SimTyrant - The simulator that runs from your browser!

869 posts

Flag Post
SimTyrant Link: http://haileon.com/SimTyrantJS

SimTyrant v1.199 Download: http://haileon.com/SimTyrantJS_v1199.zip
(Make sure you delete your old version before unzipping the new one!)

Intro


SimTyrant is a bite-sized simulator, available online or via download.

How to Use


• Enter your deck hash or a comma-separated card list
• Enter enemy deck hash or select a mission, raid or quest
• Enter number of desired simulations
• Debug mode will only simulate a single battle, but outputs the entire battle log.

FAQs


• JavaScript runs significantly slower than machine code. For faster simulations, you may want to try a different simulator.
• Debug mode is great for checking why the battle was won/lost or for catching mistakes in the simulation.
• Mass Debug mode is meant for logging battles that cause a fatal error.

Known Issues


• Chrome has a memory leak issue with Web Workers, which may cause issues each time you load SimTyrant on a Chrome tab with Multi-Core support activated.
• There are compatibility issues with Speedbit Download Accelerator Plus, causing the page to refresh whenever you attempt to run a simulation. Please either uninstall it or use the download version of SimTyrant (see link above).
• Some Chrome users may have trouble with the drop-down menus. Cause is unknown.
• Switching tabs in a browser will cause slowdown on the simulator. Leaving SimTyrant on a separate active window does not.

Skill Guides


The following threads list the how’s and what if’s of various Tyrant abilities.
Public Test Case Repository
ANP on Imperial Purger [SOLVED]
[GUIDE] Complete Skill Guide
[GUIDE] Worldship Skills
[GUIDE] Occupation Skills
[GUIDE] Haunt Battleground Effect
[GUIDE] Terminus Skills
[GUIDE] Awakening Skills
[GUIDE] Quest / Conquest Battleground Effects
[GUIDE] Phobos Skills
[ABILITIES] Reference guide for new Homeworld abilities
Reference Guide on new Purity skills
sequence of skills (includes of list of various mechanics)
 
Flag Post

Version History


v1.199
• Weaken can no longer target Stunned assaults. (Again.)
v1.198
• Battlegrounds for applicable missions (Cry of the Fallen) implemented
v1.197
• Fixed Boss Slayer Rate display error for Multi-core again.
• Implemented Harsh Conditions battleground effect for the Epic Jotun, Sacred Guardian raid.
v1.196
• Fixed Boss Slayer Rate display error for Multi-core. (This issue did not affect average raid damage or winrates.)
v1.195
• Summon on Death/Attacked/Kill now count as part of the Summon Limit restriction.
v1.194
• Fixed summon limit. ( “29 + deck size” instead of “29”)
v1.193
• Battlegrounds for applicable raids (Arachis) implemented
v1.192
• Summon limit implemented. (29 + deck size)
v1.191
• Fixed issue where Multi-core and Single-core was reporting different raid damage for Arctis Vanguard.
v1.190
• Full bonus raid damage for Arctis Vanguard is now 100 rather than 250.
v1.189
• Emulate and Tribute now trigger on phased assaults.
v1.188
• Implemented new Phase ability.
• Rally no longer targets stunned assaults.
• Emulated and Tributed Rally no longer activates on sundered assaults.
v1.187
• Damage dealt to raid commander that has been recovered via Siphon no longer counts towards raid damage.
v1.186
• Stunned assaults can now be targeted by Weaken
v1.185
• Backfire now counts towards raid achievements and raid damage
v1.184
• Fixed single-thread Fansite submission ARD calculations
v1.183
• Fixed Fansite submission ARD calculations
v1.182
• Fixed ARD calculations on single thread simulations
• Added Boss Slayer rate to raid simulation results
v1.181
• New Raid mechanics implemented
• Blitz status is no longer removed when the assault is Jammed
v1.180
• Chaosed Weaken/Chaos/Jam on Attacked now uses “relative position” to determine if an assault is targetable
v1.179
• Updated United Front battleground effect to affect all assaults
v1.178
• Berserk now triggers after “On Attacked” skills activate
v1.177
• Chaos/Jam/Weaken on Death now uses “relative position” to determine if an assault is targetable
v1.176
• Updated United Front battleground effect to affect only defending assaults
v1.175
• Added United Front battleground effect
v1.174
• Added Sunder skill
v1.173
• Regenerate no longer triggers between “On Kill” skills and “On Death” skills.
v1.172
• Stun achievements now count player Stun activations rather than opponent Stun activations.
• When Legion both heals and rallies successfully, it is counted as a single Legion activation for achievement purposes.
v1.171
• Tributed skills can now be Emulated.
• Blitz no longer activates on cards summoned after the structure activation phase ends.
• Infuse can no longer be Evaded by friendly assaults.
v1.170
• Fixed Regenerate bug that appeared in v1.063, in which a player’s first card could trigger Regenerate before even being played.
v1.169
• Implemented TheSench’s update that improves debugability for the new multi-core code.
v1.168
• All Poison damage is now dealt before “On Death” skills activate.
• All “Strike All” damage is now dealt before Payback activates. All Paybacks activate before “On Death” skills activate.
• Flurry and Swipe now “procs” AFTER checking Stun / Immobilize (only affects achievement skill counts)
v1.167
• When Death triggers during player’s own turn, Rally/Augment on Death now no longer targets assaults with a timer of 1.
• When Death triggers during player’s own turn, Chaos/Jam/Weaken on Death now targets assaults with a timer of 1.
v1.166
• Rally/Augment on Attacked can no longer be Emulated if the Emulator has a timer of 1.
v1.165
• All Poison damage now takes place after all Protect and Enfeeble are removed (rather than at the same time).
v1.164
• Jam/Chaos/Weaken on Attacked/Death no longer targets assaults with a timer of 1
v1.163
• Action cards can no longer Mimic Supply.
v1.162
• Tournament mode added.
• Debug deck-dump output now shows the faction of each card.
v1.161
• Successfully regenerated structures and assaults no longer count as a kill for achievement purposes.
v1.160
• Friendly Fire: Commanders with Chaos now have their Chaos skill replaced by “Chaos All”.
v1.159
• A successful Jam on a Payback assault now has 50% chance to successfully Payback the Jam instead of 25%.
v1.158
• Fixed glitch where Immobilized / Stunned Fear assaults counted towards Fear achievements.
v1.157
• Raid damage calculations no longer includes Backfire damage.
v1.156
• Walls that die from Crush damage now properly activate On Death skills and count towards killed structures for achievement purposes.
v1.155
• On Death skills now trigger after Leech.
v1.154
• Valor is no longer affected by the number of structures dying during the turn.
v1.153
• Chaosed Assaults that Strike themselves to death now count as a kill in achievements.
v1.152
• Under Invigorate battleground effect, Leech no longer increases the attack of the enemy and now increases the attack of the attacker.
v1.151
• Fixed glitch with achievement “One Hit Kill” that appeared in v1.133
v1.150
• Emulated Supply can no longer heal an Assault to more than its full health.
v1.149
• Moved Multi-core out of beta-2 phase. Now should properly handle browsers without multi-core functionality.
v1.148
• Chaosed Chaos/Jam/Weaken now properly targets Blitzing Assaults.
• Fixed glitch where Assaults that are Jammed after activating at least one activation skill (without suffixes) continued to activate the rest of its activation skills. (ie. via Paybacked Jam or Jam on Death)
v1.147
• Fixed bug where Rarity-based achievements stopped working after v1.137
v1.146
• Fixed Commander Refresh crash
v1.145
• Commander Refresh now counts towards achievements
v1.144
• Multi-core support re-enabled. (Select your desired number of cores on the top of the page.)
v1.143
• Official multi-core support. (Select desired number of cores at top of page.)
v1.142
• Stun skill is now supported.
• Chaos/Jam on Attacked can no longer target the attacker.
v1.141
• Weaken/Chaos/Jam on Death can now target the attacker (as well as Assaults that haven’t attacked yet).
v1.140
• Chaosed Jam/Weaken/Chaos can now target Assaults that have already attacked.
v1.139
• Fixed glitch where Augment could target “suffix” skills like Strike on Death (appeared in v1.133)
v1.138
• Additional fixes on external file, related to achievements.
v1.137
• Fixed several achievements: external file reduction in v1.133 missed the “compare” attribute used in achievements.
v1.136
• Minor tweak to skill activation function by TheSench
• Fixed visual error showing the wrong Mission name during achievement simulations
v1.135
• Fixed glitch where “On Kill” skills activate when a Wall is destroyed.
v1.134
• Fixed glitch where a Flurry attack would continue even after the Assault dies mid-Flurry.
• Fixed glitch where a Swipe attack would continue even after the Assault dies mid-Swipe.
v1.133
• Reduced external JavaScript code and combined into one file
• Fixed minor debug output glitches
• Minor tweaks by TheSench
v1.132
• Fixed glitch that appeared in v1.131 where commanders gain “Chaos All” in some battleground effects that isn’t Friendly Fire.
v1.131
• Fixed glitch where “Augment” could not be Tributed since v1.123.
• Additional speed optimizations by TheSench
v1.130
• Fixed glitch where “On Death” skills triggered by Strike kills stopped working since v1.123.
v1.129
• Fixed glitch where Legion stopped working when the deck becomes empty.
• Tribute and Emulate no longer copy Heal/Supply on Diseased Assaults.
v1.128
• Legion now ignores Jam (and Freeze) when attempting to increase Attack.
v1.127
• Legion now triggers after playing a card, but before Action cards and “on play” skills activate (instead of activating before playing a card).
v1.126
• Damage Sponge achievement now simulates properly (Armored procs weren’t being counted properly)
v1.125
• Fixed Repair skill crash (bug appeared in v1.123)
• Fixed URL query for achievements to use Tyrant’s Achievement IDs rather than pseudo unique IDs. (This will break existing links to achievement simulations.)
• Added support for Fansite submission
• Speed optimization (TheSench: disabling “cards played” achievement counting when not needed.)
v1.124
• Swipe now will attack Commander/wall if opposing Assault is already dead before Swipe finishes (Swipe will attempt to attack the third Assault)
• Legion skill implemented (based on preliminary information from beta-testers)
• “Artillery Strike” battleground now triggers “Strike All 3” on the player’s 5th turn for “fight” mode rather than the 6th turn.
v1.123
• Implemented TheSench’s speed optimizations
v1.122
• Generates formatted text for Fansite commenting use (Note that it doesn’t include achievement rate)
v1.121
• “On Death” and “On Attacked” skills can now activate on Frozen Assaults.
• Walls can no longer mimic Supply.
v1.120
• Fixed glitch where the “number of assaults in play” used for the Valor skill included units that previously died on the same turn

 
Flag Post

Version History… cont’d


v1.119
• Infuse can now be Intercepted and Evaded
• Infuse no longer changes race-specific skills that targets enemies to target Bloodthirsty enemies.
v1.118
• Fixed glitch where multiple copies of a card generates an incorrect hash in v1.117
v1.117
• Now supports card IDs beyond 4000
v1.116
• Emulate now triggers on Supply as intended
v1.115
• Fixed bug that appeared in v1.089 where enemy Assaults that died while being jammed did not count as a kill towards achievements
v1.113
• Updated with new unreleased Upgraded cards
• Upgraded cards can now be denoted with an Asterisk. (For example, Razor*)
v1.112
• Paybacked abilities can no longer be evaded
v1.111
• Updated with Occupation Missions release
v1.110
• Updated with Occupation 3 release
v1.109
• Fixed infinite loop caused by update v1.108 when a unit is immobilized, jammed or frozen
v1.108
• “Weaken on Attacked” no longer targets the attacker
• Updated with upcoming Occupation 3 cards
v1.107
• Fixed “On Kill” skills
v1.106
• Updated with upcoming Occupation 2 cards
• Added “On Kill” functionality
• “Pip, Epic Arbiter” now works properly in Card List fields
v1.105
• Infuse now changes faction-specific skills to target Bloodthirsty instead
v1.104
• Compressed online SimTyrant with GZIP
• Updated with Winter Solstice event missions (Pip’s return, etc.)
v1.103
• Fixed “alpha is not a function” error from v1.102.
v1.102
• Fixed issue where Speedy/Honored achievements didn’t appear in Internet Explorer.
v1.101
• Cleanse no longer targets frozen inactive Assaults during your own turn, unless they suffer from at least one other status ailment.
• Immobilize no longer procs against jammed or frozen Assaults.
v1.100
• Fixed “opp_card.skill is undefined” bug
v1.099
• Implemented Emulate.
• Updated XML for newly released card set “Occupation”.
• Fixed minor glitch where Weaken could be Paybacked against a frozen Assault unit.
• Fixed minor glitch where Rally could be Tributed onto a frozen Assault unit.
• Fixed minor glitch where Chaos could not be Paybacked onto an Assault unit with 0 or less attack.
v1.098
• Berserk no longer activates when an Assault attacks a Wall in “Impenetrable” battleground.
v1.097
• Jammed Assaults can now gain Split in “Clone Project” and “Clone Experiment” battlegrounds.
• Fixed issue where links don’t generate automatically at the end of an achievement simulation.
v1.096
• Fixed “Clone Experiment” glitch where Split triggers on Turns 10 and 11 instead of Turns 9 and 10.
v1.095
• Fixed glitch where if an Assault dies from its own Strike getting Paybacked, it could still attack on the turn it died.
• Fixed glitch where if an Assault dies from its own Strike triggering an enemy Strike on Death, it could still attack on the turn it died.
• Fixed glitch where Payback doesn’t use the Augmented value of an Augmented Strike.
v1.094
• Card list now parses commonkey’s notation (eg. Cyrus, Orbo #10).
• Implemented “Debug Loss Mode” (outputs debug data for first loss/draw).
• Fixed “Mass Debug Mode” glitches relating to purei’s concurrency update.
v1.093
• Fixed issue where links stopped generating automatically at the end of a simulation. This issue appeared in v1.091.
• Automatcally scrolls to bottom of page at end of simulation.
v1.092
• Fixed glitch where Mimic could be Intercepted by an enemy unit while under the “Copycat” battleground effect.
• Fixed glitch where Mimic could be Evaded by an friendly unit while under the “Copycat” battleground effect.
v1.091
• Applied purei’s concurrency patch.
• Reverted “Stop” button to “Hover to Stop” button.
v1.090
• Fixed glitch where Mimic could not be evaded.
v1.089
• Fixed glitch where “On Attacked” and “On Death” activation skills trigger even though the Assault unit is jammed.
v1.088
• Added “Toggle Gray Text” button.
v1.087
• Updated XML for newly released mission set “Xeno Domination”.
• Added support for Blitzkrieg achievement.
v1.086
• Fixed glitch where “Rally/Augment on Death/Attacked” could not target Assaults with timer of 1.
v1.085
• Optimized speed issue where links were being generated for each simulation interval for no reason.
v1.084
• Fixed deck shuffle function that caused an abnormal distribution (large effect on smaller decks)
v1.083
• Added ugly history function
• Generated links now always use deck hashes
v1.082
• Fixed glitch where Summoned Assaults with Blitz or 0-wait would have their turn skipped
v1.081
• Fixed glitch that came up in v1.078 where Augment did not affect Strike damage
v1.080
• Fixed mechanics of Haunt battleground effect to reflect actual in-game effect
• Optimized Blitz mechanics
v1.079
• Fixed glitch that came up in v1.078 where decks were not shuffled in unordered simulations
• Fixed misconception where Augment would get Augmented
v1.078
• Updated Terminus skills to reflect actual mechanics
• Implemented Haunt battleground effect
• Implemented “Exact Order” option
• Fixed minor Debug text error on Augmented Strike damage details
v1.077
• Fixed glitch where an Assault could Tribute its own skills back onto itself
v1.076
• Hades now works properly in the card list input field
• Terminus skills are implemented (with baseless assumptions in place)
• Simulator now runs on dev.tyrantonline.com data instead of kg.tyrantonline.com data
v1.075
• Implemented a “Generate Link” button.
• Added hidden functionality to automatically reload the page with the generated link: Try it now.
• Able to parse fansite deck image URLs pasted into the hash input box such as
http://tyrant.40in.net/ig/deck/e4d/192387a-QVCIH0+mIbI9Ko.jpg
v1.074
• Achievements stopped working in v1.071. This has been corrected.
• The “Stop” button now triggers when you hover the cursor over it.
v1.073
• Implemented advanced order prioritizing. Example
v1.072
• Refresh no longer procs at the end of your opponent’s turn.
v1.071
• Speed optimizations and page-load speed optimizations.
v1.070
• Fixed glitch introduced in v1.069 where Backfire crashes the simulator.
• Fixed glitch where Shock can cause a draw game if played from an Action card, Commander, Structure, or On Play skill.
v1.069
• Fixed glitch where Crush damage did not count towards raid damage or achievements requiring X damage to commander.
v1.068
• Fixed glitch where combined Armored/Protect/Pierce calculation is wrong.
• Added ability to fill out most text fields and checkboxes via GET variables, such as this.
• Added separator between battle logs in Mass Debug Mode.
v1.067
• Fixed glitch where Forcefield battleground effect causes the Protect All skill to replace any existing Enfeeble skill – it was also possible for a commander to use the Protect skill twice in a turn.
• Simulator now runs on kg.tyrantonline.com data instead of dev.tyrantonline.com data
v1.066
• Fixed various issues with Avg. Raid Dmg.
• Added ability to fill out deck hashes using GET variables, such as this.
v1.065
• Fixed a glitch where units dying from poison damage are still able to activate skills and attack.
• Fixed Avg. Raid Dmg.
v1.064
• Fixed a glitch in Purei’s patch that caused regeneration not to work when killed by a Paybacked Strike.
v1.063
• Implemented Purei’s patch to speed up Regenerate during Summon-heavy battles.
• Removed Avg. Net Points, until this has been fixed.
v1.062
• Fixed fatal error glitch when searching for a valid Interceptor when there are no valid targets for the original skill.
• Fixed fatal error glitch when no valid Interceptor is found, but simulator attempts to Intercept anyway.
v1.061
• New battlegrounds: Decrepit, Forcefield, Chilling Touch, Clone Experiment, Toxic
v1.060
• New battlegrounds: Friendly Fire, Genesis, Artillery Strike, Photon Shield
• New dropdown for custom battleground effect
• Simulator now runs on dev.tyrantonline.com data instead of kg.tyrantonline.com data
• Fixed quests – I forgot to remove faction restrictions on enemy commander skills
v1.055
• Fixed an Intercept issue on various skills.
v1.054
• Minor optimization in loading of decks for each simulation run.
v1.053
• Fixed infinite recursion error when a Strike on Death chain begins.
• Optimizations made to reduce the download size of simulator scripts by approximately 50%.
• Fixed some Manual Avg. Points calculation errors
v1.052
• Added mass debug option – enabling battle logs on every simulation until an error is found.
• Added error reporting message and a link to this thread.
v1.051
• Fixed a few glitches caused by IE’s JavaScript engine.
• Added copy/paste-able hashcode and card list in the simulation results.
v1.050
• Added quest support.
• Able to parse fansite deck link hashes pasted into the hash input box such as
http://tyrant.40in.net/kg/deck.php?nid=QVCIH0+mIbI9Ko
v1.040
• Added achievement support.
• Added written card list support (BETA). Able to parse: “Tab: 5x Lance, wares(3), EMP x2”
• Fixed Supply again – it wasn’t fixed properly in v1.01
v1.030
• Added raid support.
• Added raid-only skills
• Fixed glitch causing Heal All, Supply, Repair All to sometimes heal/repair less than it should.
v1.020
• Fixed glitch that appeared when porting to Javascript, causing Swipe to be ignored.
• Fixed minor debugging information errors.
• Upgraded interface with more information about the simulation speed.
• Added a “Stop” button.
• Added “Surge” option.
• Improved interface for selecting missions
v1.010
• Fixed glitch that ignored Enfeeble/Protect on counter damage.
• Fixed glitch that allowed a unit to Intercept a skill despite being the original target of the skill.
• Fixed glitch that made it impossible to target any unit with Supply.
v1.000
• Awakening Skills implemented.

 
Flag Post

Reserved. So when the inb4lock crowd come in, I can edit post.

 
Flag Post

Hi

May I suggest a topic title?

 
Flag Post

Cool. Trolls. I’ve heard so much about you guys.

 
Flag Post

1. do you have any self-testing decks that prove your simulation is correct (some obvious wtih 100% win for each of abilities present)
2. have you compared your results to evaluate decks?
3. do you plan to share src – and if yes – which language have you used
4. “Time Elapsed: 6 seconds, Battles 120” not too promising – it’s 20 battles per second
5. visual part could be better :) like dropdown with missions etc – even if its just for debug (“Raid in Progress…” text is especially funnny with “Raids and Quests are not implemented yet.” :D)

keep up a great work anyway

 
Flag Post
Originally posted by sss1:

1. do you have any self-testing decks that prove your simulation is correct (some obvious wtih 100% win for each of abilities present)
2. have you compared your results to evaluate decks?
3. do you plan to share src – and if yes – which language have you used
4. “Time Elapsed: 6 seconds, Battles 120” not too promising – it’s 20 battles per second
5. visual part could be better :) like dropdown with missions etc – even if its just for debug (“Raid in Progress…” text is especially funnny with “Raids and Quests are not implemented yet.” :D)

1. Ran many manual test-cases for each skill. It’s mostly the less obvious things that need to be tested at this point. Debug mode makes testing a breeze.
2. I have tested several decks from the Fansite and verified the win rates. They seem to correlate well.
3. I may – but since the simulator itself is not all that practical (re: 20 battles per second), it may not be such a popular request anyway.
4. Correct. This is not an optimized simulator and never will be.
5. I may decide to spice up the interface at some point. “Raid in Progress” was just some injected humour :p

 
Flag Post
Originally posted by Moraku:
4. Correct. This is not an optimized simulator and never will be.

so what’s the point then? 120 battles stats isn’t optimal way to test something. :)

 
Flag Post
Originally posted by sss1:
Originally posted by Moraku:
4. Correct. This is not an optimized simulator and never will be.

so what’s the point then? 120 battles stats isn’t optimal way to test something. :)

That was never the point :p I just wanted to be able to see an alternative to verify the implementation of other simulators. With this, I can prove that Toxic Cannons are a terrible choice for Mission 204, for example.

 
Flag Post

If you ever find the load too much for your server to spare, I have a server, which I would be more than willing to set up to help you share some of the load. I am open to any discussions for helping you and your server :)

 
Flag Post
Originally posted by Moraku:

Cool. Trolls. I’ve heard so much about you guys.

And poor ones at that :) Nice idea though, thanks for implementing awakening skills. Much appreciated

 
Flag Post

2. have you compared your results to evaluate decks?

2. I have tested several decks from the Fansite and verified the win rates. They seem to correlate well.

For the following deck in Mission 201:
http://tyrant.40in.net/kg/mission.php?id=285#sdecks:did=8422

Alpha versions of the updated simulator = 95.3%
SimTyrant v1.0 = 85% win, 14% lost, 1% draw

Is the difference due to the (too few) number of simulations?

 
Flag Post
Originally posted by KevinChan2:


2. have you compared your results to evaluate decks?

2. I have tested several decks from the Fansite and verified the win rates. They seem to correlate well.

For the following deck in Mission 201:
http://tyrant.40in.net/kg/mission.php?id=285#sdecks:did=8422

Alpha versions of the updated simulator = 95.3%
SimTyrant v1.0 = 85% win, 14% lost, 1% draw

Is the difference due to the (too few) number of simulations?

3 Quick polls and I showed:
93%, 88%, and 90%.

 
Flag Post

depending on what it’s written in, if you can use some sort of code conversion tool to turn it into Javascript, then server-usage wouldn’t be an issue as it would run on the client.

Edit: err, you already know this, since your haileon card database does a fantastic job of loading everything from offsite and using the client side to sort/search/etc.

 
Flag Post
Originally posted by KevinChan2:


2. have you compared your results to evaluate decks?

2. I have tested several decks from the Fansite and verified the win rates. They seem to correlate well.

For the following deck in Mission 201:
http://tyrant.40in.net/kg/mission.php?id=285#sdecks:did=8422

Alpha versions of the updated simulator = 95.3%
SimTyrant v1.0 = 85% win, 14% lost, 1% draw

Is the difference due to the (too few) number of simulations?

The difference is probably the “on attacked” implementation. I recall that Miradren wasn’t doing his “Strike on Attack” in the alpha version of EvaluateDecks. I’m willing to bet the same issue plagues this commander’s “on attack” skill. Will need to compare the logs of both simulators to figure that out.

Originally posted by purei:

depending on what it’s written in, if you can use some sort of code conversion tool to turn it into Javascript, then server-usage wouldn’t be an issue as it would run on the client.

Edit: err, you already know this, since your haileon card database does a fantastic job of loading everything from offsite and using the client side to sort/search/etc.

I’ve considered doing it in Javascript. While this will let users run as many simulations as they’d like, it’ll be much slower. Right now, I’m already using a bit of multi-threading to run the simulations slightly faster. It gives me about 5x better performance than Javascript would, despite still being much significantly slower than EvaluateDecks.

If we’re looking for optimized simulation, we’ll want it compiled in native machine code; it’s just going to be longer development time and whatnot.

 
This post has been removed by an administrator or moderator
 
Flag Post

Personally, I am impressed. The hardest part of making a simulator is making the simulator. If you have implemented the Awakening skills, then that is the hardest part to do. The rest of the issues are input, output, and hardware.

If the various Tyrant programmers could work together, then we would have some pretty amazing tools—including a simulator. How do we get all of the different pieces of code into one place so that people can build complete tools that are even better than what we have now?

https://groups.google.com/forum/#!forum/tyrant-code

 
Flag Post

Nice work Moraku.
Compliments from a fellow tyrant-sim programmer!

 
Flag Post

This is a great tool!! Thanks Moraku!
You could use Bootstrap to get more samples and better accuracy faster

 
Flag Post
Originally posted by hunterhogan:

The hardest part of making a simulator is making the simulator.



What is this I don’t even


I guess I should just be thankful that you didn’t take 10 paragraphs to write that

 
Flag Post

this is very nice but i think you and netrat should merge this you have awakening skill and no Raids, Quests, achievements, surge mode, and tourney mode. netrat does not have awakening skill but he has Raids, Quests, achievements, surge mode, and tourney mode. so if you guys combine it would be a perfect simulator. or am i just wrong?

 
Flag Post

Quickly whipped up a javascript version.
SimTyrantJS Link: http://haileon.com/SimTyrantJS

 
Flag Post
Originally posted by alen1234di:

this is very nice but i think you and netrat should merge this you have awakening skill and no Raids, Quests, achievements, surge mode, and tourney mode. netrat does not have awakening skill but he has Raids, Quests, achievements, surge mode, and tourney mode. so if you guys combine it would be a perfect simulator. or am i just wrong?

No problem.

Combine this car

With this engine

It’s that easy. http://open.spotify.com/track/1w0xQEP8f6mfvdQlHiMikA

 
Flag Post
Originally posted by Moraku:

Quickly whipped up a javascript version.
SimTyrantJS Link: http://haileon.com/SimTyrantJS

Good job!

In my computer, if I just run the javascript (but do not do other things, e.g. play Tyrant), the speed is around 65 battles per second. If I run Tyrant, the speed is around 35 battles per second.

For 10000 simulations, it requires 2 mins 34 seconds (154s) / 4 mins 46 seconds (286s) respectively.

If the result is correct, I think around 3 minutes is acceptable :-p