Re: Discuss new battle engine here

#42
Hello everyone I know I am new to this game and I was interested in this thread. You could just have a ship that is the size of a battlecruiser but instead of cannons have it armed with missles instead with harmonic warheads. Since the warheads are to big to knock out fighters they can easily swarm the ship and take it out. You could impliment the warhead technology with graviton tech by finding a resonating harmonics to disrupt a deathstar. While having a new tech for warheads, missles, Like I said I am new to this game but I have played a few games which involved space combat. Like EDIT.

Please don't discuss other games. ~Weresloth

Re: Discuss new battle engine here

#44
The new updated version of the battle engine is now available for beta testing through the simulator.
To access it, click on Combat Simulator, then at the top link or access it directly from your browser by typing:
http://www.zorgempire.net/simulator2.php

Provide any feedback here or at the global announcement.
Our goal is to implement the new engine as fast as possible as this version fixes some known glitches in the old one.

(ACS attack is in development as posted in What is currently going on announcement)

Re: Discuss new battle engine here

#45
i got something to add in relation to the strange damage and shield numbers people have been seeing...

i think, like in gumps report for the 72 death stars, their huge damage from the rapid fire was supposed to be directed at the recycler.. but it died so the rest of the damage just disappeared..

also, i think the reason for the insane shield numbers negating most of the rapid fire is that with each extra shot taken with rapid fire, it acts as if the shields are still at maximum and not continuing from what the shields were left at from the last shot... so if something fires 4 times... each time it fires the ship that gets hit gets basically an extra fresh shield.. if you understand what i mean... which is what is causing the shields to scale with fire... i think
thanks for the awesome sig surrias <3
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Re: Discuss new battle engine here

#46
Tested a few times and I think I identified a problem with the new engine. Defensive RF for RIPs seems to be working now, but offensive is still messed up. Do a few sims of 10 RIPS attacking 1k BS, 1k BC, and 1k DDs. Compare this to a sim where the RIPS are on defense. You will notice that when on attack, though the RIPs show the correct number of RF targets, it always targets the same unit type in each round, rather than each of the unit types like ity does on defense.

Same applies to bombers attacking ground defenses.

If my explanation is too poor to get across what I mean, let me know and I'll just post a clip of a sim that shows what I am talking about.

ETA:
Also, I agree with Shandris that shield values appear to regen for each RF round, not each round of fire. I think this is intentional though, because otherwise damage from RIPs would be ridiculous. As it is, RIPs will become far more important then they currently are.
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Re: Discuss new battle engine here

#47
We have updated the game engine.
Current version is V 1.02 and Combat Simulator is updated to the new engine.

The developer simulator is now offline. This tool will be periodically available before a version update of the battle engine.

Battle Engine development after a final decision will remain open indefinitely as we will look to improve it as much as possible. We are open to any feedback at any time.

Re: Discuss new battle engine here

#48
RF on attack is still broken.

Try a sim of 10 RIPs on attack versus 1k SC, 1k LC, 1kLF, 1k HF, and 1k Cruiser.

Then try a sim where the RIPs are on defense and compare the RF for each round. I have tried this hundreds of times, always broken. Same applies for any class of ship on attack that has RF against multiple unit types.

RIPs ON ATTACK:

Ship Types to RF:6

Ship Type RF act:0


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser
...
Multifire #18: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser

Ship Type RF act:1


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser
...
Multifire #30: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser

Ship Type RF act:2


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser
...
Multifire #10: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser

Ship Type RF act:3


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser
...
Multifire #10: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser

Ship Type RF act:4


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser
...
Multifire #14: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser

Ship Type RF act:5


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser
...
Multifire #32: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser



RIPs ON DEFENSE:
Ship Types to RF:6

Ship Type RF act:0


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser
...
Multifire #21: 10 ships of type RIP are multifiring against 1,000 ships of type Cruiser

Ship Type RF act:1


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type S. Cargo.
...
Multifire #12: 10 ships of type RIP are multifiring against 1,000 ships of type S. Cargo.


Ship Type RF act:2


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type B.ship
...
Multifire #23: 10 ships of type RIP are multifiring against 1,000 ships of type B.ship

Ship Type RF act:3


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type L. Cargo.
...
Multifire #165: 10 ships of type RIP are multifiring against 1,000 ships of type L. Cargo.

Ship Type RF act:4


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type L. Fighter
...
Multifire #145: 10 ships of type RIP are multifiring against 1,000 ships of type L. Fighter

Ship Type RF act:5


Multifire #1: 10 ships of type RIP are multifiring against 1,000 ships of type H. Fighter
...
Multifire #87: 10 ships of type RIP are multifiring against 1,000 ships of type H. Fighter
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Re: Discuss new battle engine here

#49
Shaftoe, are you sure you have same values for armor-shield-weapons for both attacker and defender in your tests ?

What you describe, attacker having a bonus over defender is not appearing in my tests.

A possible problem I see and I will bring to the developer team is that Death Star seems to RAPID FIRE against all ship types in every round. This does not seem right to me.
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