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Author Topic: The Excel 1v1 Combat Simulator  (Read 2560 times)
Zelc
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« on: May 06, 2011, 11:03:41 pm »

Download link
VERSION 0.7

Put in two units' stat lines in the Setup tab, hit the big orange-red SIMULATE COMBAT button, wait a while, and check out the results!  Obviously you will need to enable macros for this to work.

Everything is run as Javelins + Pilas first, then all melee combat.   You can add more than 1 javelin or pila shot (just put a higher number in the box).  A couple attacks may be +1/+0 more than it should be due to range, but that's probably not a huge deal.

Please note this can take a while to run, especially if you put in some excessive # of trials.  # of trials should not exceed 65,000 for Excel 2003 due to the chance of overflowing the rows.

If you need to stop the macro while it's running (maybe because you put too high a number under Trials), hold down the Escape key.  Please note you may have to re-enable automatic calculation in the Summary Results tab.

If you want to see what's going on in each fight up to the point where a unit routs or dies, put a 1 under the Debug box next to the Trials box.  You'll probably want to set a low number of Trials if you do this.  You don't want the data to overflow on the sheet, and plus you probably won't need more than a few to get the idea of what's going on (you're probably not going to look at 200 combats).

There are some columns grouped/hidden to the far right side for some new factions.  Those are obviously not final.

Some quick documentation.

Setup Tab:
Dice, Skill, Power, Evade, Tough, Courage: Put the unit's attack and defense profiles here.  If you are trying to simulate an ongoing condition, you should probably also include that here.  Similarly, add the +1 skill for spears vs. cavalry here.

Green, Yellow, Red: These are the unit's health boxes.

Charge Bonuses: Be sure to fill this section out!  These are the bonuses the unit gets during the charge turn.  Most units should have 1 C-Power (+0/+1 on the charge turn).  Most spears should have -1 under C-Dice.  Most Cavalry should have 1 under C-Impacts.  Similarly, holding spearmen vs. Cavalry should have 0 under C-Dice and 2 under C-Power.

Vs. Range: Put a unit's defensive bonus against ranged attacks here.  R-Dice is the positive number of how much dice is reduced: for example, Numidian Cavalry should put a positive 2 under R-Dice.  R-Evade is the bonus to evade against range attacks; most Cavalry should have a 1 here.

Min Dmg: The minimum damage a unit does with its melee attack.  Colossal units should have a 1 here.

Javelin and Pila: Put the number of javelin and pila shots you want before the engagement.  Usually only 1 for javelin and pila units, but maybe you want to see what happens with a second shot.  Please note the simulator does not recalculate health or roll rout checks between javelin and pila shots; the first health status (green vs. yellow vs. red) update is after javelins and pilas, and the first rout check is after the first round of melee combat.

Reach, Fearsome, and Terrifying: Put a 1 here only if your unit has the ability AND it will affect the other unit.  Otherwise the simulator will have the units affect each other!

Nets: Put a 1 here if the unit has the Ravenwood Elves ability, and otherwise put a 0 here.  Basically it makes an additional hit roll for every 1 rolled to hit.

Blood Frenzy: Put a 1 here if the unit has the Lizardmen ability, and otherwise put a 0 here.
« Last Edit: March 04, 2012, 09:11:52 pm by Zelc » Logged

Zelc
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« Reply #1 on: May 16, 2011, 09:54:40 pm »

Ugh, I messed up Blood Frenzy something fierce in version 0.1a.  Let me put up a revised version in a minute.

It's up.
« Last Edit: May 16, 2011, 10:57:10 pm by Zelc » Logged

elgin_j
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« Reply #2 on: May 17, 2011, 08:20:09 am »

The most impressive thing about this is just how sharply it throws into relief the impact of rout checks on the game.  Good job, Zelc.
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toodle pip
lazyj
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« Reply #3 on: May 17, 2011, 10:01:54 am »

Well done!
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Zelc
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« Reply #4 on: May 23, 2011, 02:55:03 pm »

Hey, I noticed I botched javelins/pila.  Basically they only fire on the first trial now.  I'll fix this later and post up a new version.
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Zelc
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« Reply #5 on: June 20, 2011, 10:28:30 pm »

Many weeks later, I finally remember I forgot to upload the fixed file.  Oops!
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RushAss
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Eat your beets - Recycle!


WWW
« Reply #6 on: June 21, 2011, 09:01:44 am »

That's it, you're fired.
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"The world weighs on my shoulders but what am I to do?"
-Rush, Distant Early Warning
BubblePig
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Belkar Rules!!!


« Reply #7 on: June 21, 2011, 06:11:51 pm »

Security will escort you out, we will mail you any personal items with your last check.
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Zelc
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« Reply #8 on: October 22, 2011, 05:00:11 pm »

I think there might have been a weird bug in the last version.  Please download v0.4.
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Zelc
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« Reply #9 on: March 04, 2012, 09:12:53 pm »

I've made version 0.7.  I think I've fixed a weird bug where unit 2 has an advantage if both units are identical.  Please re-download the file.  I've also enabled some interesting reporting options that you might be interested in.
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Zelc
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« Reply #10 on: March 06, 2012, 04:08:20 pm »

I've made version 0.7.  I think I've fixed a weird bug where unit 2 has an advantage if both units are identical.  Please re-download the file.  I've also enabled some interesting reporting options that you might be interested in.
FYI, there's a pretty bad bug with Savage Fury and Elder Fury in version 0.7.  Since I'm the only one dealing with it right now, I'm not going to re-upload just for this (I've already fixed it on my local copies).  If you really want to try them out, PM me and I can give you the fix.
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