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://546e810ba39faf8b8d5e4e7971e6...dfb3BfRUtxZTg/
But it seems to be gone for some time. Anybody knows what happened to it, or if it is available somewhere else? Thanks.
Hi...I think there is something wrong with Vargus implementation in Combat Sim.
Please check this results:
http://settlersonlinemaps.com/fastsi...=80&E_1_138=80
vs.
http://www.thesettlersonlinewiki.com...?simref=EDa3yB
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.
Added support for watchtowers.
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.
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
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.
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.
wow that is MUCH faster - again many thanks for your continued hard work on this :)
version 3.5 out, and working in version 3.6 already. Check "New" button for changes
Thanks for comments
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 :)
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 :)
Tried to use SIM today. Couldn't change the number of generals to use to find best attack.
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.
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
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...
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. :)
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).
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 :).
Yes, i agree with you, will take a look later :)
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).
will check it, probably not a problem :).
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.
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 :).
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 :)
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.
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.
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...
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
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.
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).
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 :)