theriansim.com - simulators and utilities

isprite
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Re: theriansim.com - simulators and utilities

Postby isprite » Thu 29 Sep 2016, 15:48

Wrong data in sim:
Runic Axe:
Kryamane+Psy 70:
Woodcutting: 60 in sim, 59 in game.

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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Thu 29 Sep 2016, 15:52

Hi there,

as it is written on the first page (Warning in red near the bottom), when the diffrence between sim and game is just one, it is always rounding issues between SL and php engine. I cannot do anything about it, sorry :)

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Lifewarden
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Re: theriansim.com - simulators and utilities

Postby Lifewarden » Thu 29 Sep 2016, 17:27

Well apparently, for the tools (either that an oversight or is as intended, I didn't get an answer in another thread and not intending to bother the devs with it) the default silverlight rounding is used, which is nearest even number... I dunno how you coded it but isn't PHP rounding function has a rounding mode argument?..

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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Fri 30 Sep 2016, 06:11

"which is nearest even number" => not always. For instance the nocturial whip in regular quality mode is 51 in game (50.5 => 51) and 50 in the sim.

However, I've forced "half-even" as rounding argument because it is the usual result. The remaining exceptions are sometimes pointed out by sim users but I cannot do anything about it :(

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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Fri 25 Nov 2016, 08:59

11/25/2016 - Constructability simulator

Last link on simpulator's tab.

Please consider it as a first test. I work on this for long time but now I would like to validate it with your tries. Don't start your project without checking these propositions, I can help on this if you have any doubt.

Please let me know about potential bug or improvement suggestion.

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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Thu 08 Dec 2016, 15:37

12/08/2016 - Skill progression tool is now complete

Access : misc tab / skill progression
Added : hunting, woodworking, carpentry, masonery, stonecutting...
Jewellery is still missing due to my inability to calculate difficulty of gems cutting
Please let me know about any odd suggestion.

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Re: theriansim.com - simulators and utilities

Postby Melindra » Thu 08 Dec 2016, 18:51

Amazing!! Love the skill progression stuff.
Try this link for jewelry cutting skill requirements on the 4th sheet. https://docs.google.com/spreadsheets/d/1xuT6OfRVZOLudQ5rMwSP7N1qYVlvGw664m2Xm7H4FrE/edit#gid=1063934803

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Re: theriansim.com - simulators and utilities

Postby Melindra » Wed 14 Dec 2016, 16:39

Here's a little picture to help explain the Skill Progression Tool. Some people are having trouble figuring out how to use it properly.
theriansimexample.png
theriansimexample.png (21.46 KiB) Viewed 13825 times

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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Thu 15 Dec 2016, 08:26

Thank you ;)

I realise that the first and only skill of this tool was herbalism and I did not modify these labels since.
I will change it, but anyone can suggest better descriptions, I will change them.

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Re: theriansim.com - simulators and utilities

Postby Melindra » Thu 15 Dec 2016, 12:33

A suggestion:
Chosen Skill: [dropdownbox]
[ChosenSkill] Effective Skill (with comp, loc, tool): [inputbox]
[ChosenSkill] HERO Skill: [inputbox]
[ChosenSkill] Branch Skill (ex. Metal): [inputbox]
Highest [ChosenSkill] Potion you can make/obtain: [inputbox]


If it is at all possible to read the chosen skill from the user's selection and input it as text into the following lines, it would be the best option. If it's not possible to read the chosen skill, then I would just use the generic "Your Chosen Skill" . It also makes more sense to group the 3 skill input boxes together and put the potion field last.

This is just my suggestion. :D Hope you like it.

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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Thu 15 Dec 2016, 13:26

The place of [Chosen skill] is not the same according the language you display (french for instance), thus I think it requires too much work for me. Anyway, I tried to implement some of your suggestions. Thanks for that.

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Re: theriansim.com - simulators and utilities

Postby Melindra » Thu 15 Dec 2016, 15:01

I like it! Should be much easier now for people to understand how to use it. :D

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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Tue 20 Dec 2016, 13:15


12/20/2016 - Simulator for teaching and training buildings


(last link on the first tab).

Probably last update of the year for TherianSim (except for Grimaldaz ?)

Please let me know about any bug you might see.

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Lifewarden
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Re: theriansim.com - simulators and utilities

Postby Lifewarden » Tue 20 Dec 2016, 17:45

Splendid! (p.s. now, full volka academy is indeed glorious as expected :D)

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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Sun 01 Jan 2017, 12:19

01/01/2017 - Happy new Therian year + partial 1.23 content update

First of all, happy new year to everyone, may this year be full of content updates and full success to Virty's projects.

New ressources from Grimaldaz have been added, you will have to wait a bit for new crafted components.

Please let me know about any error you might see.

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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Fri 06 Jan 2017, 15:31

01/06/2017 - Crafted components with 1.23 ressources have been added

I added crafted components with 1.23 ressources. If you think that some are still missing let me know.

I also added manually "turquoise swamp" and "noworry mountains" to enable building simulation in these regions.

Please let me know about any error you might see.

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Re: theriansim.com - simulators and utilities

Postby Shaddixx » Sun 15 Jan 2017, 14:20

01/06/2017 - Crafted components with 1.23 ressources have been added

I added crafted components with 1.23 ressources. If you think that some are still missing let me know.

I also added manually "turquoise swamp" and "noworry mountains" to enable building simulation in these regions.

Please let me know about any error you might see.


Your calculation of the grimalpur scepter mace is off by 2 points, it has +60 instead of +58.

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Morlop
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Re: theriansim.com - simulators and utilities

Postby Morlop » Sun 15 Jan 2017, 14:49

not quiet sure what your calculation is there, I get 58 for normal quality....
(82*0,5+70*0,1)*0,8+20=58,4
or not?

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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Mon 16 Jan 2017, 19:44

You are both right 58 in normal quality and 60 top quality.

I will investigate asap.

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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Tue 17 Jan 2017, 14:52

There was a mistake in distribution stored in DB for these stone weapons. It is now correct.


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