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Maniac
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Gent, Belgium
Jul 1999 time: 06:32
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I've made a first attempt at making some kind of turn simulator.
Here are the links:
ACDG3 Simulator
And for the SMAC-only users among us:
ACDG3 Simulator SMAC
(Edit: I have the XP patch installed, should that matter for compatibility with your SMAC installation)
What do you think of it? Please warn me about any mistakes. Of course the raininess levels aren't always correct, and because getting rivers right is so difficult, I just replaced them with geothermal bonuses. Also don't mind anything beyond our explored map. I just edited a random created map.
To anyone with any experience or knowledge about turn simulators: How do you keep such a thing updated? Do you just manually edit everything every new turn, or do you press "End Turn" in the simulator so everything updates automatically more or less correctly? In case of the latter, how do you prevent the six AI factions to do something unwanted and nasty?
Anyway, I thought a turn simulator could have a dual use:
1) Once we move a bit further into the game, we could use this simulator to test out some of our longer term plans, eg how fast can we by approxmation build a Secret Project, assemble an invasion force, prepare for a population boom...
2) The Spartans who don't have SMAX could use the SMAC simulator to have a more interactive view of our little empire. Of course not everything could be correct, but it would be good to at least get a general idea. 
Last edited by Maniac on 06-07-2004 at 04:23
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Zeiter
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Hey, great idea! This will give non-SMAX-ers like me a chance to explore the game at our liesure when we can't get screenshots, assuming that the simulator is reasonably similar to the actual game.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:32
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For new information manually update everything.
If you keep exact per unit moves I follow the moves in the turn simulator immediately before playing the turn, then adjust the simulator for any random effects.
If you don't keep exact per unit moves, it means checking everything over again and editing them right. That means checking unit homing, energy productions, mineral productions, nut productions and unit positions.
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Zeiter
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I did notice one small thing about the data in the simulator: In the labs screen it said we had 0 tech accumulated, when I think we should have 1. Any way to edit this?
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:32
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Labs can be edited, switch techonology direction to reduce tech.
Pop pods to increase tech accumulated.
That's how I did it, but it's rather futile to get it perfect as commerence and global tech variables change the needed labs to completion and the amount of labs per turn.
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Zeiter
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No, I've been able to figure out most of what is going on through the the screenshots lately, so I'd say, maybe update the SMAC simulator every 10 years or so for now, until things get more hectic.
BTW, how exactly do you make the simulator?
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Maniac
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Gent, Belgium
Jul 1999 time: 06:32
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quote: Originally posted by Zeiter
so I'd say, maybe update the SMAC simulator every 10 years or so for now, until things get more hectic. |
Ok thanks I'll try to do that. 
quote: Originally posted by Googlie
the map is the easiest part (using the scenario editor) It's the ec's per turn, research rate relative to the others, etc that is the hardest |
Really? Editing the credits reserve is simply done IMO. The map however involves covering/uncovering terrain, changing elevations, rockiness, fungus, pods, rivers... 
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:32
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Actually it's almost impossible keeping track of what the other factions are doing so I fudged it.
Here's was the simulator turn with the latest date. It might actually be a forward planning turn, not an replica turn.
Attachment: hive simulator, 2144-4.zip
This has been downloaded 0 time(s).
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:32
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Well - it's still a work-in-progress
here's the sim circa 2128/9. I've got the map (our continent) simulated - some elevations were difficult to get correct - and I got the tech costs and research rate OK.
Some work stilll needed on the other factions (Uni is somewhat OK) which will distort our tech rate, but for purposes of the next 5 years or so, it'll do.
It's a scenario save, so open it as a scenario (then you can save it as a game afterwards)
Attachment: acdg3 - sparta simulation.zip
This has been downloaded 3 time(s).
Last edited by Googlie on 20-08-2004 at 09:00
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Maniac
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Gent, Belgium
Jul 1999 time: 06:32
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Googlie, as you've updated the SMAX simulator some more to the latest situation, and even created a SMAC simulator (which I stopped updating loooong ago), I'll bump this thread again.
I have also kept my simulator updated. The latest version (MY 2152) can be downloaded in the Factional Datalinks. I consider it kinda silly we keep duplicating the immense effort of creating an accurate simulator. So I was wondering, could we not continue with one simulator, and leave the other as it is, saving us both lots of effort?
Morgan Industries is more up-to-date in your simulator than in mine, but for the rest the terrain (rockiness, explored area, terraforming...) seems more accurate in my simulator, so I'd suggest continuing with my latest version. Though of course my opinion may not be completely impartial.
For the record, I'm planning to update my simulator to MY 2154 tonight, so I could start testplaying when we could have an invasion force ready.
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wuy3
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sorry for asking a newbish question. Are the simulators like the ACDG game converted to singleplayer files so we can plan ahead in SMAX singleplayer and predict some AI actions?
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:32
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Exactly
Maniac has used the scenario editor to replicate the map, bases, populations and technologies of the seven factions in the ACDG game.
It can then be opened as a single-player game (Sparta) to predict what the AI might do (less predictive ability with the other human factions, as they don't often react as the AI would)
We used this when planning the big raid on Morgan that saw us capture their HQ and destroy the Planetary Transit System SP there. Our simulation also saw us proceeding to capture their HGP base and destroy that too, but was flawed, in that we started the sim with our invasion force hiding in the fungus outside their port - and it should have been invisible - but they commissioned a foil that turn and in trying to sail it into the fungus we were in, spotted us, and ringed the coastline with defenders and formers, etc.
We again used the simulator to develop alternate tactics that still saw us successful, so still proceeded with the raid, losing the entire task force (self destructing rather than letting units be subverted) as we believed the objective was worth the loss of materiel
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