View Full Version : [Tool] FastSim V5.0 [update]- New simulator for settlers online
FastSimTSOmaps
13.01.14, 22:39
We are pleased to show you our new settlers online simulator (we named it FastSim). We have tried to add new stuff not included in the other 2 simulators. We have tried to make it faster than other solutions including more options to find the best attack or block possible. Now it is in your hand :).
http://settlersonlinemaps.com/fastsim.php (http://settlersonlinemaps.com/fastsim.php?LangCode=2)
- Multiplatform simulator, it works in windows, linux, max, and also in tables and mobiles (Android, IOS, ...)
- Combat simulation ultra-fast (Even more than 100 time faster than other simulators ran on server side)
- Best attack finder (It is able to run more than 10 times faster than other client-side simulators in multi-general simulations)
- Mixed mode simulation, allows you to search attacks/blocks with few simulations, and with one click you get 10k simulations really fast
- All maps included, even the new cooperative maps
- Option to select enemies by maps or list of camps
- All kind of generals supported
- Max of 6 generals and 6 camps
- It allows one general to attack several camps (Incercepted)
- It allows generals to attack one camp
- It allows generals to attack different camps
- Multi-processor (max 16 process)
- In search of best attack, you can set different configuration for each general/wave
- Increments starting in 1, ideal for block and best attacks searching
- Stable, it doesnt hangs or eats all your ram memory (It is javascript, not flash)
- 3 targets to short the results in best attack searching, and more options in each one
- You can select the number of results showed by each process
- Option to select if you want to find only combinations with max troops or not (Max troops usually on attacks, and not max troop with blocks)
- Optimized to find the best blocks possible, on test we have been able to gain 1 round over blocks included in well-known guides.
- A lot of other features, just come and check them
- No errors on calculations (For example the other simulators dont count as win when the general is the only alive)
http://settlersonlinemaps.com/fastsim.php (http://settlersonlinemaps.com/fastsim.php?LangCode=2)
FastSimTSOmaps
13.01.14, 22:40
Comparison on server side (Combat simulation)
We have selected a combat with a lot of rounds, 166 Soldiers VS Wild Mary (19.83 average rounds)
settlersonlinesimulator 2200 simulations in 11.14 seconds
FastSim 10000 simulations in 0.45 seconds
FastSim was 112.27 times faster (27 times less time and 4.5 more simulations)
An other comparison, Boss of island of the pirates with 2 waves/generals
General 1: 120R, General 2: 13R 146C 40LB 1S VS 100 Sabrerattler, 1 Crazy Cook, 70 Gunman y 10 Petty officer 2nd class (4 average rounds)
settlersonlinesimulator 2200 simulations in 1.74 seconds
FastSim 10000 simulations in 0.225 seconds
FastSim was 35.15 times faster (7.7 less time and 4.5 more simulations)
Note: in attacks with more than 1 wave there is an "error" with calculations, it makes the 2nd wave with the max of the first wave, in our case we make real calculations
FastSimTSOmaps
13.01.14, 22:40
comparison on client side (Finding the best attack)
Well, we offer some features that are not included in the other simulators, we will not use them in these tests because it would not be fair.
Here we will make the comparison with settlersonlinetools, a simulator ran in client side using flash
Nota: This simulator cheats a bit with the measure of the times, they dont include the number of simulation calculation in the times. We are like 10-20 times faster on this, but we have excluded the time too to make it fair.
Note about browsers: We recommended you to use Chrome with search of the best attack, the reason is easy... it is like 2 times faster than other browsers running javascript. Specially if the search is big in simulations.
Search of best attack with 0-200 troops in Recluits, Soldiers, Elite soldiers and Cannoneers VS last camp of island of the pirates 100 Sabrerattler, 1 Crazy Cook, 70 Gunman y 10 Petty officer 2nd class (4 average rounds)
Configuration. 1 General, Enforce max general troops (200), 25 Simulations, Increment 5. (12341 simulations)
Tests with I7, 16 gb de RAM computer and with Nexus 4 mobile
1 Process
Chrome FastSim: 10.18s
Chrome onlinetools: 12.51s
Mozilla FastSim: 19.83s
Nexus4 FastSim: 80.587s
Nesus4 onlinetools: Not working
2 Process
Chrome FastSim: 5.60s
Chrome onlinetools: 4.58s
Mozilla FastSim: 10.37s
Nexus4 FastSim: 38.27s
Nesus4 onlinetools: Not working
4 Process
Chrome FastSim: 3.83s
Chrome onlinetools: 4.80s
Mozilla FastSim: 6.68s
Nexus4 FastSim: 22.87s
Nesus4 onlinetools: Not working
8 Process
Chrome FastSim: 3.57s
Chrome onlinetools: 4.19s
Mozilla FastSim: 7.61s
Nexus4 FastSim: 25.14s
Nesus4 onlinetools: Not working
Searching the best multi-wave/general (The Betrayed Littler Tailor)
camp with 110 bears, 2 generals from 0 a 200R
Configuration. 2 Generals, Don't force max troops, 25 simulations, Increment 5
8 Process
Chrome FastSim: 0.63s (It suggests G1 195R, G2 200R)
Chrome onlinetools: 2.87s (It suggests G1 195R, G2 195R)
Searching the best multi-wave/general (Island of the pirates)
Last camp again
Configuration. 2 Generals, Don't force max troops, 25 simulations, Increment 5
8 Process
Chrome FastSim: 0.37s (It suggests G1 115R, G2 40R 160C)
Chrome onlinetools: Not working properly
FastSimTSOmaps
13.01.14, 22:42
Reserved for future use
FastSimTSOmaps
13.01.14, 22:42
For comments, sugestions, and new things to add, use this post.
Thanks for your attention.
Nice, but ...
404 Not Found
The requested URL /FastSim.php was not found on this server.
FastSimTSOmaps
13.01.14, 23:36
thanks , fixed
First impression:
Advenutre simulator looks very good
Second impression:
Side scrolling on the site is a bit strange :)
BUT SO FAR SO GOOD. Keep a good work
FastSimTSOmaps
13.01.14, 23:59
thanks, everyone can upload adventures to the page, there is an easy to use editor for that. But a lot of things to improve
When you have selected an adventure and then you click camp and then click the icon of a camp just under where it says camps 6 the box that pops up is hidden by the advert and cannot see much inside it.
FastSimTSOmaps
14.01.14, 07:25
I removed the bottom ad until I find how to handle this or maybe remove it permanently.
Like mrnjau said earlier
Side scrolling on the site is a bit strange :)
Not everyone use laptop with wide screen, and not everyone use that high resolutions.
For example my resolution is 1280x1000 and it would fit exacly fine if... you would use fluid layout instead of fixed width.
I know that fluid can make things complex when you want everything looks good, but you could use partially (semi) fluid design,
which meant, keep main stuff like #tdcontenido width: 1240px as is, but give it margin: auto auto, so empty areas on sides will stretch or minimise depending on client resolution. The same for header, you can make it stretch to any size but set for example min-width: 1240px; ect ect...
The calculator is very interesting, but fixed layout locked at "hey i have over 2k wide screen, cool huh ? I dont care what you have, just scroll" waste all impression. The proffesional layout should define min-width at like 1152px or 1240px centered and make margin: auto to fill area on sides.
The calculator show that you have PHP knowledge, which meant you do have HTML and CSS knowledge as well and know what i meant.
Keep up good work ! , and give a little more love to layout so it dont need to be swinged horizontaly all the time around.
FastSimTSOmaps
14.01.14, 12:48
Try it now, I have reduced the limits so you don't need to side scroll
It works in 1.2k now included ads and you can see it well in 1024 if i'm not wrong.
Thanks for your comments
Thejollyone
14.01.14, 13:22
much better :)
Try it nowomg! that was fast.
Now, the only thing i can say is - this calculator is brilliant. Recommended !
There's a problem with the calculation on More Secluded Experiments.
I used a WPP on the last camp. I was left with 1 Spawn of Hell and 60 Firedancers.
Your simulator predicts the best result to be 39R, 1E, 230K, with 100% chance of victory, in two rounds with maximum losses of 38R.
Try it, I think you'll find that you lose quite a few K!
FastSimTSOmaps
17.01.14, 19:40
I'm really sorry, if you were in my server i would pay you the Ks :(.
The problem was not the simulator, the problem was that firedancers had not assigned turn to attack, it is fixed now and i'm checking the rest of enemies.
It was just a mistake when i was introducing tons of data from the game. Other small bugs with camps are possible, i have already fixed a camp in valiant tailor, after 2 days introducing data it is posible an error, but i'm really sorry :(
FastSimTSOmaps
17.01.14, 19:55
btw enemies can be checked here (http://settlersonlinemaps.com/enemigos.php?LangCode=2) including all adventures where they are
I didn't lose any K.
The result looked too good to be true so I checked with another sim.
Thought you might like to know, is all.
FastSimTSOmaps
17.01.14, 21:04
yeah, thanks ;), i fixed another enemy, iron fist had the same problem, fixed already :)
This looks like it would be very valuable, but I can't work out how to use it. Could you include some step by step instructions?
FastSimTSOmaps
18.01.14, 16:22
Sure thing, i will. Today i have added information to the guide editor (http://settlersonlinemaps.com/htmlviewer.php?FileIdx=1&LangCode=2).
Hello FastSimTSOmaps.
It seems like 'unit value' (eg ranger value, Bowman value, Militia value ect.) are predefined by some unknown rule and hardcoded into calculations.
However, its VERY (most) important number in evaluating everything at the end and perhaps there can be many players who may not agree
with predefined unit value.
Therefore, it would be nice if you would like to add some simple interface where user may define his own unit values
which (if defined) would be used instead of default ones. (else the default ones would be loaded)
I imagine it like for example like this :
you could add a tab to middle window of calculator (which would look similar to left window, where you have recruit picture and textbox with value, bowman picture with textbox and value, militia picture with textbox ect ect)
So, if user would click this tab in middle window, there would be textboxes with every 'unit value' that can be customised by user
(the same way like user can set unit count in left window)
Additionaly to this new tab with unit value textboxes, the program flow would be like this :
(These values dont need to be changed often so they can be stored in cookie so user would not need to insert them every time when visit site.)
- When player would visit site, calculator would check cookie and load custom unit value's from it to 'unit value' textboxes then use it.
- If cookie would be not found, calculator would load to this window your predefined unit values and use it.
- If user would click tab with custom unit values and edit any of 'unit value' it would be saved to cookie. (so user does not need to customise it every time he visit site)
(custom 'unit value' that can be defined by user could be a float number from 0.01 to 100.00)
FastSimTSOmaps
19.01.14, 17:59
I agree with you, thats why I want to include that feature in users configuration (just login). I'm a cookies hater hehe, I think that users hate cookies in general, thats why i prefer to use the user system (so i will need to improve it, and probably use a cookie for autologin hehe).
That configuration will be used in simulations but also in other simulators. It is planned to add a place where you can select the kind of generals and troops that you have and only show them, and things like that.
I want to include that feature in users configuration (just login)The problem is that its impossible to register to your site because you enforce email validation while your emails never come. I tried 3 different email addresses and allready gave up. They just not come and thats it. They are not in spam folder, they are not anywhere, they not come no matter what email service i try or how long i wait. If you want people to be able to register, please do not enforce email validation, until you solve this serious issue.
It is planned to add a place where you can select the kind of generals and troops that you have and only show them, and things like that.uh.. I think you allready gave up simulator, believeing that its enought to show how to win with aproximately by eye calculated loses, defining that recruits are 'kinda around X by eye' cheaper than 'militia' and soldiers are logicaly 'around X by eye, more expensive than militia'.
So let me tell you :
Unit value, is a cost of producing one unit, which differ very much from server to server and even change each day. Therefore user MUST have ability to set this value by himself else your calculator show how to win 'somehow' but not show how to win efficiently (with lowest cost) and thats exacly what is most important for everyone in adventures and what make one guide better than other guide, and one simulator better than other simulator. (its a win with minimal loses)
Currently, until you include possibility to manualy customise 'unit value's
your simulator show only 'some way to kinda win that looks not a bad by eye'. But nothing more...
And for sure 100% currently it does not show correct 'minimal unit loses' as unit prices vary from server to server and from user to user.
Seriously, dont you agree with this ?
So as you see, to get the correct output, its extremely important that user should have ability to setup 'unit value's by himself,
much more important than remembering, what generals he is used to have.
It seems you have precedence of some units slightly awry, specifically which bandit troops an 'attacks weakest' first strike cavalry will aim at first.
For an easy example, try 100 Cavalry vs camp F4 in Roaring Bull... The simulator says 37 to 47 Cataphract are killed whereas in reality the cavalry attack the Lance Riders first.
Image to show a sample attack from within the game (just after the cavs have done their first attack)
http://s24.postimg.org/7y7ag2put/Screenshot_30_11_2013_16_19_49.png
Other than that, seems very quick and user friendly. Well done so far
Played around a bit and it looks good.
One tiny thing - Recluit should be Recruit I guess ;)
Potential issue I noticed - when you go to find best attack and input troops there then go back troop number stays at 250 per troop for example.
FastSimTSOmaps
28.01.14, 11:11
Thanks you, fixed, the problem was that when troops has the same HP then Combat order must be used. It must works fine now.
I was improving the guide editor / viewer and didnt see this.
It seems you have precedence of some units slightly awry, specifically which bandit troops an 'attacks weakest' first strike cavalry will aim at first.
For an easy example, try 100 Cavalry vs camp F4 in Roaring Bull... The simulator says 37 to 47 Cataphract are killed whereas in reality the cavalry attack the Lance Riders first.
Image to show a sample attack from within the game (just after the cavs have done their first attack)
http://s24.postimg.org/7y7ag2put/Screenshot_30_11_2013_16_19_49.png
Other than that, seems very quick and user friendly. Well done so far
FastSimTSOmaps
28.01.14, 11:13
Dragonia i have included in user profile the feature to store your own unit values. It is used in the full website (well, not in simulator but it will this evening). About the registration, i dindnt notice any problem, peoples are registering every day... probably it was the day that routers were upgraded in my hosting provider.
Played around a bit and it looks good.
One tiny thing - Recluit should be Recruit I guess ;)
Potential issue I noticed - when you go to find best attack and input troops there then go back troop number stays at 250 per troop for example.
Fixed the recluit name :).
Yes, I will improve the simulator the next days .. i'm finishing with the guide editor/viewer.
Adventure : Victor the vicious,
Camp : C1, - wrong count of thugs. Currently its 5 - it should be 50.
Well done on getting that 'first-strike' niggle sorted :)
A few slight suggestions:
On the normal general vs camp sim, would it be ok to ramp the iterations to 50k or a user-selectable number? I know 10k is a lot, I normally run 50k though.
After doing 'find the best attacker' (by un-ticking the box) would it be ok to update the assigned troops for the general to reflect the selected line from the result? (thus maybe allowing the user to sim it 50k times if required)
Would it be possible to add a round-by-round summary of victory/loss to the results?
Sample image from other sim showing usefulness of round-by-round summary:
http://s30.postimg.org/d01d5d4qp/Screenshot_20140131.png
This tells me that on round 4 there is zero chance of defeat. If the fight did end on round 4 it would start a demolition round (victory countdown - 10 blocks timer) meaning the fight lasts at least 20 seconds longer for a slow gen.
The shown block is therefore effectively 5 rounds minimum which is not apparent if all we read is "4-10 rounds, 96.0% victory"
That extra information can be vital for designing perfect blocks.
Pretty sure I will be using this sim a lot more if/when the attack rounds summary is added :) Well done again
I found out that this Sim is quite optimistic.
In a combat on Sons of The Veldt adventure with following parameters:
6R 34S 1E 209K vs 50 Guard Dog, 50 Roughneck, Skunk, 2 One-eyed Bert
after running sim for 10+ times it states that chance of losing a Cannoneer is slim or none. While in practice chance of losing one of those is large and you can lose 2 on average. Sim from settlers online tools will show that with 5k repetitions with similar simulation time.
I found out that this Sim is quite optimistic.
In a combat on Sons of The Veldt adventure with following parameters:
6R 34S 1E 209K vs 50 Guard Dog, 50 Roughneck, Skunk, 2 One-eyed Bert
after running sim for 10+ times it states that chance of losing a Cannoneer is slim or none. While in practice chance of losing one of those is large and you can lose 2 on average. Sim from settlers online tools will show that with 5k repetitions with similar simulation time.
Actually, I think some troops (bosses) in SotV have "recently" been revamped.. or probably I've just been unlucky some times to lose cavs in main attack on "Camp 12) 60 Roughnecks, 60 Rangers, 1 Metal Tooth".
This sim do warn about it. "Combat sim on settlers online tools" do not.
CarinSettle
12.03.14, 23:18
Thanks so much or making this!! The old one crashed constantly on my Linux system, but this one works like a charm :-) Ver happy with it!
FastSimTSOmaps
23.03.14, 21:53
Sorry about the time i have been very busy doing new stuff and coding a future android application for the website
Tripi: About the 50k simulations it is a bit high. Even 10k generates sometimes weird combinations with weird results, and make you change troops when it is not a probable result (it is even less than 1/10000 since it doesn't happens always).
About the Rounds, i have that in mind, even for guide viewer. I will make that change soo probably.
Mesea: there was an error with % prec with guard dogs, it was too low. It is fixed already.
Dragonia: camp1 was fixed sometime ago.
NEW CHANGES:
General 220 (martial art general) updated.
New event adventure added.
Adventure added, (http://settlersonlinemaps.com/aventuras.php?MapaID=61&LangCode=2)
Guide for that adventure added. (http://settlersonlinemaps.com/aventura.php?AventuraID=288&LangCode=2)
Adventure in guide editor (http://settlersonlinemaps.com/editor.php?MapaID=61&LangCode=2) and simulator (http://settlersonlinemaps.com/fastsim.php?LangCode=2)
Love the site and the guide maker.
I seem to not be able to get the simulator to work if I add too many different types of troops. Perhaps a warning if there are too many.
On the guide maker, may I suggest a lootspot indicator, to show where the suggested camp and troops for lootspots is.
Comparison on server side (Combat simulation)
We have selected a combat with a lot of rounds, 166 Soldiers VS Wild Mary (19.83 average rounds)
settlersonlinesimulator 2200 simulations in 11.14 seconds
FastSim 10000 simulations in 0.45 seconds
FastSim was 112.27 times faster (27 times less time and 4.5 more simulations)
This comparison is not quite fair - settlersonlinesimulator calculates all user simulations on server side. Thus you can't know the hardware specification nor what other stuff the server is doing while you run a simulation (other users might also be running another simulationat the same time). It is probably just a shared server that runs other applications parallel. With your simulator the calculation is handled by the java-script engine of the client browser. I think that is a better approach since it makes the simulator faster, but you can't compare those different methods. If you want to compare with another combat simulator you might want to try this one (runs with flash --> also client side calculation):
settlersonlinetools.com/en/combat_simulator/ (http://www.settlersonlinetools.com/en/combat_simulator/)
Dear FastSimTSOmaps,
I read about your combat simulator in the German forum, but since you don't speak German I thought it better to reply here where I'm allowed to write in English (the German forum is very strict about non-German posts...). English is a foreign language for me so there might be some faults, but I'll do my best ;-).
I use combat simulators very often and create own tactical maps since more than a year and I pride myself with excellent knowledge of the combat mechanics. So I hope my feedback will be helpful.
I think your combat-simulator project is very promising, because it runs the calculation client-side and therefore is fast but does not require flash. But I'm still missing many features and have detected a few bugs, so here's a wish list of mine for modifications and additional features in future releases:
(the order is random and does not represent any priority)
"clear"-button: correct German translation in this context would be "leeren". Another possible choice that I find slightly more suiting would be "zurücksetzen" ("to reset").
A combat is counted as "loss" if all player-owned units die in the same round as the enemies, even if the general survives!
Example: attack 10 guard dogs with 10 cavalry --> Result: dogs an cavalry eliminate each other, the general (though not even attacked!) will retreat wounded and leaves an empty camp behind. Empty camp still acts as enemy camp an for example distracts generals if the reach the red zone...
It would improve the user experience if the pre-written "zero" in all fields gets automatically deleted when clicking in an empty field. Right now I have to delete the zero manually if I want to write a number that doesn't end with zero.
Also the simulator should automatically assume the value "zero" if a field is empty - at the moment I get an error if I delete a field and don't explicitly fill in "zero".
Please display not only the simulation time but also the number of simulations (didn't find that number anywhere in the simulator). For example change the text to "5,000 simulations run in 0.35 sec". And please add an option for users to specify the number of simulations themselves.
Add the possibility to create hyper-links to a simulation, so that the unit composition/Generals/enemy camps are stored in the link making it possible to share it with others (also great for feedback, if someone suspects an error in a simulation he just needs to send you the link - thus eliminating typos and missing information when reporting the error)
Add combat statistics of the units. Best way I think would be a pop-up on mouse-over a unit or general - As I see you already got those pop-ups just showing the units name at the moment --> just add the combat stats:
HP, min/max. damage, accuracy, XP and special attributes like: first/last strike, splash damage, attacks weakest target, tower-bonus (takes reduced damage when in tower), only for cannoneers: ignores tower-bonus (of enemy units), inflicts double damage upon buildings
Implementation of watchtowers that reduce the damage dealt to ranged units within (precisely: units with the ability "Bonus AC in tower"). The Tower-option should both be selectable by users and be selected automatically when choosing a tower-camp from an adventure-map.
Bonus AC of Towers: damage of Attacking units reduced by...
Watchtower: 50 % (e.g. top sector in "stealing from the rich")
Fortified Watchtower: 75 % (e.g. bottom sector in "stealing from the rich")
Stone Tower: 90% (e.g. final sector in "Gunpouder")
Value of damage dealt is rounded down! Example: Cavalry with miss deals 5*0.5 = 2.5 rounded down to 2 damage to a bowman in a Watchtower and 5*0.1 = 0.5 rounded down to zero damage to a bowman in a Stone Tower.
Add a simulation of the demolition time of a building upon Victory of the main combat. In case you are not familiar with the mechanics of building demolition I will provide them at the end of this post.
As already suggested by Tripi: add a graph that shows a summary of wins/losses by number of rounds. This would be very helpful when searching for a good composition to block camps, since one has to account for the demolition time of a camp which is added to the combat time in case of victory. Tripi already posted an example from this simulator: settlersonlinetools.com/en/combat_simulator/ (http://www.settlersonlinetools.com/en/combat_simulator/)
But in my opinion the graphs produced by settlersonlinesimulator.com (http://settlersonlinesimulator.com/dso_kampfsimulator/en/) represent the important numbers much more clearly (example below).
Example of win/loss graph: block/lock attack on first camp in last sector in "surprise attack". With this unit composition in case of victory I get 2 additional rounds in which the camp is being demolished. As you can see in the graph the shortest fight with "win" outcome last 9 rounds, shortest fight with "loss" lasts 11 rounds --> therefore the lock last in any case at least 220 seconds. Without the knowledge of the win/loss-distribution I would have to assume that the lock ends after 9 rounds with a loss and thus the minimum duration would only be 180s, which is not enough in this case.
http://settlersonlinesimulator.com/dso_kampfsimulator/pr.php?s=10&e=132&c=58&u_2032=150&u_2035=50&roundsPlotData=12-100-13_10-1199-0_9-394-0_11-362-5_14-37-1_15-23-4_13-43-10_17-2-0_16-6-1 (http://settlersonlinesimulator.com/dso_kampfsimulator/en/?s=10&e=132&c=58&u_2032=150&u_2035=50&adventure_id=20)
Building demolition:
Each building hast has a specific amount of HP but they don't inflict damage (of course^^). The Building demolition works exactly like a regular combat (round based, each round takes 20s / 10s with a fast general, units do the same amount of damage as usual, etc.) with the following modifications:
Only units that survive the main combat can attack, so building demolition must be linked the the regular combat simulation
Only one unit of each type attacks (10 soldiers do not inflict more damage than a single soldier)
Cannoneers inflict double damage upon buildings
Building HP: (I hope I got the complete List - it's all from my memory)
250 HP - most buildings
1000 HP - Watchtower
1500 HP - Fortified watchtower,
2000 HP - Dark Castle, Witch Tower, Bone Church, Stone Tower
As an example - this simulator has building demolition implemented: settlersonlinesimulator.com (http://settlersonlinesimulator.com/dso_kampfsimulator/en/)
FastSimTSOmaps
25.03.14, 12:20
Hi Meekah, first thanks for the coments. I will make a guide the next few days, but it is similar to the rest of simulators setting the configuration. I'm not sure if i understand what do you mean with lootspot (i'm not english native hehe), if you can explain me i can tell you if it is done or not, and I will study it.
Ullus, thanks for your comments and feedback, I must tell you that you are wrong, simulations for best attacks are done in client side (coded with javascript) but 10k simulations are done in server. The reason for this is to store simulation stats for future features. Anyways you are right in one thing, i dont know what hardware is what server simulator uses, but i can tell you, my server is a dedicated server but virtualized and shared, really it is a 1cpu 2.5ghz virtual machine.
Anyways, why is my code faster?
I started doing it in PHP (the simulator), and it was faster than settlerssimulatoronline, but then I tought, how faster would be it in low level code, so I ported it to C. C is after compile/linking, binary code, and it is very optimized. In same consitions it is not possible to make a faster simulator.
For best attack finding, yes i use javascript. In this case Serveronlinetools uses flash, mine uses javascript, the first adventage is than javascript is multi-machine compatible, while flash is not. You can run it in any machine with javascript like a movile.
FastSimTSOmaps
25.03.14, 12:30
Ullus i'm spanish, hehe i'm not german, so german is very hard for me too :).
There is a big error in settlerssimulatoonline that i have commented before. In multiwave attacks it gets the worse attack of the first general and use it as base for 2nd general, thats fully wrong.
In my case I do the real simulations for all combats (Yes, it is slower , because I have to simulate all generals the 10ktimes, while settlersonlinesimulator doesn't these simulations).
What is the problem with this kind of simulations?, after simulations, you use the troops for the worse case possible, this is not real, for example, for 3 waves you will get the worse case for
2200*2200*2200 combinations (2k2 is the max number of simulations in that simulator)
In my case you run 10k real and full simulations. I can do this because as i said mine is coded in low level and i have the speed to make it.
Thanks for the feedback, i will include close to everything that you said, a lot of them are in the todo list already :), i have been a bit busy lately improving the guide editor and viewer and i'm coding also an android application that i will release soon.
My time is a bit limited too since i have 2 children with less than 3 years and 2 jobs :D, but i will have time for this for sure :).
One of the first things that i have in mind is the rounds graphics that you showed . It is very important for blocks.
FastSimTSOmaps
25.03.14, 12:32
One thing, about the combat well everything dies except general i tried it in test server and it was a victory for us :).
One thing, about the combat well everything dies except general I tried it in test server and it was a victory for us :).
OK, seams have to check that again. Its not a case that occurs very often, didn't happen to me for several moths now - maybe BB has changed the mechanics here.
A few months ago it definitely worked as I described. I tested it a few times back then and it was verified by other players.
About all the other stuff: I didn't mean to harangue you ;)
I just wrote down everything that came to my mind when trying your simulator - It's perfectly clear to me that implementation of all those feature might take some time, especially since it is a leisure project and not a full-time job you're doing at it... Take your time!
p.s.: I can't speak for other players - but I myself are not really interested in optimization functions for finding the best unit-composition. With some experience one usually gets better results in less time when setting up simulations manually than when using an optimizer. Setting up reasonable options for the optimizer takes some consideration and time, or if a one doesn't consider wisely and leaves too many options available the optimization process takes ages. I don't use it at all (tried it a few times of course, just out of curiosity^^). But still I guess it is a nice feature for players with little or no experience in combat mechanics.
p.s.-2: What I really like about your simulator is that it offers proper multi-wave simulation, a feature that all other simulators seam to lack...
keep up the good work!
Hi Meekah, first thanks for the coments. I will make a guide the next few days, but it is similar to the rest of simulators setting the configuration. I'm not sure if i understand what do you mean with lootspot (i'm not english native hehe), if you can explain me i can tell you if it is done or not, and I will study it.
Lootspot - as in inviting someone to join the adventure for the loot, that just needs to kill something, generally with 1r or 1c.
I like the idea of a faster simulator, but I mainly use a combat sim to see what troops i need to send to the camp, seeing as all guides use soldiers and militia, and i only use R, so this simulator is useless to me so far :)
http://i.imgur.com/PaGK0Ll.png
Isn't correct - I think stone throwers get a tower bonus :(
http://i.imgur.com/nNdI7SY.png
I can't see how to show tower bonus in your sim.
I noticed a recent addition of HEAVY advertisement on your simulator page.
I understand that a server isn't free, and you've put a lot of work in your simulator and might want to earn a bit. But this is too much. One on the left one on the right an two more between the setup window an the results. And they are not discreet ones, but flashy animated ads that are really annoying.
Also Opera 12 (with Presto-engine) gets denied despite having no adblocker installed at all.
Sorry, but the simulator is inusable for me now - there are alternatives with much less ads and which do not exclude Opera.
I can't even change general type.. google.analyzing this down..
Ola, i'm using your combatsimulator for CLT. I'm having problems with the blocks on D2, D3 and D4.
D3 (N:2R, 104S, 52E); D2 (V:16C, 12S, 222E) and D4 (MMA: 180R, M:68R, 56B, 146XB).
The block on D3 seems not working properly and i'm losing this one 2R 104S and 52E.
I've tried to figure out another block but the rounds are very thight.
Is it possible to look into it?
I am not sure if this is broken but I am unable to change the general from the tavern general so the simulator has very limited use. It looks like it can be very good but as I am unable to select the general I want to send I have been unable to test it
I am not sure if this is broken but I am unable to change the general from the tavern general so the simulator has very limited use. It looks like it can be very good but as I am unable to select the general I want to send I have been unable to test it
The general used can be changed. If you click on the general type:
http://i.imgur.com/PqOT0S9.png
You should get the following options
http://i.imgur.com/B03mb6j.png
I had the same problem changing general. Used to work before. Now this won't even load.
Fexno
I already clicked that but it does not change the general for some reason
I had the same problem changing general. Used to work before. Now this won't even load.
Fexno
I already clicked that but it does not change the general for some reason
It might be browser related then. I could only check Internet Explorer 11, Firefox 29 & 30 and Chrome 35 and they all seemed to work fine for me.
It might help the creator of the site if you state the browser version you are experiencing this in
Hey guys, just found your combat sim. Looks good and would love to try it but really fed up with all the scrolling since half the screen taken up with ads. Give me a shout when the ads are taken off. :D
Simulation time...leave us comment?
robfairchild
08.06.14, 16:14
looks good and easy to use.
could be lots better in terms of actually working. most simulations failed to start running.
I just clicked on the link to look at it and got a line telling me it would not run as I have an adblocker running.
It would be a good idea if you actually had a working sim before you added ads and try to make money on it. Just saying....
Would you mind sharing some of the technical details of your implementation?
Would you consider sharing the source code on GitHub? At least the combat mechanics part?
What resources did you have to find out how to implement the combat mechanics?
Doesn't seem to do anything. Set up a "find best attack" system, waited 5 minutes. It never even gave an estimated amount of time necessary, nor did it start filling out the progress bar.
In any case, the comparisons seem really dishonest, since settlersonlinesimulator.com has a database of the best attacks calculated for each camp, which is generally much faster than calculating it yourself every time.
it is not working as it should
I want to calculate what army I need to clear DB, 21 DD + 2 SH in 2 waves, and it newer give me any win, why?
I know that I will need 150S + 100E for second wave, but I want to know how many cav I need.
Hi,
Unit's maximum should be chekbox :) If I change type of general and maximum checked, number of units change automaticaly when value was previous maximum.
bug?:
I select veteran, units number 250 and change to genereal, simulate button is enabled, change to vetaran again simulate button is disabled.
Congratulations for your simulator!
Doesn't seem to do anything. Set up a "find best attack" system, waited 5 minutes. It never even gave an estimated amount of time necessary, nor did it start filling out the progress bar.
In any case, the comparisons seem really dishonest, since settlersonlinesimulator.com has a database of the best attacks calculated for each camp, which is generally much faster than calculating it yourself every time.
same to me... thats doing nothing... newest Chrome 39
Hello,
do you read your forums? :-)
I think there are two bugs in the updated simulator:
- Royal Cannoneers are missing the splash damage skill
- Wolf packleaders should have 80-120 damage (fixed)
Could you please check those values?
Amethyst666
04.12.14, 20:35
This is a great simulator, the best i have used. Thanks!
Lubenica2013
06.12.14, 21:48
Very nice. I find only one problem till now. Playing Valiant Little Tailor i choose
vet gen with 181 B and 69 XB for camp D7 with 150 Royal B and 30 Royal C. Sim says
i will kill all enemys and loose 180 B of my own. ... Reality: i lost 181 B and 69 XB, and
there were still left 28 Royal C in the enemy camp.
Just wanted to let you know, that some adjustments still need to be done.
Otherwise, great sim.
Is this simulator up to date with the new splash damage on some of the FT units?
Maybe you could put a pop-up window with the attributes when we place the mouse pointer over a enemy icon...
Find Items... Can't find event collections. Probable to you do it?
I found this really useful, particularly for finding optimum troops required.
Thank you
could we please have a guide on how to use this sim properly as it just wont simulate an attack if i max out on all kinds of troops to find the best attack waves
Is this simulator up to date with the new splash damage on some of the FT units?
Maybe you could put a pop-up window with the attributes when we place the mouse pointer over a enemy icon...
^^^^^ This please! just a mouse over with what stats are used for enemy units, this makes double checking by the public a lot easier!
The simulations of Master of Defence attacks are incorrect. They end way too soon.
programmedjord
29.03.15, 16:07
I don't quite get this, is it to let you know which battle is the best?
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
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
yogthebrewer
09.05.15, 09:11
hi like to report error
Adv - Valiant little tailor
Sector 3 camp 5 , 60 Royal Militia, 30 Royal Cannoneer
sim says MoMA 100R, 20M, 50LB, 50XB and 100% victory
lost all troops and only killed 57 Militia
The fastsim dos'nt seam to be working. I fill in the max number of each unit type, find the best atack, the number of simulations (5), the resolt number (5) and the camp I'm atacking (The Nords camp2) but nothing hapens.
Nervermind, I figured it out. I mis understood the increment function. Now I have increased it's number it works fine :).
Can I use the site without uninstalling adblocker?
Hi,
Great simulator. I just want to let you know a few things, that need attention: Somehow, if I don't chose the adventure first, but my units and the general, the simulator counts with all units at once for the same general. 2nd thing, that I noticed is in adventure the siege in the camp D1 there are 30 rangers. there should be 40.
Otherwise great job done on the sim. Thanks for it. :)
Bug report:
For easter event the party crasher troop Bully is listed as Round 1 eg, first strike but it is Round 2 eg. normal initiative. A fix asap would be great.
The simulations of Master of Defence attacks are incorrect. They end way too soon.
Hi, I do not see battle duration or how many seconds will last block?
tywm
If I want to attack a camp with three waves, i.e. 200 bowmen, 150 bowmen, and a major last - and calculate the best attack for the major with the troops chosen (recruit, soldier, cavalery and cannons) the simulater dosent run! How do I do that?
I was using The Settlers Online Combat Simulator placed on this address:
https://546e810ba39faf8b8d5e4e7971e67152a1ded92b.googledri ve.com/host/0B6VRI6yvBb3IU1dfb3BfRUtxZTg/
But it seems to be gone for some time. Anybody knows what happened to it, or if it is available somewhere else? Thanks.
sk_setttler
01.01.17, 11:44
Hi...I think there is something wrong with Vargus implementation in Combat Sim.
Please check this results:
http://settlersonlinemaps.com/fastsim.php?MapaID=77&LangCode=2&s=1&G_1_213=1&T_1_146=40&T_1_149=80&T_1_148=60&E_1_135=80&E_1_138=80
vs.
http://www.thesettlersonlinewiki.com/combat-sim?simref=EDa3yB
FastSimTSOmaps
03.01.17, 13:01
Bugs with new generals fixed.
I will take a look to the rest of last comments this week. I have been a bit busy :9.
FastSimTSOmaps
04.01.17, 01:41
Added support for watchtowers.
FastSimTSOmaps
04.01.17, 10:49
Hi,
Great simulator. I just want to let you know a few things, that need attention: Somehow, if I don't chose the adventure first, but my units and the general, the simulator counts with all units at once for the same general. 2nd thing, that I noticed is in adventure the siege in the camp D1 there are 30 rangers. there should be 40.
Otherwise great job done on the sim. Thanks for it. :)
Fixed :P.
FastSimTSOmaps
04.01.17, 10:51
rounds x 20 if slow general
rounds x 10 if fast general
Dont forget the time to destroy camp (that is based in camp type, not added yet) if you win.
FastSimTSOmaps
04.01.17, 10:52
If I want to attack a camp with three waves, i.e. 200 bowmen, 150 bowmen, and a major last - and calculate the best attack for the major with the troops chosen (recruit, soldier, cavalery and cannons) the simulater dosent run! How do I do that?
It does but can be really slow, Find Best attack works in your computer, calculations can be too big if you dont take care, especially on waves.
Hi,
Thanks for the geat work on the simulator. I noticed you SSL certificate has expired (click on google plus logo in top menu bar).
Opper
FastSimTSOmaps
06.01.17, 07:35
Hi,
Thanks for the geat work on the simulator. I noticed you SSL certificate has expired (click on google plus logo in top menu bar).
Opper
Thanks, it is fixed too. I had a cron task for that but it, it was assigned to be run one time each month, but it seems that it did not work :P
I tried it a few times because my usual sim did not have the new gens.
One of my main objections is the max troops check box.
I usually prefer to sim with max troops to get faster result, but that does not seem to work, I get an error message each time I try.
The error message does explain why - but that simply makes this sim too slow for me to want to use it.
I tried it a few times because my usual sim did not have the new gens.
One of my main objections is the max troops check box.
I usually prefer to sim with max troops to get faster result, but that does not seem to work, I get an error message each time I try.
The error message does explain why - but that simply makes this sim too slow for me to want to use it.
Which is your usual sim?
Which is your usual sim?
settlerscombatsimulator
FastSimTSOmaps
07.01.17, 17:07
I tried it a few times because my usual sim did not have the new gens.
One of my main objections is the max troops check box.
I usually prefer to sim with max troops to get faster result, but that does not seem to work, I get an error message each time I try.
The error message does explain why - but that simply makes this sim too slow for me to want to use it.
Can you post your simulation screen parameters?
I will tell you why it is not working.
PD: Anyways i have had an idea to make it easier for all peoples and work always, even if parameters are not perfect. I have to change some stuff that will take me a bit :)
PD2: Historical attacks are in the way to be added too, i have to recalc 4 millions of combats before :P.
I used the at to sim troops for Nusala and she can carry 165 troops as max. No matter what increment you chose you cant sim with max troops checked and that leaves any more combinations to calculate. That makes the sim much slower than my normal one.
I am back using my normal one - but will save the link to new one and use it now and then.
FastSimTSOmaps
08.01.17, 16:52
I used the at to sim troops for Nusala and she can carry 165 troops as max. No matter what increment you chose you cant sim with max troops checked and that leaves any more combinations to calculate. That makes the sim much slower than my normal one.
I am back using my normal one - but will save the link to new one and use it now and then.
New algorithm coming today, faster and easier. Externaly nothing changes but internally it changes fully. 50% of the find best attack simulator code was changed. I'm finishing it atm. Your problems must be fixed with it.
FastSimTSOmaps
09.01.17, 13:55
Version 3.4 released, it is a lot of times faster, easier and stable.
http://settlersonlinemaps.com/fastsim.php?LangCode=2
Please check it and tell me.
I will make a comparation post with other simulators soon since it is around 3-20 times faster than flash simulators.
BTW, It works very fast on android/iphone phones, the others are not compatible since they use old flash technology.
Thanks for the tips.
Wont be using your site as long as you have adblocker nag popups.
Thejollyone
09.01.17, 15:44
wow that is MUCH faster - again many thanks for your continued hard work on this :)
FastSimTSOmaps
10.01.17, 11:12
version 3.5 out, and working in version 3.6 already. Check "New" button for changes
Thanks for comments
FastSimTSOmaps
10.01.17, 11:19
Wont be using your site as long as you have adblocker nag popups.
It costs me a lot of time that I take away of being with my children aged 2,3 and 5 years old (make all changes), and money (pay the server), I think the least that I can ask to my users is that they do not have an adblocker on my web. The popup is because you have an ADBlocker, the solution is allow advertising on my site individually: P, which can be done in all ADBlockers. The web is a tool that is used often and it is free, and it already took me more than 1000+ hours since I started in December 2013.
Best regards :)
EasyTarget1
10.01.17, 22:57
Thanks for your work!
Since the new generals have been added I can no longer select multiple generals when using the "Find the best attack" function. Was very useful for finding the best attacking solution when multiple waves are needed. Just 2 or maybe 3 generals would be nice :)
FastSimTSOmaps
11.01.17, 02:09
Thanks for your work!
Since the new generals have been added I can no longer select multiple generals when using the "Find the best attack" function. Was very useful for finding the best attacking solution when multiple waves are needed. Just 2 or maybe 3 generals would be nice :)
Thanks fot the comments.
About the multiple general, it will be added in version 3.6 in 2 or 3 days max. I changed a lot of code and i have to test it well before :).
Training_Angel
11.01.17, 12:46
Tried to use SIM today. Couldn't change the number of generals to use to find best attack.
FastSimTSOmaps
11.01.17, 12:57
Training_Angel: hehe, I answered that just above :P, I disabled it because i did a lot of changes and i want to check it before to see that all is ok. Probably today or tomorrow it will be back.
lordloocan
11.01.17, 13:32
It costs me a lot of time that I take away of being with my children aged 2,3 and 5 years old (make all changes), and money (pay the server), I think the least that I can ask to my users is that they do not have an adblocker on my web. The popup is because you have an ADBlocker, the solution is allow advertising on my site individually: P, which can be done in all ADBlockers. The web is a tool that is used often and it is free, and it already took me more than 1000+ hours since I started in December 2013.
Best regards :)
One of the few sites on which I turn AdBlocker off, worth it to keep the site running.
FastSimTSOmaps
11.01.17, 21:45
One of the few sites on which I turn AdBlocker off, worth it to keep the site running.
;)
FastSimTSOmaps
11.01.17, 21:47
http://settlersonlinemaps.com/fastsim.php?LangCode=2
(http://settlersonlinemaps.com/fastsim.php?LangCode=2)
Version 3.6 released. Changes in RED, the rest are the last changes since January 1st
11-1-2017 (Version 3.6)
Autodetect number of CPUs when using search of best attack.
Troops lost filter. Only the troops selected can be lost in simulations. A fantastic new feature to filter results
Re-enabled the multi-general option in search of best attack. 6 Generals wave max
Reset for general troops and individual troops
10-1-2017 (Version 3.5)
Added production time in barracks as sorting option, and added to reports too.
The troops values are not lose when you change adventures.
Now find best attack simulations can be saved too (copy/paste the url)
9-1-2017
Small details fixed in search of best attack.
Included estimated time in realtime to tell you how long will it take.
8-1-2017 (version 3.4)
Find best attack system changed fully, now it is faster and easier. Tested 3 to 20 times faster than other simulators
5-1-2017
Fixed small bug with vargus damage reduction
4-1-2017 (version 3.3)
Included support for watchtowers
All adventures with watchtowers camps updated
3-1-2017
Fixed problem with generals attack order
2-1-2017 (version 3.2)
Combat log added
1-1-2017
Important bug fixed for vargus
Divine_Evil
12.01.17, 09:21
Hey it may have been suggested previously, but I don't have time to read through this thread.
It would be great if after the simulation for Best Attack, the results are taken and each of them ran 10k times. Then sorted by minimum loses... This way it will save me a few clicks and the losses will be more accurately predicted.
P.S. The number of results is double what is specified in the field... Could be a bug, could be a feature...
WildTaurus
12.01.17, 10:46
I'm using your Simulator for about 2 weeks now and enjoying it a lot. Honestly i heard for faster simulators and they turned out not to be so and FastSim seems to be totally the most accurate and never failed me one single Recruit too much using Nusala so far, so i'm a big fan here. But...
But i think you could fix the side scrolling by sizing the horizontal frames using % and verticals as you wish since it shouldn't bother anyone.
Also i just saw refresh after refresh that you did a few nice and useful changes there on where we change and pick our troops. I would like to suggest making the box of the number of troops a big larger and the arrows a bit larger too and make sure they're as easy to click as possible without over-sizing them.
Another thing is i couldn't simulate hitting 2 camps in a row with one General. At least not with Nusala, didn't think of trying others but that would be very nice to be able to do that. Also try making those tabs of Generals a bit larger too so we can click them easier and quicker, just a bit. Camp's tabs could be a good example too, making them a bit higher as you use the full width too.
And one last thing. I would appreciate it if you'd make the click-zone on the picture on top-right where you click to pick the enemy camps as full sized as possible cause many times it doesn't catch my clicks unless i click right on center. Just a comfortability thing but i guessed these must be little things that could count as positive touches on the interface.
Also... Was thinking if you wanna touch the calculation structure maybe you could speed up a bit the usual brute power unit's simulations by limit-counting the meat-shield effect. Meaning, you can add an offense and deffense limit for each enemy camp for example which won't have to be calculated. Like, if you're using a Normal General let's say and planing to kill using a full wave of recruits or any other troops without splash or first strike skills you can be sure the max offense from player (supposing the player always has first hit in this scenarios and then enemy camp units) You can be sure the player's offense is no less than
"(Min Troop DMG) X Troop number. And that cuts the line then the same with the max and you may cut yourself some unnecessary calculations on
"Find Best Attack" simulations. Using this in double waves and trilples should be quite some difference considering you'll do better than this just attaching the loops you already been using.
Then again... I would like to hope you could get into some serious work in there and turn the simulations into something more intensely improved like, having calculations cut down a high % of different calculations that contain a very low minimal chance to win and don't pass a max % of win chance, then you can safely cut that out and repeat that for every X% of simulations with each troop and try to upgrade that efficiently by your hard work running tests and simulations to check for mistakes. That takes some time and some detailed work maybe but i think would be worth a lot if you try a quick mix for a test and see the results. (Of course you'd have to run a lot of tests of many kinds before you put it out but each success should help a lot if the numbers remain safe.)
On that note, you may as well add a "debugger-like" calculation in the end to check how reliable that simulation was and that can run on background real lightly and smooth as soon as the user is getting the fresh result of the simulation already. Mean time the reliability of the simulation can show as a % and a simple line easily visible on the bottom of the middle column with the note you wish and the result and also a button as an option to run the rest of the calculations from where it stopped. Which will be just extra time and simulations that been mostly considered from bad and worthless to even count already through the process anyway but if somebody wants to be extra sure or is playing risky hits and needs extra guarantees can get the full size there while everybody else will have it totally unnecessary in about 80% of the cases and most of those people won't find it even worth the time for such attacks that include double or triple waves of Recruits and Bowman that end with a safe cheap kill on final wave. In other words it should generally have absolutely no negative effect as long as you only play your numbers safe not cutting out possibly good combos and also as long as you make sure there's no bugs and it's all ready to go which should be pretty easy considering most of the processes should be just calling other functions and procedures you already have in use just like everything already runs perfectly fine and safe.
Also, offering people to log in and save the simulations they choose and find as the best and even give them the option to calculate the resources to be lost from minimum to maximum of each kind (Also the expected loses as simulator tells min and max expected troops to lose and picks the ones most likely to happen) in two different blocks of info about the final results of all their chosen simulations, which should allow people to keep track of their costs per each Adventure and even make it extremely much easier for people to come over there and drop a great guide that works on numbers for them and post it straight from your interfaces using your given tools and options and being able to share them through social medias too and of course on Forums here and so on. Have to say it does take a lot of work any of these starting from the first few lines i wrote the rest are no easy stuff to do i guess but hey, all i got is thoughts and ideas. :P I'm just the math guy with a million ideas.
Sorry for the long comment here just thought could be useful if you'd do them and hoping for the best since this is definitely the best simulator for me so far and haven't seen one to match your level at any point.
Wish you good luck and hoping for the best from the best and thanks for the simulator. :)
FastSimTSOmaps
12.01.17, 12:32
Hey it may have been suggested previously, but I don't have time to read through this thread.
It would be great if after the simulation for Best Attack, the results are taken and each of them ran 10k times. Then sorted by minimum loses... This way it will save me a few clicks and the losses will be more accurately predicted.
P.S. The number of results is double what is specified in the field... Could be a bug, could be a feature...
Max simulations are 2500 when searching for best attacks but in results you can simulate 10k individually, this make all faster. You can sort by different parameters (3 parameters, and you select them :)). About the results, it is based in your cpu number. Each CPU returns the ammount of results selected...
For example if you have 4 cpus and 20 results it will return 80 (top 20 for each cpu core).
FastSimTSOmaps
12.01.17, 12:59
I'm using your Simulator for about 2 weeks now and enjoying it a lot. Honestly i heard for faster simulators and they turned out not to be so and FastSim seems to be totally the most accurate and never failed me one single Recruit too much using Nusala so far, so i'm a big fan here. But...
First thanks for your long comment, i love this kind of comments. I'm reading it carefully answering all, if i forget something just tell me :).
But i think you could fix the side scrolling by sizing the horizontal frames using % and verticals as you wish since it shouldn't bother anyone.
Also i just saw refresh after refresh that you did a few nice and useful changes there on where we change and pick our troops. I would like to suggest making the box of the number of troops a big larger and the arrows a bit larger too and make sure they're as easy to click as possible without over-sizing them.
Yes, i agree with you, will take a look later :)
Another thing is i couldn't simulate hitting 2 camps in a row with one General. At least not with Nusala, didn't think of trying others but that would be very nice to be able to do that. Also try making those tabs of Generals a bit larger too so we can click them easier and quicker, just a bit. Camp's tabs could be a good example too, making them a bit higher as you use the full width too.
Yes, you can simulate 2 camps but not in search of best attacks. Anyways when you attack 2 camps usually the first is an easy camp. This sets the min troops needed for next search. Normal combat simulator allows it, just clicking where the swords are with text c1 (camp 1).
And one last thing. I would appreciate it if you'd make the click-zone on the picture on top-right where you click to pick the enemy camps as full sized as possible cause many times it doesn't catch my clicks unless i click right on center. Just a comfortability thing but i guessed these must be little things that could count as positive touches on the interface.
will check it, probably not a problem :).
Also... Was thinking if you wanna touch the calculation structure maybe you could speed up a bit the usual brute power unit's simulations by limit-counting the meat-shield effect. Meaning, you can add an offense and deffense limit for each enemy camp for example which won't have to be calculated. Like, if you're using a Normal General let's say and planing to kill using a full wave of recruits or any other troops without splash or first strike skills you can be sure the max offense from player (supposing the player always has first hit in this scenarios and then enemy camp units) You can be sure the player's offense is no less than
"(Min Troop DMG) X Troop number. And that cuts the line then the same with the max and you may cut yourself some unnecessary calculations on
"Find Best Attack" simulations. Using this in double waves and trilples should be quite some difference considering you'll do better than this just attaching the loops you already been using.
It is very optimized already, i'm a optimizer freak :P. It is my main task always, and i come from low level programing world (i work with microcontrollers usually, this is just a hobby :P). Simulations in fastsim are real combat simulators, i mean that other simulators dont make real simulations when multiple waves, what they do is calculate first wave, get the average lost and use that as source for second wave,... after 2 or 3 waves results can be very different and unreal.
Then again... I would like to hope you could get into some serious work in there and turn the simulations into something more intensely improved like, having calculations cut down a high % of different calculations that contain a very low minimal chance to win and don't pass a max % of win chance, then you can safely cut that out and repeat that for every X% of simulations with each troop and try to upgrade that efficiently by your hard work running tests and simulations to check for mistakes. That takes some time and some detailed work maybe but i think would be worth a lot if you try a quick mix for a test and see the results. (Of course you'd have to run a lot of tests of many kinds before you put it out but each success should help a lot if the numbers remain safe.)
On that note, you may as well add a "debugger-like" calculation in the end to check how reliable that simulation was and that can run on background real lightly and smooth as soon as the user is getting the fresh result of the simulation already. Mean time the reliability of the simulation can show as a % and a simple line easily visible on the bottom of the middle column with the note you wish and the result and also a button as an option to run the rest of the calculations from where it stopped. Which will be just extra time and simulations that been mostly considered from bad and worthless to even count already through the process anyway but if somebody wants to be extra sure or is playing risky hits and needs extra guarantees can get the full size there while everybody else will have it totally unnecessary in about 80% of the cases and most of those people won't find it even worth the time for such attacks that include double or triple waves of Recruits and Bowman that end with a safe cheap kill on final wave. In other words it should generally have absolutely no negative effect as long as you only play your numbers safe not cutting out possibly good combos and also as long as you make sure there's no bugs and it's all ready to go which should be pretty easy considering most of the processes should be just calling other functions and procedures you already have in use just like everything already runs perfectly fine and safe.
Yes, i have in mind to start returning results each few seconds (and be updating those rows). The thing is that all is in paralel running using threads and i must take some care or user computers will crash, hehehe. I will answer you a bit longer later tonight to this :).
Also, offering people to log in and save the simulations they choose and find as the best and even give them the option to calculate the resources to be lost from minimum to maximum of each kind (Also the expected loses as simulator tells min and max expected troops to lose and picks the ones most likely to happen) in two different blocks of info about the final results of all their chosen simulations, which should allow people to keep track of their costs per each Adventure and even make it extremely much easier for people to come over there and drop a great guide that works on numbers for them and post it straight from your interfaces using your given tools and options and being able to share them through social medias too and of course on Forums here and so on. Have to say it does take a lot of work any of these starting from the first few lines i wrote the rest are no easy stuff to do i guess but hey, all i got is thoughts and ideas. :P I'm just the math guy with a million ideas.
Version 4.0 will include an historic of all simulations done by ppl where you will be able to index/filter by a lot of parameters. The log feature is probably good, but i dont like characters for troops, i prefer images (R for recluits, etc), probably an export to html, i have to study it :).
I didnt include the resources cost because at this point ppl are level 50-60 more and resources to make troups are not specially important, the most important thing is production times in barracks (It is the main problem usually). This is the reason because i changed the whole site to sort by barracks production time instead of gold cost. Anyways i will write it in my todo list. Continue sharing your ideas :)
Sorry for the long comment here just thought could be useful if you'd do them and hoping for the best since this is definitely the best simulator for me so far and haven't seen one to match your level at any point.
Wish you good luck and hoping for the best from the best and thanks for the simulator. :)
I loved your message and all this information/ideas will help me a lot. All ideas are welcomed, and i have had some interesting optimizations ideas after reading you :)
Best regards.
Why can´t I change generals.
When I push general, list of generals appear, but frozen and I can´t change to other.
FastSimTSOmaps
12.01.17, 14:44
Why can´t I change generals.
When I push general, list of generals appear, but frozen and I can´t change to other.
What browser are you using? and what Version? I tried Chrome, firefox and both worked ok. Only problems with old IExplorer
If chrome, please press CTRL + SHIFT + I to open the developer console, and press console. If you can copy/paste what you see there would be nice to fix it. Thanks in advance.
Divine_Evil
12.01.17, 17:10
Max simulations are 2500 when searching for best attacks but in results you can simulate 10k individually, this make all faster. You can sort by different parameters (3 parameters, and you select them :)).
I think you misunderstood my suggestion... In general there is no point in run every permutation up to 2500 times... slows the simulation a lot. From my experience 25 sims per permutation is OK. But then I have to run 10k sims on each result manually to find the lowest one.
Usually I search with the following settings:
Increment 1, Sims 25, Generals 1, Processes 2, Results 20. The general is Anslem.
About 3 unit types range from 0-150 + maybe 1-2 more types with ranges 0-10. This causes a search of about 2 mins for my old Macbook Pro.
So if I can even use 5 Sims and then run the results each 10k... I can have almost 5x speedup, since what I care about is the lowest losses... Also the results permutation are almost always close to each other...
About the results, it is based in your cpu number. Each CPU returns the amount of results selected...
For example if you have 4 cpus and 20 results it will return 80 (top 20 for each cpu core).
Maybe it's good to calculate the menu based on the selected core number? Or just change the string to "Result Number per process"
ty for updates, makes it handier bu now that I m trying to sim 1 recruit just with Vargus, seems not to be able to do so anymore. Simulate button not lightened
FastSimTSOmaps
12.01.17, 23:00
ty for updates, makes it handier bu now that I m trying to sim 1 recruit just with Vargus, seems not to be able to do so anymore. Simulate button not lightened
You are right, fixed. Up and Down button were not calculating if the simulation button had to be enabled.
FastSimTSOmaps
12.01.17, 23:11
I think you misunderstood my suggestion... In general there is no point in run every permutation up to 2500 times... slows the simulation a lot. From my experience 25 sims per permutation is OK. But then I have to run 10k sims on each result manually to find the lowest one.
Usually I search with the following settings:
Increment 1, Sims 25, Generals 1, Processes 2, Results 20. The general is Anslem.
About 3 unit types range from 0-150 + maybe 1-2 more types with ranges 0-10. This causes a search of about 2 mins for my old Macbook Pro.
So if I can even use 5 Sims and then run the results each 10k... I can have almost 5x speedup, since what I care about is the lowest losses... Also the results permutation are almost always close to each other...
In my case i do small simulations too but at least 100 simulations and inc 2 to 5. (i have a I7 cpu). With the new filter feature it will be a lot easier to find the right results in attacks. Yes, permutations are usually very close, but with increment 1 it is normal :P. The system is done in this way for a reason, to collect the best simulation for future features that i will add soon. 10k simulations are done vs the server while search best attack is done in your computer.
Maybe it's good to calculate the menu based on the selected core number? Or just change the string to "Result Number per process"
When all is run under one cpu all results are compared between them but in multiple cores conditions are ran in different threads, this mean that you can miss some good values if you for example have 8 cpus and 20 results (2.5 results for each core).
CrazyGuy77
13.01.17, 08:55
I have been using your simulator and it is quite good. Good job man.
I found some problems with it:
Unit Value does not update after registering (and is not using that predefined values in registered user page). Instead it uses values:
Recruit 1
Militia 2
Soldier 3
Elite Soldier 7
Calvary 3
Bowman 1
Longbowman 1
Crossbowman 3
Cannoneer 9
(i got that when testing with 100 of each -? there are no decimal form registered page)
(also when i changed values to numbers like 11-99 they were remembered on page but not used in calculation).
2nd:
I have barracks lvl 3 and my barracks times are different from simulator:
NAME YOUR_time MY_time
Recruit 60 60
Militia 80 160
Soldier 160 240
Calvary 160 240
Bowman 240 80
Longbowman 240 160
thx, keep up good work :)
EasyTarget1
13.01.17, 14:57
This is probably to much to ask as you are working so much but when using "Dynamite!" could the south islands be added :)
Not that you can blow anything up but the blocks are very useful for planning layout.
FastSimTSOmaps
13.01.17, 17:03
I have been using your simulator and it is quite good. Good job man.
I found some problems with it:
Unit Value does not update after registering (and is not using that predefined values in registered user page). Instead it uses values:
Recruit 1
Militia 2
Soldier 3
Elite Soldier 7
Calvary 3
Bowman 1
Longbowman 1
Crossbowman 3
Cannoneer 9
(i got that when testing with 100 of each -? there are no decimal form registered page)
(also when i changed values to numbers like 11-99 they were remembered on page but not used in calculation).
2nd:
I have barracks lvl 3 and my barracks times are different from simulator:
NAME YOUR_time MY_time
Recruit 60 60
Militia 80 160
Soldier 160 240
Calvary 160 240
Bowman 240 80
Longbowman 240 160
thx, keep up good work :)
I will check in a bit :). Thanks for the tips :)
FastSimTSOmaps
13.01.17, 17:03
This is probably to much to ask as you are working so much but when using "Dynamite!" could the south islands be added :)
Not that you can blow anything up but the blocks are very useful for planning layout.
Sorry i dont have the original :(
EasyTarget1
15.01.17, 08:35
On the adv outlaws, camp A4 is not noted as a leader camp.
Excelent JOB with your simulator!
I have some ideas how it could be improved. I will edit this comment allways I have new IDEA ;)
Could you:
Add comments directly into the editor (two language versions (http://settlersonlinemaps.com/aventura.php?AventuraID=5579&LangCode=10#8))? If I will add comments using "Comment current atack" and delete some atack in Editor, my coments will be pointed to bad atack number like here: http://settlersonlinemaps.com/aventura.php?AventuraID=3627&LangCode=10#19
Add reach place marks (arrow with comments) into the editor? I would like to show directly on map when send next general (timed atack) or I would like to comment where to throw arrow..
Could you allow to change general order in editor? Sometimes I need to switch places and I have to reedit all queue.
Could you allow to move atack pages? EXAMPLE: I have idea for new map guide and I need to start on another page. I need to move page 1-7 to the end and star with page 8. http://settlersonlinemaps.com/aventura.php?AventuraID=5579&LangCode=2#8
Could you add links to screenshot simillar like youtube? I am adding block details in comments and duplicating the guide will not duplicate comments http://settlersonlinemaps.com/aventura.php?AventuraID=3695&LangCode=10#1
Could you allow creator of the guide to delete / edit comments?
I would like to be able to sort results http://settlersonlinemaps.com/fastsim.php?MapaID=78&&LangCode=10#E_1_131=60&E_1_133=60&E_1_138=60&fbattackcb=1&T_1_11=200&T_1_10=200&T_1_14=200&fbainc=2&fbasec=6&fbater=4
I would like to be able to mass run 10k simulation on all simulation results
When I use 10k SIM I am no more able to send chosen setup into SIM to do optimization and I lose nice graph with rounds %.
Allow me to open EDITOR directly from avdenture (like CLONE THIs GUIDE) when I am logged in.
Allow me to switch to marks instead of generals in editor too (better to place generals)
Add SPACER general (which is not counted in adventure - same with do nothing) into the editor to show players how to setup generals. Sometimes it is confusing or add something which will add comments how many flags should be between generals.
General with DO NOTHING status should not be included in list (needed generals) - example I will add MMA with DO NOTHING status like an option in atack to decrease loses (but is not necessary to use MMA). Example: http://settlersonlinemaps.com/aventura.php?AventuraID=6308&LangCode=2#5
General´s skill tre confirmed (http://forum.tsotesting.com/threads/22402-Feedback-Final-Champions-of-Anteria-feedback?p=44670&viewfull=1#post44670). Think about it how to implement it. I think your SIM have great advantage. In editor you can make guides for regular generals and alternate for upgraded General in same way.
Cannot right click on GUIDE to open it in new TAB / WINDOW. Could you allow this feature? http://settlersonlinemaps.com/aventuras.php?MapaID=87&LangCode=2 Even SHIFT or CTRL does not works.
Sometimes I need to add one or more MMA/NUSALA/DRACUL +1R in front of actual generall setup to SIM, if it will improve attack setup. If I want to do it, I have to change all generals (G1,G2,G3....). It is possible to move general setup from first tab to second/third tab (or at least copy setup from previous general).
Could you publish BEST ATACKS in seconds too? It is better for reading and comparing.
http://prntscr.com/em6fmy
Could you add info of losses for each atack?
Could you add Troops alive after each round into Simulation result (http://settlersonlinemaps.com/fastsim.php?MapaID=81&LangCode=10&s=1&G_1_14=1&G_2_14=1&G_3_14=1&G_4_14=1&G_5_1=1&G_6_102=1&T_1_69=1&T_2_69=1&T_3_69=1&T_4_69=1&T_5_69=1&T_6_146=40&T_6_148=150&T_6_151=80&E_1_135=80&E_1_132=80&E_1_133=80&E_1_154=1) (sum)?
BUGS:
Sometimes SIM doesnot works properly http://prntscr.com/e8n2gw
Could you FIX Vargus? When I duplicate adventure, Vargus has maximal loses everywhere. Edit: (Fixed ??)
Intercept losses calculation does not meet the real losses http://settlersonlinemaps.com/aventura.php?AventuraID=6633&LangCode=10#6 It counts only one camp.
You have mistake in Oil Lamp. Leader camp is missing. http://settlersonlinemaps.com/aventura.php?AventuraID=5742&LangCode=10#16
SIM does not works when you are simulating for two generals. I do first atack with MMA+1R and second atack simulate. http://settlersonlinemaps.com/fastsim.php?MapaID=80&LangCode=10&s=1&G_1_213=1&T_1_146=20&T_1_148=100&T_1_151=60&E_1_125=80&E_1_126=80&E_1_57=80#Tm_1_1=1&T_1_1=1&E_1_125=80&E_1_126=80&E_1_57=80&fbattackcb=1&fbarep=200&fbainc=1&fbagen=2&fbaonlymaxcb=1&G_1=14&G_2=213&T_2_11=180&T_2_15=180&T_2_16=180&T_1_10=1
ERROR... EDIT: I think I have found why. In cache stayed previous setup for first general even I cleared all.
Missïng important informations in EDITOR for some units (first strike, attack weakness - 1001 nights)
Cannot edit my older guide - not in list, even the guide really exist! EDIT: Sometimes I have in my list older guide, sometimes not. I think I must click on "VER TODAS LAS AVENTURAS" to show older guides, right?
Nusala in SIM does not works - she gives atack weaknes to all units (shoting)
Allow losses of this troops doesnot works (edit: sometimes)
Just a Fresh Wound - bad recovery time. Should be 1:24 (not 1:36)
Mistake in a camp http://settlersonlinemaps.com/aventura.php?AventuraID=7055&LangCode=2#18. Correct setup is http://prntscr.com/el3n50
http://settlersonlinemaps.com/fastsim.php?MapaID=83&LangCode=2&s=1&G_1_102=1&Gl_1=9184131&Gh_1=2083&T_1_146=20&T_1_149=265&E_1_177=200&E_1_180=1#Gl_1=9184131&Gh_1=2083
You miss skills of enemy units in SIM
Horseman - First Strike
Mounted Bowman - first strike
Mounted Sailor - First strike
Boatswain - first strike
Cannon Master - last strike
Mutineer - first strike
Captain - Last Strike !!!
Greedy Thief - last strike
Silly Thief - last strike
Scarred Thief - first strike
Sneaking Thief - first strike
Alpha Ape - last strike
Nervous Ape - first strike
Stone-throwing - first strike
If you wana contact me, leave the message here: http://forum.tsotesting.com/members/512669-LosAngel
Great work on the new features. I love it!
Hi,
you are failing calculating losses with Vargus against grey wolves in the forest in Stealing from the rich.
http://settlersonlinemaps.com/fastsim.php?MapaID=13&LangCode=2#fbattackcb=1&G_1=214&T_1_2=10&T_1_3=101&T_1_4=32&T_1_5=165&T_1_6=165&T_1_7=165&T_1_8=87&E_1_16=0&E_1_63=0&E_1_21=0&fbainc=20&fbarep=100&E_1_5=40&E_1_26=0&E_1_70=80&E_1_5=40&E_1_30=60&E_1_5=40&E_1_75=0&E_1_5=40&E_1_24=0
I only have 10, but lots of the results have 20 Militia in them.
Not sure why
Training_Angel
27.01.17, 09:41
My only suggestions is that you add a help page for people wanting to know what all the selections mean. I've learned to use by trial and error, but I still don't know what processes and results number means.
Also, is it possible to set the best attack simulation to tell the system you don't want to lose more than XX number of troops even if you want to use more than XX number of troops? I ask because I see you've put a lot of work in this and I love using it more than any guide now. Since I have no clue what my request involves, in terms of work for you, I won't say that you 'should' do this or that.
However, a simple guide of the simulator would be nice. Even if all you do is have it come to this page, hotlinked to a specific post, it would be helpful.
Still, thanks for the sim!
I like this sim and thought I'd try out simming multiple camps after finding this fast wots guide
http://forum.thesettlersonline.com/threads/34319-Nusala-based-guides
Here's a link to my setup which works for the first gen nusala
settlersonlinemaps.com/fastsim.php?MapaID=9&LangCode=2&G_1_214=63&T_1_69=165&E_1_16=50&E_2_16=60&E_3_63=60&E_3_21=40&E_4_16=120&E_5_16=80&E_5_21=60&E_6_16=100&E_6_40=1&E_6_21=99
When I try to add the mma I'm not allowed to select a camp for him to attack, I want to select camp 6 but all are greyed out / non-selectable.
In the combat list for nusala it says she attacks with 165r on every camp, this is incorrect, I wish it would say how many (min-max) she attacs with for each camp.
EDIT: For Nusala only it also shows that no Dark Priests are killed in the final tower. Nusala always seems to get to the tower and if she attacks it she will definitely kill the weakest dark priests first, this seems to be a serious bug.
Dinsdale1234
02.02.17, 05:31
I've been using the sim for a while and like it a lot.
However, there is a discrepancy between your build times and the ones shown in (elite) barracks...
Marksman: 200 sec (3:20) in barracks vs. 300 sec (5:00) in FastSim
Mounted Marksman: 300 sec (5:00) in barracks vs. 200 sec (3:20) in FastSim
All other (elite) troops seem to be fine.
My suggestion; I have a bad memory so forget the stats/abilities of the generals. all the troops you can mouse over and it gives their abilites apart from the generals.
Any chance of adding the mouse-over text to the generals as well?
fantastic page/sim
My suggestion; I have a bad memory so forget the stats/abilities of the generals. all the troops you can mouse over and it gives their abilites apart from the generals.
Any chance of adding the mouse-over text to the generals as well?
fantastic page/sim
Could be nice if you can post which troops have bad description and what is their right description.
Pls help! What do I have to do to make it run? After the last update it doesn´t work. The icon Skills tree is blinking all the time and none of the buttons work, can´t even select an adventure?
Thanks!
FastSimTSOmaps
09.03.17, 21:41
Hi, finally and after some weeks of work i have finished the new simulator version.
It includes a searcher in the historic database with +4 millions of combats (and growing fast).
Version 5.0 includes (9 march 2017):
Search the historic attack database. Now you can find the best attack/block without simulate (Millions of simulations).
Different types of searchs in the historic.
Filter by generals number.
Filter by generals type.
Filter by used troops.
Filter by troops lost.
I hope that you like it. Best regards.
http://settlersonlinemaps.com/fastsim.php?LangCode=2
FastSimTSOmaps
10.03.17, 07:13
Fixed small bug with troops filters in historic
FastSimTSOmaps
13.03.17, 08:33
I will check all last comments tonight, i was working hard in version 5.0. and i didnt check them :).
EasyTarget1
18.03.17, 09:01
Hi, I can't seem to select m multiple generals to hit the same camp. ie. I choose 3 camps. I select 2 generals. I want the first general to hit all 3 camps and the 2nd general to hit only camp 3. I can no longer select camp 3 on the 2nd general as the tick box is disabled. Sure I was able to do this in the past.
EasyTarget1
18.03.17, 09:38
In fact I used the sim to test a guide on wots. I run the same multiple attack sim now and get different results. I think there is a fault.
Nus 165r at witch tower 2nd wave mma 80r 40c 100xb at witch tower. Nus should clear all the bandits camps on the way and make a dent in WT and then the MMA finishes it off. The sims says no so I went on test server and it works fine.
In fact I used the sim to test a guide on wots. I run the same multiple attack sim now and get different results. I think there is a fault.
Nus 165r at witch tower 2nd wave mma 80r 40c 100xb at witch tower. Nus should clear all the bandits camps on the way and make a dent in WT and then the MMA finishes it off. The sims says no so I went on test server and it works fine.
Sim test 10.000 times same situation where you can achive 3 results
BEST - low losses (enemies accuracy 90%<)
Average - comon losses (most situations (enemies accuracy 95%)
Worst - high losses (enemies accuracy 100%)
If you wana be sure to destroy a camp and do not lose certain types of units, you have to count with WORST scenerio.
Sometimes lasting one more round of battle cause high ammount of losses.
SIM works fine. I am using it everyday
EasyTarget1
20.03.17, 09:12
I use it everyday and I think its great but that being said there is a fault.
EasyTarget1
28.03.17, 22:16
Incorrect sim on the 100 wolves on Victor the Vicious - sim says 2r 1es and 25c without loss but in the real world it fails. Other sims show this to be a failure too but 5r 1 es 25c would be fine.
Incorrect sim on the 100 wolves on Victor the Vicious - sim says 2r 1es and 25c without loss but in the real world it fails. Other sims show this to be a failure too but 5r 1 es 25c would be fine.
Even with Nusala and 5R 1E 25C you'll lose troops
http://settlersonlinemaps.com/fastsim.php?MapaID=1&LangCode=2&s=1&G_1_214=1&T_1_69=5&T_1_8=1&T_1_51=25&E_1_34=100
EasyTarget1
29.03.17, 07:38
vargus is fine
settlersonlinemaps (settlersonlinemaps.com/fastsim.php?MapaID=1&LangCode=2&G_1_213=1&T_1_69=5&T_1_8=1&T_1_51=25&E_1_34=100)
vargus is fine
settlersonlinemaps (settlersonlinemaps.com/fastsim.php?MapaID=1&LangCode=2&G_1_213=1&T_1_69=5&T_1_8=1&T_1_51=25&E_1_34=100)
You loose 4R with Vargus.
MoD with 1R will clear that trap.
EasyTarget1
29.03.17, 08:16
useful for something then, will have 1 soon hopefully
WildTaurus
30.03.17, 04:18
Hello, sorry i haven't been around here for a long time even though i've been using the simulator almost every day for lots of simulations.
It's working great now and i see quite a few nice improvements, especially i appreciate your effort on shortening of the "Best attack" simulations too helps me a lot.
But there's two problems that keep bothering me and they bother me a lot.
The advertisement is really horribly placed there, meaning you could at least use one in one side and cut out the other correcting the design code easily to fit any screen or you could still make it fit the screen along all of the space sacrifices if you find it necessary, but it really is very very uncomfortable opening a page where you have to scroll on sides every time you open something or simulate an attack. Would make everything a lot more simpler and comfortable if that would be fixed, which i believe it has to be not much to do about it.
Something else that i see it as a serious problem and needing it fixed as soon as you can is the time cost of the troops.
The time the lost troops cost to produce them. That timer i checked it and doesn't match anywhere to anything and not even its own numbers, even Bowman and Long Bowman have the same time cost in Barracks there.
I was trying to figure out what will i have to sacrifice in Soldiers and Militia to make my attacks faster and all VLT attacks possible to be one waves only so i can spare some slow Generals for the 1 R Blocks and combining Vargus and Nusala now for fastest kill time possible, making troop production and camp killing time combined at maximum speed so i could pull a double VLT daily maybe and continue with any cheap Adventure for the rest of the day now for Easter Event.
Great plan i was told but timer ruined it for me and i've done the VLT up to Camp 17 when i realized the timer doesn't match, checked the other camps and tried
Long Bows to Bowman and still the same, i tell you i'm in trouble lol.
Wish you good luck and hope you keep up the good work, i 'm looking forward to more improvements following the ones done. :)
Question about the tower bonus. Now that we are doing Whirlwind to get eggs I noticed that the simulator and real results from attacks tot he towers guarding the leader are different.
Is the tower bonus working and how should it work? Right now I can see that when the Watchtower is selected on simulator the cavalry makes 50% of their damage.
The following simulation shows 82-136C losses but the game results with the same troops and general has no losses.
http://settlersonlinemaps.com/fastsim.php?MapaID=55&LangCode=2&s=1&ct_1=1&G_1_102=1&T_1_51=270&E_1_2=200
would help if it didnt keep resetting while trying to set it up. havnt been able to use it at all so far. select gen then put in the troops defending it resets the gen. put the troops in 1st then the gen the troops reset to 0. it has the troops for the party crashers but not the camp type IE it has watchtowers but not bulwarks or fortified. so unusable on the party crashers which is what i need to use it for as no one has the titanium to make gaudy truces to use on it. also whats with all the option for slow attacks fast attacks and all that junk? havnt a clue what that lot does and cant get it to run unless i choose 1 of them. the old 1 was far simpler to set up but hasnt got the party crashers troops on it.
Divine_Evil
25.04.17, 15:09
Camp C3 on The Invasion of the Nords has wrong units. I haven't checked the other camps, but might have other errors as well..
It should have: 80 Housecarl, 80 Thrall, 50 Valkyrie
While in the simulator it has: 120 Housecarl, 80 Karl
BUG: This sim with 3 generals does not works (Major with skills)
http://settlersonlinemaps.com/fastsim.php?MapaID=85&LangCode=10&s=1&G_1_1=1&G_2_ 1=1&G_3_102=1&Gl_3=13118688&Gh_3=2083&T_1_69=200&T _2_69=1&T_3_146=36&T_3_149=249&E_1_179=250&E_1_166 =1
thx a bunch, fast fixed too :)
Artillerist
02.05.17, 17:15
When will the skill tree be updated?
FastSimTSOmaps
09.05.17, 11:02
skill tree updated to final version
http://settlersonlinemaps.com/fastsim.php?LangCode=2
I will read the last messages after my last comment later, i'm a bit busy lately :).
When we will be able to update guides with skilled generals?
Hi great job - i am using your simulator a lot to optimize waves. I was running some tests with the skill tree on your updated final version. I was using the skills on nusula - gave her max on rapid fire and snipper training, masterplanner and garison annex and running an attack on a camp in VLT (camp A8) I used a wave of 130r 50lb which wiped the camp. I noticed in combat log that my longbows had AOE of 69 or 540 and therefore that 1 LB could wipe out 5 boars is this really correct ?
FastSimTSOmaps
10.05.17, 07:12
When we will be able to update guides with skilled generals?
Soon, still thinking how to handle it in the system to keep it easy to understand/find guides.
Simulator is already encoded, so complex thing is already included.
Historic needs to be fixed too to support skills (well i have it already done but I need to make de filters)
FastSimTSOmaps
10.05.17, 07:13
Hi great job - i am using your simulator a lot to optimize waves. I was running some tests with the skill tree on your updated final version. I was using the skills on nusula - gave her max on rapid fire and snipper training, masterplanner and garison annex and running an attack on a camp in VLT (camp A8) I used a wave of 130r 50lb which wiped the camp. I noticed in combat log that my longbows had AOE of 69 or 540 and therefore that 1 LB could wipe out 5 boars is this really correct ?
Can you show me the simulation link? (just copy the url). No, that's wrong hehe, 69 is min and max damage for long bow except if you use other skills like aditional 30% damage for each new round
hehe i just found it http://settlersonlinemaps.com/fastsim.php?MapaID=69&LangCode=1&s=1&G_1_214=1&Gl_1=779&T_1_13=165&E_1_54=200#Gl_1=779
That's wrong, as you said:
1 hits AOE 540 to , killing 5 and one with life 20
2 hits AOE 540 to , killing 6 and one with life 80
3 hits AOE 540 to , killing 5 and one with life 40
...
let me fix it :).
FastSimTSOmaps
10.05.17, 07:23
Fixed, (i forgot to change it hehehe, so it was mixing features :P)
1 hits AOE 69 to , killing 1 and one with life 91
2 hits AOE 69 to , killing 0 and one with life 22
3 hits AOE 69 to , killing 1 and one with life 53
4 hits AOE 69 to , killing 1 and one with life 84
Now it is ok.
Thanks for the tip.
Soon, still thinking how to handle it in the system to keep it easy to understand/find guides.
Simulator is already encoded, so complex thing is already included.
Historic needs to be fixed too to support skills (well i have it already done but I need to make de filters)
I think all users should be registered (or not) and they should predefine their generals skills.
Than user could click on button to show guides with most matches.
Could you add icon which show if it is Quick Loot or Full run adventure guide?
I think it will be easy. Some skills are important (affect damage) and some are not so important.
In each adventure the creator should define which skill the General have to have.
Example:
Confident Leader
Reduces the length of combat rounds by 15/30/45%. - this skill reduce lenght, but it is not important for 99% of current atacks - so this is optional
Garrison Annex
Increases the unit capacity by 5/10/15. - looks like important, but only for COA. You can use Major instead of Veteran / MMA.
Battle Frenzy
Increases the attack damage of this army by 10/20/30% for every combat round past the first. - important if the fight last two more rounds.
and so on....
Very important skills are all skill which affect damage or accuracy
Master Planner
Unstoppable Charge
Battle Frenzy
BUG: This sim with 3 generals does not works (Major with skills)
http://settlersonlinemaps.com/fastsim.php?MapaID=85&LangCode=10&s=1&G_1_1=1&G_2_ 1=1&G_3_102=1&Gl_3=13118688&Gh_3=2083&T_1_69=200&T _2_69=1&T_3_146=36&T_3_149=249&E_1_179=250&E_1_166 =1
Recently I reported this bug.
I have found that SIM sometimes remember old settings.
Example: I had annex lvl3. I changed it to lvl2 but the SIM still trying to use ANNEX lvl3.
Thanks for your sim.
Now two errors to report :)
1. Finishing Gunpowder and found that Stone Towers in your simulator have the old bonuses (removed probably 2 yrs ago or so), nowadays you just kill the cannoneers in ST like in any other camp, only the destruction is very long. You may also re-check other types of special Towers (in SftR and some co-ops), not sure if the sim is using the current stats.
2. Skills work nicely and all simulations corresponded to the battle reports, until the Dark Castle in Gunpowder. 2 Big Berthas, 40k HP each, general with 2 or 3 books in Overrun, so the Berthas should be either 33.6k or 30k HP each - and that's what you can see on the troops list, however, the detailed battle log shows 1st Bertha accordingly to books invested in Overrun, 2nd Bertha with full 40k HP.
Cheers
Edit: More reports on the Overrun error in the simulator.
I'm doing Beatiful Princess, and there are some camps with multiple Bosses (2 Mutineers or 2 Steersmen or 3 Captains in one camp, for example), each time the first of the kind shows reduced HP (according to 1/2/3 books in Overrun), the 2nd, and the 3rd, show full HP, just like those Big Berthas in GP.
I did watch a battle report from a 9 round fight against 2 Steersmen, and in the last round - according to the combat simulator - they should have been down to 75-80k HP, but in reality it was 15-20k HP (so Ovverrun is working fine in game, also with multiple bosses of the same type).
Funny, however, both version ended in 9 rounds, those 60k HP difference were nothing for Battle Frenzied Marksmen in round 9 :)
Thanks for your efforts with the sim - it's been incredibly useful!
Thejollyone
19.05.17, 15:24
hope he gets a ton of gems for it, or at least a link?
Hello, great work on the sim !!!
Just a little bug with the new skills, the "garrison annex" works great for the first gen but if my second gen has it the sim will not launch if i have more than the normal amount of troops
"Best attacks" function great tool!
And a little request please integrate the calculation of the combat duration with the destruction of the camp, only way to reliably work out blocks.
darth_bane83
21.05.17, 00:52
Tried to simulate VLT evil king camp after it got hit by arrows. Apparently Nusala attacking with 165Bowmen and 3 scripts in the bowskill didnt correctly calculate. When i attacked 10 militia survived and killed of some troops of my second wave. Same Simulation works without issue if i put nusala as first gen so i assume skillsof G1 get copied to all other generals and return wrong results
Here the link to my sim if necessary:
settlersonlinemaps.com/fastsim.php?MapaID=69&LangCode=2&G_1_215=1&Gl_1=2895088&Gh_1=52&G_2_214=1&Gl_2=35&T_1_69=1&T_1_28=1&T_1_73=1&T_1_8=1&T_1_39=161&T_2_33=165&E_1_127=36&E_1_128=49&E_1_92=24&E_1_82=1#Gl_1=2895088&Gh_1=52&Gl_2=35
PS: would be useful if there was a short combat log available where same units attacking the same units gets shortened to one line similiar to splash attacks from bosses (i.ex. 24 Royal Cavalry hits 10-60 each to bowmen killing 24 bowmen)
Sorry, I can not see how many seconds as minimum my block will last ?
120 or 140, very important ... :/
prntscr.com/fcg36v
ty
Sorry, I can not see how many seconds as minimum my block will last ?
120 or 140, very important ... :/
prntscr.com/fcg36v
ty
one round for tavern general is 20s and for fast generals 10s. So 5-10 rounds with tavern general equals 100-200s
Yes, 1 MS more or less and will last 120 or 140 seconds or 120 in 5% vs 140 in 95% time of the battle, 140 will do the job, 120 is risky, how to know ?
Looks as this sim do not support this option...
We need ( I need) the Battleduration like this :
http://thesettlersonlinewiki.com/uploads/915052272Battleduration.JPG
FastSimTSOmaps
27.05.17, 09:08
hope he gets a ton of gems for it, or at least a link?
haha i wish :P
FastSimTSOmaps
27.05.17, 09:09
I have been a bit busy with personal stuff (I have 3 little childs) :).
I will try this week to fix the small errors (specially with 2nd general) and add skills to adventure editor/player.
Best regards :)
FastSimTSOmaps
27.05.17, 09:18
Thanks for your sim.
Now two errors to report :)
2. Skills work nicely and all simulations corresponded to the battle reports, until the Dark Castle in Gunpowder. 2 Big Berthas, 40k HP each, general with 2 or 3 books in Overrun, so the Berthas should be either 33.6k or 30k HP each - and that's what you can see on the troops list, however, the detailed battle log shows 1st Bertha accordingly to books invested in Overrun, 2nd Bertha with full 40k HP.
Big Bertha is set as Boss, it must work
I mean that Overrun works over bosses the only possible error is if i didnt set it as boss, but checking the database it is. I will check manually. As you said, maybe the problem is with mulltiple bosses, i will check and tell you.
EDITED: Fixed, the problem was with more than 2 bosses of same type. Boss life was the original HP in 2nd boss, not the modified.
Thanks for the tip.
Wreakinghavoc
27.05.17, 09:21
The adventure camps are not showing in the right window when I have an adventure selected. Have cleared cache and flash player cache.
FastSimTSOmaps
27.05.17, 09:56
Overrun bug fixed
FastSimTSOmaps
27.05.17, 10:00
The adventure camps are not showing in the right window when I have an adventure selected. Have cleared cache and flash player cache.
Can you make print screen please. There is a button to hide/show camps maybe you pressed it, not sure.
FastSimTSOmaps
27.05.17, 10:02
Yes, 1 MS more or less and will last 120 or 140 seconds or 120 in 5% vs 140 in 95% time of the battle, 140 will do the job, 120 is risky, how to know ?
Looks as this sim do not support this option...
We need ( I need) the Battleduration like this :
http://thesettlersonlinewiki.com/uploads/915052272Battleduration.JPG
It is just a mult hehe, but let me study it :).
FastSimTSOmaps
27.05.17, 10:05
Thanks for your sim.
Now two errors to report :)
1. Finishing Gunpowder and found that Stone Towers in your simulator have the old bonuses (removed probably 2 yrs ago or so), nowadays you just kill the cannoneers in ST like in any other camp, only the destruction is very long. You may also re-check other types of special Towers (in SftR and some co-ops), not sure if the sim is using the current stats.
I didnt know. I included them around 1 year ago hahaha. I will keep the info in the database and then skip it :P.
Removed, thanks for the tip.
FastSimTSOmaps
27.05.17, 10:09
Recently I reported this bug.
I have found that SIM sometimes remember old settings.
Example: I had annex lvl3. I changed it to lvl2 but the SIM still trying to use ANNEX lvl3.
Yeah i noticed that bug with garrison anex, checking :)
FastSimTSOmaps
27.05.17, 10:10
Hello, great work on the sim !!!
Just a little bug with the new skills, the "garrison annex" works great for the first gen but if my second gen has it the sim will not launch if i have more than the normal amount of troops
"Best attacks" function great tool!
And a little request please integrate the calculation of the combat duration with the destruction of the camp, only way to reliably work out blocks.
Yes, trying to fix it :P
Wreakinghavoc
27.05.17, 13:42
https://docs.google.com/document/d/1JOI9jRHW_-Qfl7psAQJlJlkZQQWbxGUcIaXA0JYI0e0/pub
Screen shot of what I get.
EasyTarget1
27.05.17, 13:50
Need a magnifying glass for that....
What have you done with this sim? yesterday it worked today its screwed. no point in even trying to use it as it doesn't come back with results unless its just happening to me it had taken well over 2 hours to work out 1 camp for me.
Wreakinghavoc
28.05.17, 02:24
hopefully this image is clearer
https://docs.google.com/document/d/1JOI9jRHW_-Qfl7psAQJlJlkZQQWbxGUcIaXA0JYI0e0/pub
FastSimTSOmaps
28.05.17, 06:44
What have you done with this sim? yesterday it worked today its screwed. no point in even trying to use it as it doesn't come back with results unless its just happening to me it had taken well over 2 hours to work out 1 camp for me.
Can you show me a simulation URL where you get the error or a screenshot... I just changed the server side simulator and i dont see any problem ( i have done a lot of simulations). Maybe it is the one that you are trying but i need to know which one.
I take care when updating the javascript part to be sure that all parts are updated even if the browser is catching. If you have the url i can check where is the problem exactly.
FastSimTSOmaps
28.05.17, 06:52
hopefully this image is clearer
https://docs.google.com/document/d/1JOI9jRHW_-Qfl7psAQJlJlkZQQWbxGUcIaXA0JYI0e0/pub
I see, you select an adventure and you dont see the camps... what browser are you using? and what version. Can you open the LOG (CTRL+SHIFT+I in chrome and firefox) and then console to see if there is an error there
FastSimTSOmaps
28.05.17, 07:43
Garrison Anex finally fixed, it was a bit harder than i tought.
Garrison anex was being applied only to the current general on loading. Now it must work fine.
Wreakinghavoc
28.05.17, 10:33
I see, you select an adventure and you dont see the camps... what browser are you using? and what version. Can you open the LOG (CTRL+SHIFT+I in chrome and firefox) and then console to see if there is an error there
I am using IE v11.
I haven't used the sim for several months and have only just tried it again. Used to work fine.
I am getting incorrect results for "find the best attack" for a few battles. The sim was working fine a couple of days ago. Now the results in the table differ (in some cases drastically) from the 10K results (dead units, number of rounds). I checked in Chrome and FF - same messed up results.
Here is one of the combats (filter - allow dead R and M only):
http://settlersonlinemaps.com/fastsim.php?MapaID=70&LangCode=2#Tm_1_4=1&T_1_4=1&T_1_9=270&E_1_65=1&E_1_44=130&E_1_49=20&Gl_1=790076&fbattackcb=1&fbarep=2500&fbanr=100&fbainc=1&fbaonlymaxcb=1&G_1=102&T_1_2=100&T_1_5=50
Another more buggy example:
http://settlersonlinemaps.com/fastsim.php?MapaID=69&LangCode=2#T_1_4=1&T_1_9=165&E_1_54=80&E_1_57=60&E_1_6=1&E_1_31=1&Gl_1=801852&fbattackcb=1&fbarep=2500&fbanr=100&fbainc=1&fbaonlymaxcb=1&G_1=215&T_1_1=165&M_1=65025&Gh_1=312
FastSimTSOmaps
29.05.17, 07:47
I am getting incorrect results for "find the best attack" for a few battles. The sim was working fine a couple of days ago. Now the results in the table differ (in some cases drastically) from the 10K results (dead units, number of rounds). I checked in Chrome and FF - same messed up results.
Here is one of the combats (filter - allow dead R and M only):
http://settlersonlinemaps.com/fastsim.php?MapaID=70&LangCode=2#Tm_1_4=1&T_1_4=1&T_1_9=270&E_1_65=1&E_1_44=130&E_1_49=20&Gl_1=790076&fbattackcb=1&fbarep=2500&fbanr=100&fbainc=1&fbaonlymaxcb=1&G_1=102&T_1_2=100&T_1_5=50
Another more buggy example:
http://settlersonlinemaps.com/fastsim.php?MapaID=69&LangCode=2#T_1_4=1&T_1_9=165&E_1_54=80&E_1_57=60&E_1_6=1&E_1_31=1&Gl_1=801852&fbattackcb=1&fbarep=2500&fbanr=100&fbainc=1&fbaonlymaxcb=1&G_1=215&T_1_1=165&M_1=65025&Gh_1=312
Probably a change with a bugfix, let me check.
I have daily backup, not a big problem probably to find it.
Found it. It is a problem with Overrun skill, studying it ... :).
FastSimTSOmaps
29.05.17, 08:29
Ok problem fixed :), Find best attack must work ok now :). (also the other 2 bug fixed lately :P)
Thanks for the tips Zapek.
FastSimTSOmaps
29.05.17, 08:33
I am using IE v11.
I haven't used the sim for several months and have only just tried it again. Used to work fine.
Sorry i dont support old browsers. I will take a fast look but probably other errors will appear. Even microsoft has a new compatible browser !
Adv: Pied Piper
Camp: Greedy innkeeper, 100 Royal cannoneer,100 Royal Militia
Gen:Major
Skills: Jug 2, First aid 3 / Overrun 3, Takeover 3 / Ucharge 3 Flearner 3 / Annex 3 / Mplanner 1
Sim: 15 MS, 110 AM, 160 MM 1 round/ no losses.
Real: 3 rounds, losses 70 AM
Like the sim, but please check this.
Greetsz,Diadal.
This happened yesterday and rerunning the sim after I posted it came up with 285MS/losses 195 MS. Maybe I changed the camp and forgot to simulate.
Sorry for the inconvenience.
Greetsz,Diadal.
FastSimTSOmaps
29.05.17, 12:25
Dont worry , tips are welcomed :).
Anyways it is easier to copy/paste the sim URL, since all information is there and it just a click for me check the error.
Thejollyone
30.05.17, 14:57
not sure if it is possible, but could we be able to name our saved skills as something other than Skill 1, Skill 2 etc in the future?
Loving your sim, and ty for all the hard work you continue to put into it :)
EasyTarget1
01.06.17, 17:27
Original maps to add to the dynamite section Link (http://forum.thesettlersonline.com/threads/33065-Dev-Blog-Building-Space?p=299575&viewfull=1#post299575)
EasyTarget1
01.06.17, 18:06
Are we happy that splash damage is bring added?
settlersonlinemaps.com/fastsim.php?MapaID=69&LangCode=2&G_1_102=1&Gl_1=12&T_1_28=35&T_1_73=82&T_1_8=1&T_1_39=152&E_1_54=80&E_1_57=60&E_1_6=1&E_1_31=1#Gl_1=12
doesn't make a difference with or without it.
nvm the skill only applies to the general anyway, not much good really.
Hello admin ;)
Could you add two important filters?
http://prntscr.com/ff4rf8
show maps without blocks
show maps with skilled generals
I have Idea how could the Generals skill setup in a map look likes.
Like excel table. http://image.prntscr.com/image/17be155b33ab4d76898ba4a35bca5859.png
When someone open the GUIDE with skilled generals the first window will show all generals skill setups simillar like this: https://image.prntscr.com/image/52d766dd35bb4d589a37135bd7bb9a58.png
After login you can save (under your own name) predefined skills tree (in editor).
You can chose default skill tree for each general type (in editor).
In map editor you will chose general and it will automaticaly chose predefined skill tree next to the general (you can change it to another)..
BTW: do not forget to implement my comments :D
http://forum.thesettlersonline.com/threads/26927-Tool-FastSim-V5.0-update-New-simulator-for-settlers-online?p=324860&viewfull=1#post324860
Would you make separate Max troops option for each general in a multiwave best attack simulation please. Usually the last wave goes all out with max number of troops and that will speed up such simulations (a lot).
djnelson99
04.06.17, 16:02
Just a note that the Evil Stepmother in the final castle on Snow White has the wrong attributes:
The sim shows (with 3x Overrun skilled) the HP as
https://image.prntscr.com/image/4f9762f21f7c40bea31af7ffc4696409.png
But found out (with the loss of some MM), that she has more:
https://image.prntscr.com/image/998f25876069494cad7c16b50dbbf32a.png
EasyTarget1
06.06.17, 17:56
Problem where the screen size changes and you have to scroll across to select different options.
eg (settlersonlinemaps.com/fastsim.php?MapaID=78&LangCode=2&G_1_215=1&Gl_1=986364&Gh_1=276&G_2_215=2&Gl_2=986364&Gh_2=276&G_3_215=1&Gl_3=2886899&Gh_3=560&T_1_146=150&T_2_146=150&T_3_146=150&E_1_135=50&E_1_132=50&E_1_139=50&E_2_131=60&E_2_132=70&E_2_138=60&E_3_133=80&E_3_137=80#Gl_1=986364&Gh_1=276)
You have to be using different skill sets for each general. Goes wrong after 3. Reset the 3rd skill set and all is fine.
EasyTarget1
08.06.17, 20:03
Major lag today, maintenance or something?
I tried to make second guide with skilled generals.
http://settlersonlinemaps.com/aventura.php?AventuraID=8093&LangCode=10#1
It is hard to simulate loses in editor, but it works.
How am I doing it?
I made sims in simulator
Than I setup units in editor
After sharing (because sharing maps will recaulculate all atacks) I have to reedit all atacks (setup more units for a while, click simulate, get right results, set unit number back and click save).
Nice effort - I'll give it a go a few times and see how it works out. Thanks
Being able to name you skill trees instead of "skill 1" and "skill 2" would be nice
Either I'm missing something, but on a multi-wave attack it appears that all enemies are killed each wave. I would think the first wave would show just the enemy losses from that wave, the 2nd would show the remaining enemies as the starting point and then the losses from that wave and so forth. As it is, there's really no way to tell how many each wave kills so it's no help to see if you can trim a little out of certain waves.
(experimented)
On the Valiant Little Tailor, boss camp with 2 giants, I usually send 3 waves - and the 3 wave has only the giants to deal with. According to this calculator I could make the 2nd wave (Dracul with level 3 juggernaut) only 1 recruit and it would still work out. The result wasn't even close. I had to waste another general to get rid of the remaining enemies to get to just the giants. Either I'm seriously misunderstanding how multiple waves work with this calculator, or something else is wrong.
EasyTarget1
14.06.17, 20:13
Yeah it would be good having that feature, but the combat log shows what happens when.
Thanks for keeping this updated!
I keep getting an error which blocks the sim but there is no feedback other than a red tab to tell you what is wrong. If there is something preventing simulation can you stick an alert up top explaining what is causing it because as far as I can tell it should be working
LordCerveau
26.06.17, 17:31
thanks for this, i have been using it but then I noticed my CPU temps go through the roof
Have you guys looked at that at all ?
Im using an i7 all 4 cores go to 100% util and hit high 80c after 1 min on any simming, If i leave it running they get to 90c
Just wondered if you were aware of that.
Cant be to much of a problem because Im sure it would have been noticed by now.
and as I monitor my temps all the time, they dont go that high in anything else cept movie rendering
thanks for this, i have been using it but then I noticed my CPU temps go through the roof
Have you guys looked at that at all ?
Im using an i7 all 4 cores go to 100% util and hit high 80c after 1 min on any simming, If i leave it running they get to 90c
Just wondered if you were aware of that.
Cant be to much of a problem because Im sure it would have been noticed by now.
and as I monitor my temps all the time, they dont go that high in anything else cept movie rendering
Simming, in general, can be very taxing on even the best CPUs - what sort of cooling do you have on it?
LordCerveau
28.06.17, 08:55
My PC cooling isnt in question, If you read my post I already said the temps are fine.
The point of my post is to highlight to the makers that the reason their Sim is apparantly fast is because it is unthrottled and sends any cpu to 100 % utilisation. They may not be aware of this or maybe they are but I would think at least they should put a little note on their webpage that when you use the simulation it uses your own cpu and will push it to its limit, PCs that do not have very good cooling may suffer. That is all Im trying to say.
My PC is in a huge airy case with 6 fans in it, the cooling on mine isnt a problem
Here is a screenshot of my temps at normal use and at simming level.
The I7 cpu can run upto 90c but thats about as far as anyone should go, I only see that kind of temp when rendering, 3D games dont tax the cpu as much only the gpu. I use AIDA64 to monitor temps, maybe Im over sensitive about temps :)
Nice BUG: http://prntscr.com/fruec3
Link to result (http://settlersonlinemaps.com/fastsim.php?MapaID=100&LangCode=2&s=1&G_1_14=1&Gl_1=1035440&Gh_1=560&G_2_101=1&Gl_2=1035440&Gh_2=560&T_1_69=200&T_2_146=3&T_2_149=262&E_1_57=100&E_1_124=200&E_1_71=1#T_1_1=200&T_1_11=200&T_1_15=200&T_2_11=3&T_2_14=262&E_1_125=100&E_1_38=100&E_1_57=150&Gl_1=8646896&Gh_1=560&Gl_2=1035440&Gh_2=560&fbattackcb=1&fbarep=400&fbasec=6&fbater=8&fbainc=1&fbaonlymaxcb=1&G_2=101)
I've noticed that the foxes' min damage is 10 vs Vargus, yet according to the patch notes
"The rules for how percentage-based changes to combat attributes work have been adjusted. Combat attributes are now always rounded down. This increases the impact of Champion Vargus’ damage reduction trait against certain enemies."
So 10 - 5% should be rounded down to 9. I am not sure if this issue affects only the "tooltips" or the sim math as well. Also, I am not sure if this issue affects units other than the foxes (VLT, BLT and so on). The issue obviously affects other units' min damage as well.
Ref to the official patch notes: http://forum.thesettlersonline.com/threads/34789-Change-Log-16.05.2017
Edit:
I checked 1 replay and it really showed 9 not 10 min damage for the foxes.
https://image.prntscr.com/image/nmnhk3PrQR6GLTbss6jH7A.png
https://image.prntscr.com/image/Ozhbge5FRvS1Mlmei0J72A.png
https://prnt.sc/ftcxej
https://prnt.sc/fu18f5
great tool. is it possible to delete best attack results that is not possible like using elitetroops in lt and attacks with 400+ troops it will be even better :)
TheVictorious
22.07.17, 10:36
any chance to make lost city special cases: http://settlersonlinewiki.eu/en/adventures/ventures/the-lost-city/the-lost-city-general-270-nusala-vargus-anslem-with-besiegers/
I think it is ok o make check boxes below for those buff or provide options to always calculate the minimum damage, for the Water, Metal, and Fire, it is sound similar to the master planner, but other buffs sound similar to Anselm effect.
will it be possible to save skills for generals in configuration so guides will show up right as simulated with skills?
when looking up best attack in any camp with all skills turned off results still shows mg with 285 troops.
thanks keep up the great work.
Cavalry is misspelled under the General. It currently says Calvary. Other than that, love this.
On the valiant little tailor, the leader camp on sector 3 is missing from the map where you can select camps. Also the "boss", furious boar is named giant boar in the sim. It also has the wrong amount of hitpoints http://prntscr.com/ga0j07
Great work on the sim, thanks :D
HP for the Evil Stepmother in Snow White is wrong in the simulator.
https://image.prntscr.com/image/TnBWgX7fSu_4Y-pBn1uWnA.pnghttps://image.prntscr.com/image/2taOjPfiT-KQPO8ApYCBTg.png
My gen has 3x Overrun so the Stepmother's HP is reduced the above screenshots.
Here are the Evil Stepmother's stats from the test server:
https://image.prntscr.com/image/No8-FEovQMS92qsMfDn_Ww.png
Was following Evil_J's guide and lost 5x MM so think his Snow White Skilled CoA guide is affected by this.
On the valiant little tailor, the leader camp on sector 3 is missing from the map where you can select camps. Also the "boss", furious boar is named giant boar in the sim. It also has the wrong amount of hitpoints http://prntscr.com/ga0j07
1. The Leader of s3 in VLT is present in the simulator (camps with red dots = leaders)
2. What's the HP of the Furious/Giant Boar? it shows as 50k and I had no troubles with the simulations for that camp (your screenshot has a skilled Anslem, with +5 troops, maybe you have Overrun-3, that's what makes 37.5k HP of 50k)
Btw, there's at least one leader camp missing in the simulator, but in other adv. (Oil Lamp, sector 2, it should have 4 leaders, but the lower left of the 4 is nowhere to find).
Would be handy to have "maximum enemy troop losses" as one of the sort options.
FastSim Version 5.2 is bad too.
Sindibad and the Besieged City is bad.
Camp are wrong, not only "Bosses" aka Captains who have lesser HP (7,5k vs 10k) and wrong skills, there are also wrong ENEMY unit types...so for example :
settlersonlinewiki.eu/en/adventures/fairy-tale/sinbad-and-the-besieged-city/sinbad-and-the-besieged-city-general-270-nusala-vargus-anslem-with-besiegers-skills/
Camp 27 - 200 Battle Hardened Sailor, 50 Mounted Sailor, Captain while in Simulator are Boatswains (units with lesser 10 HP each+type of the attack etc).
I quite like the sim.
However what bothers me is that the "best attack" results seems to always include Vargus with 3/3 Garrison Annex whether the skill is selected or not.
Please fix this :)
Could you add filter "No blocks" on the map sellection ??
When I am trying to simulate 2 gens on same camp to compare them, it is not showing the result for the 2nd. Am I doing something wrong? Below is the simulation for VLT camp A8:
https://imgur.com/a/aXGUB
When I am trying to simulate 2 gens on same camp to compare them, it is not showing the result for the 2nd. Am I doing something wrong? Below is the simulation for VLT camp A8:
https://imgur.com/a/aXGUB
You have simulated a two wave attack, the first gen has killed all the troops leaving none for the second. you need to run two separate simulations and compare results.
Just a remainder about 2 errors to fix:
- You still haven't added a Leader camp in Oil Lamp (sector 2, behind B2, closer to the rocks), there's a 4th leader of that sector (150 Mounted Sailor, 100 Petty Officer Second Class 1 Captain).
- (mentioned by Fafarona) Besieged City, leader Camp D7 should have: 200 Battle Hardened Sailor, 50 Mounted Sailor, 1 Captain
(The simulator has Boatswain).
************************************************** *
Sindibad and the Besieged City is bad.
Camp are wrong, not only "Bosses" aka Captains who have lesser HP (7,5k vs 10k) and wrong skills, there are also wrong ENEMY unit types...so for example :
Camp 27 - 200 Battle Hardened Sailor, 50 Mounted Sailor, Captain (...)
I've played Besieged City after your post, simmed all camps that I attack and some of those I block and I found no more errors (except that Camp you mention: D7, aka Camp 27 in wiki guide). If you notiiced more, please share :)
Captains do have 10k HP in FastSim, so you probably simmed with a skill set with Overrun-3.
settler_bb74
09.10.17, 12:18
dear tso fastsim.. could i get into contact into you.. about scraping your images/maps from your index.. so i could use them in my own website?
very good for 1 wave attacks. but if u need more than 1 wave it takes weeks to run it. tried it on the party crashers where i needed 5 waves after it was running for 3 days and still at 1% i gave up and cancelled it. very rarely use any combat sims now as their r guides that give better results and r a lot faster to do than the combat sims. good idea but way to slow for more than 1 wave. tried it for an addy that needed a lot of waves to beat the camp and left it running. 5 waves it took 2 months to calculate the best attack. the result was several k recruits needed but the guide i used used half the amount of troops the sim said i needed . so not very accurate and very very slow. no faster than any of the other sims ive used but better features and easier to set up than the other sims. its just slower than the other sims on multiple waves by several weeks.
Hi, Thanks for the Sim.
In The Siege, Camp F1 / D1 you should have 40 rangers, not 30 (I wondered why I was occasionally losing a few Cavalry).
Sorry for being so persistent, but the "Leave us a comment" link on your site directs to this very thread, so here we go again :)
3-4 errors to fix:
- You still haven't added a Leader camp in Aladding and Oil Lamp (sector 2, behind B2, closer to the rocks), there's a 4th leader of that sector (150 Mounted Sailor, 100 Petty Officer Second Class 1 Captain).
- (mentioned by Fafarona) Sinbad and Besieged City, leader Camp D7 should have: 200 Battle Hardened Sailor, 50 Mounted Sailor, 1 Captain
(The simulator has Boatswain).
- (mentioned by Gavona) The Siege, Camps F1 / I1 should have 40 Rangers, not 30.
- Croaker (boss unit from Christmas adventures, Save the Xmas Feast, The Stolen Sleigh) probably has splash damage - not present in your simulator for skilled generals.
When will we gen General Mary Christmas?
I want that extra XP :)
When will we gen General Mary Christmas?
I want that extra XP :)
Came here to ask the exact same thing, thanks for your great work :-)
error report:
Roaring Bull: camp C5 has 80 Nomads instead of Lance Rider.
typo's:
Left side (own army): "Calvary"
Right side: "Wolf Packloader" in SoLT for example
great simulator when can we expect Mary Xmas to appear??
the damage of the royal bowman is 60-120, https://prnt.sc/i4fzgx
in hansel and gretel b1 (http://prntscr.com/i5hgfi) is 160 180 (http://prntscr.com/i5hi8o)
I found an issue with the FastSim. I didn't see a 'contact' link in the simulator so I thought I'd post it here.
In the indicated camp the simulator loads the wrong number of enemies. It loads 100 wolves when in fact there are 180. I discovered this because my skilled Mary should have been able to take out the camp with 215 MM but even though I won the fight I lost 27 MM (that's including with 3 books in First Aid).
Pass it along - heck of a way to lose troops.
I just now saw the link above and it didn't seem related but I checked the pics. Too bad I didn't see that first, the post wasn't clear without looking at the pics.
hi sorry the best sim in the game but could we learn here if we cant their yet what books people are putting on their gens pls
although attm i have a few issues with simming for some gens - it might be battle frenzy issues
wim
Hi all - does anybody know how to make a new feature request on fastsim. Basically, I'd really like to be able to change the names of my saved skill sets. I have 8 skilled generals and can never remember which skill set is for which. I've I could change the text "Skills 1", "Skills 2" etc to be Vargus, MG, MMA1 etc, it would really help.
WillowWarbler
11.03.18, 19:33
This was mentioned twice before, but not fixed yet; the Snow White boss - Evil Stepmother - does not have the correct HP on the fastsim.
https://i.imgur.com/v41K1kY.png
https://i.imgur.com/VPR5Jbv.png
So fastsim says she has 55k HP but it is 95k HP.
I am a bit old fashioned - have these things called pen and paper
I am a bit old fashioned - have these things called pen and paper
Agreed - it can be done by hand. But the efficiency of a tool such as Excel (or in this case the simulator) needs to be appreciated. Sure, I could add by hand a column of 1000 numbers by hand but why when there is a tool. You could cut down a tree with a herring but an axe is better.
There is a bug with the initiative of the Easter event unit Bully - it's First Strike on the sim but it's Normal Initiative in the game => wrong best attack results.
In 2nd thief, a camp has incorrect unit numbers (200 extra)
http://prntscr.com/jftox2
Can we get an "all unit type" option. I want to sim the new mountain clan adventures but I can't combine elite units with Nordic enemies.
Can we get an "all unit type" option. I want to sim the new mountain clan adventures but I can't combine elite units with Nordic enemies.
+1
Course I'm still waiting on Mary to appear in the general list so I won't hold my breath...
Course I'm still waiting on Mary to appear in the general list so I won't hold my breath...
Mary only has xp bonus. This sim does not show xp anywhere, so the only difference between Mary and a 200 gen is the fact that she does 135-250 damage herself, compared to the 120 of the other gens. Against elite enemies this makes no difference.
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