Crossbow 25.00 3.5
Cannon 50.00 8.0
Of course, I'd be even happier if I could just set my own values that match my own server.
Could you change the repetitions to go up to a million? Should be a very minor change but save me doing 99999 10 times and adding up from the graph
i have entered the camp i need to attack and the number of general i have - but i can work out how to run the simulator to give me the answer?
is there a button i should use?
many thanks
There is some issue with combat simulation if big bertha is involved.
Check the dark castle on gunpowder adventure for example - attack of 55R 20B 145XB when using mma is shown as victory by simulator.
There is no chance this attack would work in practice due to attack weakest and splash damage of big bertha.
There is some issue with combat simulation if big bertha is involved.
Check the dark castle on gunpowder adventure for example - attack of 55R 20B 145XB when using mma is shown as victory by simulator.
There is no chance this attack would work in practice due to attack weakest and splash damage of big bertha.
For me the simulator gives a 4% chance on victory, which is confirmed by other simulators and feels about right.
Most of the battle is determined by the damage done by your xbows and the big bertha.
Lets say your attack attack takes 11 rounds then there will have been about 950 attacks made by your xbowman but only 17 or so attacks by the big berthas. So while you can easily assume that the damage done by the xbow attacks averages out, the amount of damage done by big berthas can and will vary per simulation and thus introducing a small chance to win.
I'm not even going to try and calculate the probability of this happening (I always mess up plus this is only one way of getting a victory and the number wouldn't be 4%, probably closer to 1.3%)
If you want to visualize just take a 6 sided dice and throw it 17 times, on a 1 and a 2 you count a loss otherwise a win (chance here is 33% to loose). If you look at the chance per roll you should have 5 or 6 counted as a loss, however it is possible that you counted a different amount of losses.
Well, today it's all in german! Don't understand a thing ^^
Well, today it's all in german! Don't understand a thing ^^
It's in german for me too. The 'flags' on top do translate the title but not the simulator itself
(see tooltip and text on the bottom right)
http://i.imgur.com/Be2yVC7.png
If you want to use your troop settings for adventures use this:
This post was moved here from another thread
/Link removed ~BB_Trafffer
steady-eddie
16.11.14, 20:22
can you plz add a sim for the valiant little tailor plz
Errol_Chin
09.12.14, 16:17
Maybe you could add a note to the combat sim that it does not yet model the new splash damage in the fairy tale units. Don't know if you are planning to add this, but lost a few hundred K trying to kill a bear camp in BLT.
Maybe you could add a note to the combat sim that it does not yet model the new splash damage in the fairy tale units. Don't know if you are planning to add this, but lost a few hundred K trying to kill a bear camp in BLT.
Had the same but on ID:31 using the Master Of Martial Arts.
Lost 70 Elite and 22 Cannons not the 69 Elite it says in combat sim!
/Link removed ~BB_Trafffer
MMA with 55 soldiers 140 cavalry 25 cannons vs 81 Royal Longbowmen
----calculator -----> 45-54 soldiers lost
------reality ----> 26 Royal Longbowmen survived (a lost all)
hi,
I am wondering if you can add API to allow users predefine combat parameters (army amounts / waves / etc.) to avoid filling entire sim-form each time.
I'd like to auto generate links for several adventure guides, you will surely benefit from more traffic if you do so. Pleas let me know what you think.
Sincerely,
Ralph
CharlieMuffin
08.04.15, 19:14
Don't use this simulator, it's out of date. Use http://www.settlerscombatsimulator.com/ instead.
Eromo_vil_Sineas
08.05.15, 11:18
VLT, totally fals in attack 13,14,18,19...
all my cannons failed.... thx to simulator....
Hm... The valiant little tailor (Das tapfere something), weakened ID39 base. 98boar, 20bear. I tested 115R, 85LB, victory chance above 99%. In worst scenario 3 bear remained. In reality 20boar and 20bear remained. As i see, bears doesn't have their splash damage. (2R against 1bear resulted victory with 1R loss in simulator)
Mannerheim
25.05.15, 09:26
Like been said in previous posts the simulator in first post is outdated and not maintained. Correct one is http://www.settlerscombatsimulator.com/uk
Mods should update the link to avoid unnecessary losses and cause the OP is gone.
Like been said in previous posts the simulator in first post is outdated and not maintained. Correct one is http://www.settlerscombatsimulator.com/uk
Mods should update the link to avoid unnecessary losses and cause the OP is gone.
Since this tool is not supported by Blue Byte and is created by users, MODs and BBs will not update any links as we don't want the post to appear official. However, since this thread is outdated, you can make a new one with the correct link and continue the conversation there.
is there a new thread?
not convinced this new simulator is accurate..my block dont seem to go the distance suggested.
YA great.................... IT crash!!
Not even an update of Shockwave can do it!
Grandbalar
26.10.17, 11:05
i wanna try it
THANKs for your job
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