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Details on how to use it

Table of Contents

  1. Personal Accounts

  2. Using the BattleSim

  3. Special Features

  4. Legal Stuff and Rules

  5. Credits and Contact Information


1. Personal Accounts

  • Creating an Account

    You need an account to enable the features explained below.

    Fill in your Space Federation game name, your password of choice (twice), and your email. You will then be sent an activation code to activate your account. Once you log in for the first time you will remain logged in until you manually log out.

  • Account Options

    • Default Fleets

      • Commonly used fleets may be saved by creating them and then selecting in the respective slot (attacking/defending.)

      • They can be recalled by clicking . NOTE: This option will erase the fleet currently stored in the fleet tray.

      • To replace a default create a new fleet and save again, it will replace the old default stack.

    • Additional Fleets

      • Less common but equally important fleets may be stored in the Options as well. To save a fleet, create it in the fleet tray and give it a name. Then select in the respective tray.

      • To load a stack, select the fleet name you gave it from the dropdown list and then select weather you want it in the attacker or defender tray.

      • To delete a stack, select it from the dropdown list and click which has been provided.

  • Additional Features

    • Attacker's stack evaluation

      • For each attacker stack having an opponent stack you can use to calculate the minimum units for different purposes


2. Using the Battle Simulator

  • Entering Stacks

    • You may enter stacks manually, by selecting the race, then you will be given a list of all possible ships for that race. Then you select a ship from that list and give the:

      • number of ships in the stack.

      • PR desired, where it will enter the amount of ships needed to get closest but not over the desired PR.

      • turns desired, where it will enter the amount of ships that will be made with the turns entered.

      • upkeep desired, where it will get closest but not over the desired upkeep.

    • You may also choose to insert stacks via copy/paste function. To do so, copy a single fleet for a single fleet insertion. Once the fleet is in the provided text box, select Origin fleet for the ships before the battle or select Remaining fleet for the ships after the battle. To insert multiple fleets, copy in the whole battle results page and the attacker should be on top and defender on bottom, and then select origin or remaining and the fleets will be copied into the program.

    • You may now also load a fleet from your saved fleets.

      • To save a fleet, create or paste the fleet into the fleet tray and select save on either attacking or defending depending on where the fleet is, if it’s not your default fleet then give it a short name.

      • To load a fleet, click load in either attacking or defending, depending on which side you want. If its not a default fleet, then select the fleet from the dropdown list and select weather you want the fleet in the attacking or defending location.

  • Battle Analysis

    • After entering your fleets, you need to select the altitude of the fleet, which can be done in the upper-left of the screen. Note that the BattleSim doesn’t regulate PRs needed before attacks so if your fleet is more than +130% of the opposite fleet, then you either need a counter, federation war, or smaller fleet. Then select 'Attack' and you should get some output:

      • The attack is broken down into Battle Waves, Stack Clashes, and Attacks/Retaliations. Each battle consists of two waves, and a wave consists of each stack attacking another stack. During a wave, the stacks are lined up according to PR, and the top two will fight, and the next two will fight, and so on in that fashion, this is known as 'Stack Clashing'.

      • In a clash, the stack with the higher range attacks first (defender fires first if ranges are equal). If the opposing stack is allowed to retaliate, then retaliation fire happens at 50% efficiency at the same time. After all modifers are factored in, the damage is dealt. If both stacks have any ships left, the stack having lower range will attack the same way.

      • If a stack has no pair, then it attacks a randomly selected stack of the enemy. This randomization is what leads to varying results. Be sure to run it twice or three times for verification. If you win once out of three times, perhaps you should modify your stack to get a better win chance. After a round is over, the stacks are re-evaluated, re-ordered, and paired again.

  • Battle Results

    • As explained above, the randomness nature of battles may cause variations in results, this is why multiple trials is best (recommended trials is three). You will see the amount of PR losses, the side with fewer losses in PR wins. Then if the attacker wins, then according to how massive the defenders losses were dictates how many colonies are captured. You will also see the predicted losses in ships. If needed you can copy and paste the logs from there and enter them for a second attack.


3. Special Features

  • Autofill Decoys -

    • This option is designed to speed up your calculations and testing when you are actively fighting. If you are constructing a spam fleet in the simulator and want to save time, create the actual spam stacks, and then click to fill all the empty stacks down to that point with commonly used decoys.

      Only works on the attacker's fleet, swap fleets to create the defender's fleet faster.

  • Stack Evaluation -

    • Inspired by the old Lysander's Clone Attac calculator (coded by Rafaction), this option allows you to get detailed stack against stack information. Input any amount of any ship in the defenders side, and then in the attackers side, put the ship you plan to counter it with and click . It will give you the information to either wipe or survive the first hit.

      Especially useful for Ultimate Weapons.

  • Match Power Rating -

    • Getting ready to attack that offline empire? Want to get the most bang for your buck? Insert his fleet or some ship to simulate his current PR and your fleet. Put the allowed percentage in (130% for normal attack, 150% for enslave attack, 200% for fedwar attack) and click . You can enter an absolute or relative (to defender) value, so take care about the "%". Your fleet will have it's stacks modified to reach but not pass the max PR allowed.

      Hint: Works best if used with a fleet design at higher PR (saving this fleet maybe a good idea;)). Stacks with very low PR are not modified (assumed to be decoy stacks).

  • Swap fleets -

    • Worried about the damage the enemy could do to you before you can click attack? Or want to do some attacker fleet only options? Swap the fleets! All attacker stacks will be moved to defender, and all defender stacks will be moved to attacker slots.

      The defender may also have two hidden stacks (reserved for non-agressive ships, starbases and scouts) which will remain with the stack but not counted in the attackers fleet. If the stacks are swapped again, the hidden stacks will reappear.


4. Legal Stuff and Rules

Copyright Information:

  • GreenYedi's Space Federation Battle Simulator © GreenYedi_KoA/Knights of Avalon (GC/RT)

  • Space Federation, Galactic Conquest, and all related materials © Stephen Yong

Rules and Regulations:

If you would like to have our resources in your website, please leave the above information and all mentions of credit to all respective parties. Stripping of this information will result in the banning of the guilty parties IP from our resources.



5. Credits and Contact Information

Credits:


  • Internal Design and Programming: GreenYedi_KoA

  • Interface Design and How To: WarMonger07_KoA

  • Support and Suggestions: SFGC Community


Contact Information: