This ensure a bell curve of shots close to the ideality.Īlso,the system can be bounded by values that can be setted in the constants/battle_constants* file. Note: randomic rapid fire will only change the amount of shots,but the way it do is particularly.Infact the deviaton from the mean is made by a special random number generator implementing Gauss algorithm. Anyway you can enable or disable it inside the constants/battle_constants file. Recently was added a feature to simulate a randomic rapid fire, making the combat more realistic. To test OPBE's accuracy you have to set speedsim (or dragosim)'s battles amount to a big number, such as 3k. This estimation is improved by analyzing behavior for infinite simulations, so, One of main concepts used in this battle engine is the expected value: instead calculate each ship case, OPBE You can check in implementations directory for your game version,īe sure you have read the license with respect for the author. automatic Bcmath detect and usage if needed.Cross-platform (XgProyect,2moons,Xnova,Wootook etc).Report can be stored as object in database.Plunder algorithm (resources partition).Randomic rapid fire with normal distribution.I'm sure Prongs will sort this out so we will be prepared for v9 when it launches since it is the only relevant sim.OPBE is the first (and only) battle engine in the world that uses Probability theory:īattles are processed very very fast and required little memory resources.Īlso, memory and CPU usage are O(1), this means they are CONSTANT and independent of the ships amount. + the API stuff NoMoreAngel is referring to is also crucial. It is a must before I'd even consider updating TrashSim, else it'd be an impossible task. If anyone has the time to create a full document that contains all the needed formula's, that'd make the life of a developer much easier and safe a lot of time. I'm talking about the different combinations of classes etc, for calculating flight time, fuel consumption. Last but not least, as I don't have much time, I won't be able to search for all the new formula's myself. I've had positive contact with some of them lately, we'll see if it has a positive effect. Just so you know, I'm not talking about the hard working community managers & admins ofc, they're awesome! So I hope that you can understand that my energy and enthusiasm to continue this project is not very high. I've also spent hours and hours for my latest update to fix the bounce effect, without any help, feedback or appreciation from GF whatsoever. The few times that I actually had contact with GF, which was already very scares, was not really positive at the end, for example with the MCO update.įor which I created the following post: We're being left in the dark, a point of criticism, a complaint. More specifically I probably won't be able to develop anything until late august. My current free time and resources are limited compared to 10 years ago, when I started building these tools. I don't want to let the the community, of course, but it's not an easy process. Is it time perhaps Ogame has an official in-built sim to make fleeting more accessible to the wider community?ĭoes having 3rd party sims only and not in-built functions negate the mobile app because people will have to open their browsers anyway?Īs for the update to V9, I've been thinking about this a lot lately. Will the current 3rd party sim developers have all the support they need to update and function their combat sims? While experienced fleeters could take a good old stab at the rough amount of ships needed etc like the old days I feel the amount of numbers involved will make fleeting far less accessible for new users as no 'normal' human will be able to accurately calculate all the current variables plus the new variables to take the least losses and most profit. Without knowing that current sims like TrashSim - OGame combat simulator developed by Warsaalk are going to be fully updated and be fully functional I worry for the state of fleeting in the game. There are many new variables to take into accounts from Lifeform functions such as individual ships stat boost, defences stat boosts, overall wsa boosts and other flight cost/time factors. One of my main concerns for V9 is something another user (Disty) highlighted on the official Ogame discord.Ĭurrent combat sim' post V9 will not have all the necessary functions due to all the new combat variables that are coming alongside V9.
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