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Post by tortugapower on Apr 17, 2019 16:06:08 GMT -6
Hello all, I have completed a RtW combat resolution simulator. This is straightforward to use (compared to my previous custom fleet combat simulator). Perhaps there is some interest in this "mod" (if I can call it that). What this does: - takes a RtW combat event (generated by the game) and simulates the result Download from:GOOGLE DRIVE LINKurl: drive.google.com/open?id=18zctBH8Yc_4M-_qGYIb7q06cuOnQ6zeACurrent version: 0.511 rtw_sim.ini is attached here: rtw_sim.ini (241 B)
Instructions for use:
- Place the rtw_combat_sim.exe and the rtw_sim.ini files in the Save folder within the RtW installation directory.
- Choose your settings in the rtw_sim.ini file (opens in Notepad). Game=<number> should correspond to the savegame location (e.g. Game=2 for "Game2")
- Create a battle in RtW, save it and close the game.
- Run the rtw_combat_sim.exe from the Save folder
- Load battle in RtW
- Run one minute/round forward to end battle.
- Repeat steps #3-6 for further battles in the same game (changing options as desired).
- A "log.txt" with the simulated blow-by-blow will be generated in the same directory. - A backup of the original RtW combat file ("RTWGame#.sac") will be created ("RTWGame#.sac.bak") - Existing "log.txt" and "RTWGame#.sac.bak" are overwritten each simulation. Video overview of simulator (3 min, no ads): youtu.be/EmOLeEKSj7wTo use v0.510 and above, reference first 4 minutes of this video: youtu.be/VRKyNhPAMKUFeedback is not just welcome, it's appreciated! Good hunting, Tortuga
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Post by tortugapower on Apr 17, 2019 16:21:59 GMT -6
CHANGE LOG(newest to oldest) 0.511 - Simulator now loads either fleet.txt files or a specific Game battle file, based on the "Game=<number>" setting in rtw_sim.ini. <Number> set to 1 to 5 loads the corresponding savegame battle (Game1 to Game5). If value is zero, simulator will load fleet.txt files
- Fixed issue with divisions not loading division parameters from rtw_sim.ini
0.510 - Added command prompt support to choose between simulating a RtW combat event (.sac file) or two specific fleet description files (fleet.txt), based on number of command line arguments -- one argument = .sac file; two arguments = two fleet.txt files
- Adding capability to load settings from file, "rtw_sim.ini"
- Reduced speed bonus of retreating fleet
- Any existing combat file backup (e.g. Game5.sac.bak) is now overwritten upon running sim
- Tweaked combat values (still WIP)
v0.504: - Added command line support: rtw..exe <name_of_battle_file>
- Added Small Merchant to custom class list
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Post by garrisonchisholm on Apr 17, 2019 17:06:20 GMT -6
This sounds very interesting! What kind of results have your tests shown? Bigger fleet always wins, or most often wins?
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Post by tortugapower on Apr 17, 2019 17:59:59 GMT -6
The "bigger" fleet most often wins, if by "bigger" you mean higher tonnage. Except for very one-sided affairs, both sides are likely to take damage.
If the difference between the two fleets is very large, the weaker fleet will try to disengage immediately. This means that the escorts will begin a torpedo attack to cover the retreat of the capital ships.
The idea is not to have too decisive of results because it's meant as a supplement to fleet combat (for battles you don't want to fight), not a replacement.
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Post by garrisonchisholm on Apr 17, 2019 19:54:13 GMT -6
I will probably try this as soon as my play testing obligations allow. Can you guess how hard it will be to apply to RTW2, or would you need to see the game for a while first to deduce that? (Also, if you use it in a Let's Play, be sure to post the link here too!)
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Post by tortugapower on Apr 18, 2019 10:48:24 GMT -6
I added a (very short) video to my original post to shed some light on how the simulator works garrisonchisholm So of course it's bad timing to be releasing this auto-resolve feature only days away from Rule the Waves 2's launch. I've given a fair amount of thought about adding carriers, and it's doable -- easier for me than for Frederik, that's for sure! I'll have to see RtW2 before I know how easy it will be to adapt my current simulator -- and that won't be my first priority when I get the game... But unless something has been done to intentionally obfuscate the game files (e.g. encrypting them), which strikes me as unlikely, then my simulator should be adaptable to the sequel.
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Post by sittingduck on Apr 21, 2019 22:25:04 GMT -6
Tortuga: After watching your second YouTube episode I have a couple of questions...
Can you stay on the battle screen to see what the enemy units are before going to the Auto-Resolve? It may be a situation where you may be able to take advantage of your units and the conditions, to acheive a more decisive result than the Auto-Resolve provides. It seems that you can't use the Auto-Resolve once damage as been done to either side, but can you stay on the screen a few turns to get a feel of the enemy's composition before deciding to Auto-Resolve?
Not being a computer whiz, when you go to the folder with the game files is it possible to move the Auto-Resolve and that second file to the top of the page so as to minimize hunting for them? Would they stay moved for each future Auto-Resolve action?
By the way, can you discuss how you determined the ship strengths for offense and defense, movement, torpedo attack, etc. in the Auto-Resolve program? I know you're "condensing" the posts to 35-40 minutes but maybe a brief explanation while you're beating up the Russians...?
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Post by tortugapower on Apr 23, 2019 15:00:30 GMT -6
Tortuga: After watching your second YouTube episode I have a couple of questions... I'm happy to answer them, sittingduck ! I'm only sorry that I didn't see this message earlier, as I was distracted with Rule the Waves 2 and working on another mod-in-development (non-player nation wars). Yes, in fact you can stay on the auto-resolve screen for as long as you like. It's possible to fight the battle 99% of the way, save and close, and then run the simulator. I don't guarantee the proper functioning of the simulator in that case, though it should mostly work. Some notes: - my simulator will not load the current state of the ships when it simulates (every ship will be considered at full strength), as the simulator assumes it is run at the beginning of the battle - despite the above, the ships that are sunk/damaged before the simulator runs will remain sunk or damaged afterward - the simulator may crash if it is loading in ships which are sunk, I can think of at least one divide-by-zero situation where the script would crash I could make enhancements to the simulator in response to the above, but I'm not likely to do this unless there is a large interest, simply because the intent of the auto-resolve is to be done at the beginning of combat, not the middle. One way anyone could do this is by renaming the autosim .exe and adding an underscore to the front. E.g. "_rtw_combat_sim_v0.503.exe". If you sort by name, underscore will show up first. Alternatively, I ended up sorting by Type twice (reverse order sort by Type), and it puts the auto-sim at the top with the other files. [Edit: you can see this in Ep. 3 of the YT series, should be live tomorrow morning] What was the second file you refer to? I'm happy to try to explain that here as well. - Offense is simply a function of the gun size and number of guns in a broadside, for each gun (primary, secondary, tertiary), as well as torpedoes - Defense is a weighted sum of the different armor sizes (belt + extended belt + deck +....), as well as the ship's speed (to give DDs some defense value) - Torpedoes are just modeled in my simulator like a powerful short-range gun - Movement is very simple: it's just a function of the ship's speed and its current health Feel free to ask about anything that isn't clear here.
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Post by sittingduck on Apr 23, 2019 16:56:23 GMT -6
Tortuga,
No problem with tbe delay (around here patience seems to be a virtue... look at RTW2! Now, now William, just a playful dig.)
The second file is the log.txt. I mentioned the moving of the files because, 1: I'm old and easily bumfuzzled by computers; 2: I'm old and easily frustrated by missing and opening the wrong folders. (I'm just plain old... not dead yet mind you. I still look at pretty girls - I just can't remember why).
Non-Player wars seem to be a big item here. If you nail it, it would literally be a game changer, no pun intended. Well maybe it was.
You mentioned in passing that perhaps the developers could add a button to bring up the Auto-Resolve. That would be a big help.
No hurry on the reply and thanks for your promoting of the game on YouTube.
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Post by garrisonchisholm on Apr 23, 2019 17:50:16 GMT -6
I have a request though, could you go into more detail about the summary screen after an action? I watch on my phone and it is too small for me to see what you're doing and assessing. (Deese eyes be Old)
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Post by tortugapower on Apr 23, 2019 22:44:17 GMT -6
garrisonchisholm do you mean the log.txt notepad? And if so, just the summary at the bottom, or a breakdown of the full log?
Also, several people have requested a more aggressive version, so in 0.505 I'm going to split into two .exes: one with aggressive combat resolution (more ships sunk), and one the same as now.
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Post by garrisonchisholm on Apr 23, 2019 23:19:54 GMT -6
Yes, when you open it up to see the log of the battle. It seems you have to digest a bit of data to see what the result was, I'm just trying to get a handle on how easy it is to determine the results.
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Post by merkabach on Apr 24, 2019 6:20:48 GMT -6
Dear Tortuga,
i really enjoy your Vids of RTW! I watched the new ones in wich you use your simulator. In the thread you mentioned ver. 0.504 but i can only find ver. 0.503. Also is it possible to make a version with more agressive battles? Thanks an keep up the great work and the awesomw vids
Cheer Philipp
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Post by oaktree on Apr 25, 2019 19:28:18 GMT -6
I think he has a "courage" factor that affects when fleets will try to withdraw. I think there is also a force comparison factor where a weaker force, not sure at what level, will simply attempt to withdraw right away as well. As he says, the simulator reflects pretty conservative admiral control. Equal force battles are where you can see real heavy and long exchanges before someone decides to run. And those are the ones that get bloody. And the simulator also eats destroyers still I think. (I was a tester for the simulator previous to Tortuga publishing it.)
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Post by tycondero on Apr 29, 2019 22:27:46 GMT -6
This is amazing. Why didn't the RtW team not implement something similar already? Simulated battles are very much needed, especially having non-player nation vs nation engagements and wars simulated would be great.
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