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Quote from Xunfop: “The application window height is too high, you should make it smaller, my 14" laptop even can't push calc button.” When it was smaller some users complained about scrolling two much while they have lots of unused display space... That's why I created _smallscreen version (same directory). This question repeats on many forums, I'll add it as a header to README
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Bug in engine fixed, patch commited to debian and official ogamesim now has results equal as Speedsim. I have released version 1.2 with names translations (using Speedsim .ini files, but they must be in utf8 format, I provide such versions for ones I've found). (Hidden Content) Apart from reports parsing(in development) functionality is rather complete, now I'll concentrate on GUI improvements, becouse I understand that now it's not very ergonomic...
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Could someone explain in detail what's wrong with numbers I've quoted above?Source Code (4 lines) Error is here? Shield is restored between unit type if it's not 0? Am I right that RL(80 power) could damage once it's under 8000 shield? I've tried to read it in sources of SpeedSim, but they're not really nice to read, and probably it could be explained in few sentences as You understand it...
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Thank's for the hint. Knowing where to look for I've debugged a bit and found that "reflection rule" is honored, but the order of shooting is fixed: Deathstar Destroyers Rocket Launchers Light Lasers Heavy Lasers So Destroyers always reduce shields before defense hits. It is incorrect I assume? Order should be random? In battle_algorithm.doc of speedsim it's not clearly stated Source Code (19 lines)
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I've released version 1.1, with performance improved and posibility to optimize defense. I experience strange problem: as an simulation engine I use GNU Ogame simulator(homepage no longer exists, but source is available for example in Debian Linux repositories), called also ogamesim or csim. In almost all cases it gives exactly same results as SpeedSim, but I've found a case where they differ(after 1000 simulations, so it's not an coincidence): Source Code (26 lines) Do You have an idea what cou…
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Great idea! Would introduce much balance about location in galaxy. BTW: Ogame "distance" do not follow topological axioms of distance dist(A,C)>=dist(A,B)+dist(B,C) when A=gal1sys1, C=gal2sys1, B=gal1sys500, maybe this could be tweaked? Making galaxies distant like 250systems? Now intergalaxy distance is equivalent to about 183 system.
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Thanks for the comment. I am willing to add features making the tool more comfortable. Hosting public webpage is impossible becouse of amount of CPU-time consumed, but I can try to run some local miniwebserver to enable browser integration? Any hints which webserver to choose to get it the light and easiest to prepare/use? Where should I look for player info extraction? Contact developer of some other tool like galaxytool/antigame/... ? I have experience in direct use of galaxytool (SQL-querying…
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Optifleet - Info : Automatic chooser of optimal fleet against given target - Author : anilatx - Website : sourceforge.net/projects/optifleet/ - Support : sourceforge.net/p/optifleet/tickets/ OR mail to anil.atx+optifleet at gmail - Download : sourceforge.net/projects/optifleet/files/ - Sourcecode: sourceforge.net/p/optifleet/code/ - Screenshot : sourceforge.net/projects/optifleet/ - Browser : none (offline tool) - Languages : english for now, but only documentation is an issue [spoiler=Descripti…