Yes, I've taken care of this issue and it's fixed now - at least in my development environment. I'm gonna release the new version in the next days.
In the scenario you've mentioned the simulator now predicts around 18 surviving plumed archers which pretty much matches the results I've seen in...
Oh ya, on a per cell basis (with 40 sims/cell) it's about 1 second for most melee vs. melee matchups (e.g. champs vs halbs) and about 5-10 seconds for matchups like rams vs skirms which take a lot of computation time due to all the Hit&Run going on and the length of the fight (cause both units...
Then your math is wrong :D post imp generic palas, Lith +1, Lith +2, Lith +3, they all need 5 hits to kill a champion. Only Lith +4 need one less hit.
Computing one of the several "each unit type vs each unit type" matrices takes a few hours (with 40 simulations for each cell). So all the...
Ah, THAT's what you mean. Well, as I've said in the video (https://youtu.be/vmRbideeSMA?t=377) there is some random noise in the simulation process just as in the real game.
An example: If you create a map in the map editor where 10 champions fight 10 champions, then after like 20 simulations it...
You're right - the "post imp" should inform the reader that this matrix ignores stuff like tech/upgrade costs and so on but yeah, I should've named the thread something like "best post imp knight lines in terms of cost efficiency" to be more precise, absolutely!
It runs at least 40 sims per...
I agree that there are many many important concepts other than cost efficiency (scouting, map control, villager count / idle villager count, eco efficiency to add just a few more). Though I wouldn't say each of the three concepts you've mentioned alone (mobility, momentum and production...
Usually discussions don't discourage me from continuing these sort of projects ;) a skepical view on "new stuff" (like my simulator) is always great - though many questions could be answered just by watching the linked video or the FAQs on the combat simulator's website^^
Yea, you can...
As for the first part of your message: Well, simply comparing stats wouldn't include lanchester's law, the effect of cost reductions, different hit&run behavior, different resource worths, cost vs. population space efficiency and so on, which my matrices DO include. So I think (or at least hope)...
Problem is: There is no definitive answer which is always true because (as you've mentioned) there are too many different maps, game modes, game states, team constellations, civ matchups, army compositions, civ bonusses and so on.
This answer and the matrices values are based on my combat...
Hi everyone,
I've published a new video about post imperial knight lines and their cost efficiencies and population space efficiencies:
https://www.youtube.com/watch?v=vmRbideeSMA
In short, the best post imp knight lines are...
Lithuanians (depending on #relics)
Teutons
Franks
Cumans
Persians...
@TohoBuWaha
Thanks for your feedback :)
I've already fixed the Konnik bug in my development environment but need to update the online version. Will do that asap! It was indead caused by a new programming error in the respawn mechanic causing a loop^^
Yeah, I think the UI is more userfriendly...
Thanks for the feedback :smile:
Yes, everything is Post-Imp currently. However, unique units are only affected by the techs available to their respective civ AND also by the respective civ's bonusses. E.g. Elite Mangudai don't get the last armor upgrade but of course Parthian tactics and the...
Hi everyone,
a few weeks ago I've published my AoE2DE Combat Simulator here and on reddit: Post
Since then I have...
...reworked the simulation process (especially cases with trample/cleave/AOE damage, and very uneven army sizes)
...brushed up the UI.
...added cost efficiency matrices for...
Hello everyone,
I've coded a combat simulator for Age of Empires 2 - Definitive Edition (latest patch) which I'd like to share with you.
With the combat simulator you can compute the expected outcome of battles between two arbitrary armies in AoE2.
IMPORTANT: THE CURRENT VERSION IS NOT...
Hello everyone.
@TriRem - Gold-per-Trip-Formula
Thank you very much for the general Gold-per-Trip-Formula!
So we can conclude that the unit work rate of trade cogs was 0.20909 before "The Forgotten".
In "The Forgotten" it was increased by 10% which makes 0.23.
In "The African Kingdoms" it was...
Hello everyone!
I’ve made a video about everything regarding gold generation in AoE 2 HD with a focus on trading.
https://www.youtube.com/watch?v=Hll5RwPo6I0
While this video should be pretty comprehensive and give answers to the most questions I could think of, there are still a few open...
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