doktorstick
Warlord
- Joined
- Aug 20, 2008
- Messages
- 142
Howdy.
I've spent a fair bit of time going through the mechanisms used for combat, odds calculations, selection groups, etc. I have some ideas on how to achieve simulated combat without affecting game state. First though, I want to make sure I know what I'm building.
One immediate question that comes to mind is the actual act of simulation. Because of the nature of random rolls, a single A attacks B or stack SA versus SB may vary greatly between two mock combats. Not until many iterations are done with the pattern emerge. This is why the AI makes decisions based on odds.
Do you want full combat simulation?
What are the parameters of the simulation (number or runs, random rolls, fixed rolls, etc.)?
Do you want odds computation/power determinations with "fake" stacks?
Are the odds computations currently inaccurate or insufficient?
And for my insight, where would this be used (logically)? And where in code?
Thanks!
I've spent a fair bit of time going through the mechanisms used for combat, odds calculations, selection groups, etc. I have some ideas on how to achieve simulated combat without affecting game state. First though, I want to make sure I know what I'm building.
One immediate question that comes to mind is the actual act of simulation. Because of the nature of random rolls, a single A attacks B or stack SA versus SB may vary greatly between two mock combats. Not until many iterations are done with the pattern emerge. This is why the AI makes decisions based on odds.
Do you want full combat simulation?
What are the parameters of the simulation (number or runs, random rolls, fixed rolls, etc.)?
Do you want odds computation/power determinations with "fake" stacks?
Are the odds computations currently inaccurate or insufficient?
And for my insight, where would this be used (logically)? And where in code?
Thanks!