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Tiberium Alliances Battle Simulator V2 (TABS) - Testing - Modding - Fixing

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  • I'm glad you were able to customize the script to your liking, I even feel a little envious. ;-)
    Is the version you have modified the latest updated by @o0netquik0o ?
    A new version is already available that is ready to work even with the new version 20.2 and has also been designed to work with large screens (where there is more viewing space) and small screens (where everything is more tight).
    The button bar of the simulator included in the game is hidden since it is replaced by the controls of the script itself, for my taste it is an unnecessary consumption of screen space but this is the personal taste of each player.
    As for maintaining the same script with two versions of customization, it seems a bit complex to me, although I assume that the developer will be the one who can offer a more accurate answer.
    Not a part of EA / Envision teams - My comments are only mine.
  • It's been a few months since I modified it but it does seem to work fine with the current server version. I'll wait til it breaks and then go over it again, documenting my changes better to save time in the future. I'm not a .js programmer per se but I was able to figure out how to get it like I wanted mostly by logic.

    I can understand not wanting to maintain two versions of TABS V2. What would be most useful for folks like me who wish to do their own mods would be some notes in the code pointing out exactly which lines changed since the last version. That would go a long way toward being able to duplicate them in a mod version.

    To clearly differentiate mine from the other I changed the @name to 'TABS V2 compact ui'. It's available if you want to see it at https://discord.gg/Gfu9wHc under 'download-this'. While you're at it, take a look at AwSim 4 CnCTA, a simulator helper (and the world's first non-prescription digital pain reliever for those who suffer hand/wrist ailments :)

    crackfed

  • crackfed
    38 posts Member
    edited July 2020
    Can someone explain how this can be? The live sim is clearly better than the cached sim but TABS doesn't think so or it would replace it. Shouldn't the optimal CY sim always be the one with the one with the most damage to the CY? And especially in this case where the other numbers are also better for the live sim.
    47oahtcgt99e.png

  • crackfed wrote: »
    Shouldn't the optimal CY sim always be the one with the one with the most damage to the CY?

    Not sure but i think that Total damage is the variable at which it looks at.
  • Just as there are columns in TABS for maximum damage to/toward CY, DF,deff and CC, shouldn't there be columns for maximum loot of tib, cry, credits and perhaps lowest overall RT? I know there was some effort made to implement no-kill farming but what I'm asking about is a little different as it wouldn't matter if the CY was destroyed or not.
  • well i think that those sims gives many numbers useful to improve game playing... but if you have an exact idea about what to change to the code we can consider as community if it could be a way to improve the script.
  • This is the same question again that no one replied to. This time I'm using the latest TABS version that comes in the SoO pack. Can anyone explain why it seems to be picking the wrong sim for CY?
    3cvd96603js9.png

  • crackfed wrote: »
    This is the same question again that no one replied to. This time I'm using the latest TABS version that comes in the SoO pack. Can anyone explain why it seems to be picking the wrong sim for CY?

    Name: "CY",
    Description: "Most priority to construction yard including all in front of it.<br>After this the best total enemy health from the cached simulations is selected.<br>If no better simulation is found, the best offence unit repair charge and<br>battle duration from the cached simulations is selected."

    Name: "DF",
    Description: "Most priority to defense facility including all in front of it.<br>After this the best armored defense health from the cached simulations is selected.<br>If no better simulation is found, the best offence unit repair charge and<br>battle duration from the cached simulations is selected.",

    @crackfed you should verify against these descriptions. Especially "including all in front of it" statement.
  • oddbody
  • I agree that is the best DF sim, but it is also clearly the best CY sim. There's more overall damage, more defense damage, more base damage and more CY damage. Even if there is one defense unit in the path that takes more damage, that should not take precedence since it is the second thing mentioned in the descriptor. According to that descriptor, the building itself (CY) would either have greater or equal priority since it is mentioned first and makes complete sense. It would appear something is wrong with the program logic.
  • battle duration can be a important variable or not don't know. Maybe we can try disabling that check or make it more soft.
  • @crackfed just testing
    https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_Tiberium_Alliances_Battle_Simulator_V2_MODSIM.user.js

    think a removed battleduration prio from "CY" and "DEF" presets.
    If you like to test it if it gives better results for you...
  • also looking at code.. battle duration could not be the culprit.
    as duration prio si called last

    Maybe the problem resides on HealthPoints that are in front of the structure.. CY in this case.
    but it really depends on final sim result.. very hard to test it without a fixed testing layout.
    Can hardly think about a case where you get to CY without destructing CY front structures.

    Another try would be to lower the value of Front Health Points summed to CY health that should probably gives more importance su CY itself. But as i said i don't think that we are talking about a common case.

    if you want i can mod another version and try this second option.
    But then you have to test it because actually i can't reproduce the problem easily.
    Hard to full understand as it is the bigger code function of the script.

    @crackfed
  • I have destroyed some CY without destroying the front buildings (or rather without destroying all the front buildings).

    You launch an attack in which there are venons carried with missile soldiers, if they cannot launch from the plane because there is no free space, they remain on the plane until the gap is found and they jump. If that jump is in front of the CY (or to the side) they attack and destroy it without actually destroying (all) the buildings that were in front of it.
    Not a part of EA / Envision teams - My comments are only mine.
  • o0netquik0o
    476 posts Member
    edited July 2020
    @crackfed ok try this one MOD2
    https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_Tiberium_Alliances_Battle_Simulator_V2_MODSIM2.user.js

    it adds a CY.S preset (CY only without front structures health calculation and reintegrate battle duration) plus some fixes (as presets are only 7.. i deny creating more "live" clones and also with these we can add different presets without resetting the store).

    let me know bye

    important note
    after using this mod and then reverting to old script you will probably find same presets of the mOD because they are saved in the store. I will put a new version of the actual script with updated code but old preset asap. That should fix all things up.

    new version to revert easily
    https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_Tiberium_Alliances_Battle_Simulator_V2.user.js
    v20.07.22
    - Prevent more than six preset columns creation
    - Check for presets name between store and code to draw code ones
    Post edited by o0netquik0o on
  • Yes! MODSIM2 proves to work exactly as one would expect, placing the sim with the greater damage to the top of the cache. In the example I found there happened to be more damage in all the top 3 lines: Total, Defense and Base while the CY was equal at 100%. I confirmed that the older version gave priority to the one with less damage of these 3. I would support integrating these changes.

    Eventually it would be nice to see new columns for the maximum of each resource and one for the minimum of RT.

    Thanks for doing this mod. It is a greatly needed improvement.
  • Now, can the same be done for DF?
    kxzfdiki9fg5.png

  • @crackfed

    https://github.com/netquik/CnCTA-SoO-SCRIPT-PACK/blob/Testing/TA_Tiberium_Alliances_Battle_Simulator_V2_MODSIM3.user.js

    - Added CY Only and DF Only (not this only removes front building health calculation the next priorities remain the same of CY+ and DF+)
  • o0netquik0o
    476 posts Member
    edited July 2020
    crackfed wrote: »
    Y
    Eventually it would be nice to see new columns for the maximum of each resource and one for the minimum of RT.

    So you are saiyng Tib Cry $ and RP? maybe too many columns but i can add then...

    For RT what are you refering to? RepairChargeOffense?

    if you want it to be added please tell me which priorities you like to add..
    for example for RT

    1.offence unit repair charge
    2. best total enemy health
    3. best battle duration
  • I know the number of columns is a concern and should be kept to a minimum. I thought of a compromise if it is technically possible. The idea is to add just one column titled 'Loot'. But it would have 4 radio buttons representing tib, cry, credits and RP. The reasoning is that whichever of those is the player's objective it is not going to change just because another resource becomes more lucrative, so there is no need to show stats for any other resource that the one selected. A single column for the best Loot would be fine, but if a separate column for each is the only way to do it that would be fine too. I'm not sure a column for lowest RT is really necessary; once Total Victory is achieved the qualifier for the best sim already defaults to lowest RT.
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