Combat Sim V2.5

Obsidian

Mongoose
With a great deal of input from JayRaider I have made a number of improvements to the combat sim that will speed up the way in which the it is used. Download Version 2.5.1

I am also happy to announce the launch of my web page on the CodePlex website. This site allows developers of open source projects to work in a collaborative environment and is fully integrated into the Visual Studio IDE. So if anyone out there has any interest in doing a little development work on this project, this is the place to go. Now without further ado, the feature's list.

Enhancements

Auto Load Weapons. Forward arc will load by default
Auto populate firing order. If there is only one weapon, the number will be filled in for you.
Adaptive Armor Checkbox added.
Reset Interceptor Button added.

Bug Fixes

Adaptive Armor calculations corrected. Was possible to prevent all damage when it should be a minimum of 1.
Interceptor logic updated. Was not advancing target number when all intercepots failed.
Destruction notice removed from fighters. Destroying a fighter flight resulted in an incorrect message about it exploding.
Can now manually set the dodge score.
Haven now has Dodge 5.
Corvan Hull score corrected to 4.
 
Thanks Obsidian, checking it out now :D

Really like all the enhancements! Great stuff :D

On the Defender page, if you update the Dodge score on a ship which doesn't have dodge to begin with, it doesn't work.

Adaptive armor still has an issue, check out this result table, the adaptive armor should stop 1 point of damage from a total of 2.

Nova fires on White Star

Firing Laser/Pulse Array

Rolling Attack Dice
Die 1: 3 2
Die 2: 1 6
Die 3: 4 6
Die 4: 4 3
Die 5: 4 3
Die 6: 1 5
Die 7: 4 3
Die 8: 1 4

Total Hits = 3

Dodging Hits
Dodging Hit 1: 1
Dodging Hit 2: 6
Dodging Hit 3: 2

Total hits (After Dodge) = 2

Damage Report:

Rolling Hit 1 :
Solid hit.
1 Damage, 1 Crew

Rolling Hit 2 :
Solid hit.
1 Damage, 1 Crew

Adaptive Armour blocks 0 Damage, 0 Crew
==============================
Total Damage = 2
Total Crew = 2
 
One feature Jay and I thought would be a good addition, if it's possible to add, would be to allow you to 'store' ships. For example, you can set up two tables, one for each fleet, then when you need to do shooting you just pick the firing ship, the targeted ship, then select the weapons and go. It would make things -much- faster.
 
Ok, new version up and available. Download from the signature link below.

On the Defender page, if you update the Dodge score on a ship which doesn't have dodge to begin with, it doesn't work.

I can't seem to reproduce that. Added Dodge 2 to an Adira and here are the results. Can you make sure that your B5Rules.DLL has a date of 3/18/2007?

Code:
Bimith  fires on Adira 

Firing Quad Particle Array

Rolling Attack Dice
	Die 1: 4 5 
	Die 2: 5 2 
	Die 3: 2 2 
	Die 4: 3 3 
	Die 5: 1 5 
	Die 6: 1 2 
	Die 7: 1 6 
	Die 8: 2 6 
	Die 9: 6 
	Die 10: 5 5 
	Die 11: 2 4 
	Die 12: 4 2 
	Die 13: 6 
	Die 14: 4 1 
	Die 15: 3 3 
	Die 16: 3 1 

Total Hits = 4

Dodging Hits
	Dodging Hit 1: 3
	Dodging Hit 2: 1
	Dodging Hit 3: 5
	Dodging Hit 4: 5

Total hits (After Dodge) = 1

Damage Report:

	Rolling Hit 1 : 
		BulkHead hit.
		No Damage
==============================
Total Damage = 0
Total Crew = 0

I also think I've gotten the Adaptive Armour stuff sorted out. Give it a shot and let me know.
 
Just wondering if any of you clever bods could come up with a "multiple" Ship system like this.

Anyone remember a computer game called masters of orion 2?(specifically 2)

It would be great to have that kind of visual interface, doesnt have to be hugely flashy. to test out tactics and ships on. and get a printed report of dice rolls etc.

ill have a play with Flash creator to see what i can come up with but ive never used it before so dont expect anything to come of it!

Just an idea.
 
Wow an update already. Fast work Obsidian. I'll checkout 2.51, thanks 8)

PS. The update 2.51 has fixed both the manual dodge and adaptive armor issue.
Excellent work.
Thank you!
 
The Pak'ma'ra Ikorta weapons :

Plasma Cannon : 10 F 2 AP
should be :

Plasma Cannon : 10 P 2 AP (the starboard version is correct ;-) )

For the Blast doors is it possible to show the dice results ?
(just want to check the pak redundancy vs blast doors)

Thanks for your work :D

Edit :
The porfatis Light Plasma Array 2 T 4 AP DD is not Double Damage.
The Halik Plasma Cannon : 10 F 8 AP should be 10 P 8 AP
The Halik Plasma Beams : 6 T 4 AF should be 4 T 6 AF
 
PS. The update 2.51 has fixed both the manual dodge and adaptive armor issue.

Glad to hear that. Some exciting news by the way. Spent the evening working on the random number generator and came up with one that is super duper fast. Can clik the button in rapid succession and you'll barely see a pause.

For the Blast doors is it possible to show the dice results ?

Sure. Guess I just didn't think to actually display that.

Also got the Pak'ma'ra stats updated. Please keep me posted on anything else you may find Na-Po.

New version coming out end of next week. want to see what other things I can put n there before I do another release. Also want to wait and see if anyone finds any more data bugs.
 
Fires on Ikorta

Firing h(5 AD Beam SAP triple)

Rolling Attack Dice
Die 1: 4 1
Die 2: 2
Die 3: 5 4 1
Die 4: 3 4 1
Die 5: 6 2

Total Hits = 6

Damage Report:

Rolling Hit 1 :
Solid hit.
3 Damage, 3 Crew

Rolling Hit 2 :
Critical hit!
Engineering Hit. (No Damage control permitted)
15 Damage, 12 Crew

Rolling Hit 3 :
Critical hit!
Engines Disabled. (Speed to 0, No Special Actions)
12 Damage, 6 Crew

Rolling Hit 4 :
Solid hit.
3 Damage, 3 Crew

Rolling Hit 5 :
Critical hit!
Power Relays destroyed. (-1 Speed)
3 Damage, 3 Crew

Rolling Hit 6 :
Solid hit.
3 Damage, 3 Crew
==============================
Redundant Systems prevent
9 damage
4 crew
Total Damage = 30
Total Crew = 26
Engineering Hit. (No Damage control permitted)
Engines Disabled. (Speed to 0, No Special Actions)
Power Relays destroyed. (-1 Speed)


-8 Damage & -2 crew but the ship isn't destroyed ... weird no ?
 
It seems that the problem is dealing with manual fire.
In this mode you cannot destroy a ship (negative points and if you fire you just add new damages to the total).

Next thing, when you are crippled you shouldn't be able to use your interceptors since they are destroyed ;-)

The damage, crew & hull for paks are ok.
 
It seems that the problem is dealing with manual fire.
In this mode you cannot destroy a ship (negative points and if you fire you just add new damages to the total).

Ah, yes. It isn't in that mode becasue ship destruction occurs after all declared weapons are fired not after each weapon. In manual mode there is no way to know if this is all the weapons you are firing or just one of them.

Next thing, when you are crippled you shouldn't be able to use your interceptors since they are destroyed

Hmmm that's an immediate thing isn't it... Suppose I need to put something in there to handle what happens when a ship gets crippled. Interceptors get wiped out, but stuff like Dodge and GEG need to be rolled on to see if they get wiped out as well. Am I missing any other defensive traits?
 
Can't you just declare that once the damage score is 0 or below the ship is destroyed ?

Let's ask something else : Is it mandatory to fire each weapon declared ?
I mean I declared 2 weapons firing on the target and the first one destroyed the target without making it exploding. As a scavenger I don't want e ship to explode; I know I cannot use my 2nd weapon for another target but may I choose not to fire with it ?
May my opponent fire on it's own destroyed ship to blow it up ?

Dodge has to be rolled as GEG I agree, just have to check the adaptive armor don't heart remember sorry ;-)
 
Can't you just declare that once the damage score is 0 or below the ship is destroyed ?

No. Reason being that the difference between a ship being a burned out hulk and a ship exploding is huge. Especially when said enemy ship is potentially going to explode in the middle of your fleet formation...

Let's ask something else : Is it mandatory to fire each weapon declared ?
I mean I declared 2 weapons firing on the target and the first one destroyed the target without making it exploding. As a scavenger I don't want e ship to explode; I know I cannot use my 2nd weapon for another target but may I choose not to fire with it ?

Yes, all declared weapons must be fired on the target. It is done specifically to make you think about what you declare on the target before you've rolled out the results. I've had a few times where I have intentionally not declared a weapon on a target specifically to minimize the odds of it exploding.

May my opponent fire on it's own destroyed ship to blow it up ?

Nope. Can't shoot at your own ships.
 
Thanks,

given that you HAVE to fire every weapon declared (unless the ship already exploded) it is difficult for manual fire to say when it's over.
Maybe a "end fire turn" button on the manual fire page or something like that ;-)
Just to say that you fired every wanted weapon and waiting for the result.
 
Obsidian said:
Hmmm that's an immediate thing isn't it... Suppose I need to put something in there to handle what happens when a ship gets crippled. Interceptors get wiped out, but stuff like Dodge and GEG need to be rolled on to see if they get wiped out as well. Am I missing any other defensive traits?

Adaptive Armour

EDIT : Self Repair

LBH
 
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