[Large Scale Battles] Aklandas Simulator (Download)

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[Large Scale Battles] Aklandas Simulator (Download)

Postby aklanda » Thu Aug 10, 2017 7:06 pm

Aklandas Large Battle Simulator (version 0.605 for windows7, windows8, windows10) is ready! :D
Feel free to download and experiment with it:

:arrow: Download Aklandas Large Battle Simulator (please be patient, it's about 41 MB!!)





Enjoy!
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Last edited by aklanda on Sat Sep 16, 2017 10:25 am, edited 11 times in total.
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Update (bugs)

Postby aklanda » Sat Aug 12, 2017 2:53 pm

Ok, I was a bit quick to upload. Thanks to you all for emailing some bugs.

The reported bugs where:
1. "Preferences not found" (rather at the beginning) and
2. "NIL-object" (when melee-fight starts).

Sorry for the inconvenience. :oops:

I tracked the bugs down and uploaded an update (and tested it).
Use te same download link as stated above!

Please keep on reporting problems!
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby aklanda » Sat Aug 12, 2017 9:22 pm

I like to include a strategic-level in the battle-simulator. The idea is to implement:

  • countries
  • provinces
  • cities
  • other dwelling
  • population
  • trade
  • taxes
  • and so on...

On Pandius I found excell sheets for most of it:

supply_and_demand_table.xls (wares, ports and prices)
databases.xlsx (characters, locations, immortals, lieges, poplation)
mystaran_database_xls (countries, provinces, population)

This is more, than I hoped for, but I got curious: Does anyone know about more data in form of excell sheets?

And there is also one more question: Is there a list, that holds the position of the cities and dwelling relative to an anchor (let's say Thyatis)?
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Guide to the simulator

Postby aklanda » Sun Aug 13, 2017 2:20 pm

Had a discussion with a friend of mine, who pointed out, that it is difficult to use the simulator without at least some kind of documentation.
Thus I made a small guide, explaining the basic functions. You can download it from here:
basic guide to the simulator
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Update

Postby aklanda » Sat Aug 19, 2017 9:12 pm

I updated the simulator. Had to cope with some problems with engines with not so high resolution or slower graphic-cards. The new versions can be uplaoded here:


Download the Simulator (zip-file 46 MB, version 0.536)

If you have an old graphic-card, you might choose to use the simulator with simplified 3d-graphics:

Download the Simulator with simplified 3d (zip-file 17MB, version 0.536)

No installation needed: Just download the zip-file, unzip it and start the programm "AklandasLaBaSi.exe".

BTW:
Windows10 signals a warning, when you start the .exe-file. This is nothing to wonder about, as windows 10 assumes ALL files downloaded from the internet to be unsecure. You can override the warning by clicking on "more information". There is NO malware in the simulator. If in doubt: Run your favorite anti-virus-software over the download.
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Strategic Map in 3D

Postby aklanda » Tue Aug 22, 2017 7:57 pm

As already stated I would like to add a strategic element to the simulator. Therefore I have to create some overview-maps.
First try was a 3D-map of the Peninsula around Thyatis. Click on the picture to have a closer lock on it:

Image

If anybody wants to have a look at it in 3d, I can post the 3d-file in obj-format (importable in blender and most other software).
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Map Making

Postby aklanda » Sat Aug 26, 2017 2:46 pm

Spend more time on the 3d-map-making in the simulator. As this is not only related to the simulator I started a new post in the "Geographical Mapping" theme: If you want to have a look behind the mechanics or have any suggestions, take a look over there:

Map-making with the simulator (3d and Hex-Editor)
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Creating Dominions in the Strategic Map

Postby aklanda » Wed Aug 30, 2017 1:36 am

As already said I wanted to have more strategics in the simulator. So I added a strategic map and a map-editor for it. Features are:

  1. Load an existing pixel map (for example one of Thorfs maps) and auto-detect the terrain-hexes (which works ok if you limit it to some terrain-tiles, but don't expect miracles!)
  2. Edit the Terrain. For your convenience you can blend in the imported pixel map as an transparent picture in the foreground
  3. Position Settlements from a list of settlements
  4. Mark dominions (the related countries will be generated automaticly) and thus create political maps.
  5. Auto-create a 3d-view of the map (works well, but once-again: don't expect miracles)

You can have a look at these features in this movie: Creating dominions in the simulator

Image

The map I am using in the movie as a background picture is one of Thorfs maps from the known world.

If you want to have a deeper insight in the development of the map-editor, visit my post in the geographycal-area: 3d central Thyatis

If anyone wants to try out the map-editor in the simulator just drop me a line and I will load up an updated version of the simulator, which does include the map-editor.
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby agathokles » Wed Aug 30, 2017 6:45 am

Looks great!

GP
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby aklanda » Wed Aug 30, 2017 8:10 pm

agathokles wrote:Looks great!



Thanks!
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby aklanda » Sat Sep 02, 2017 1:43 am

Just wanted to give a quick overview over the the simulator at present time. I facelifted some of the screens with pictures from the movie "Durian" (a Blender Open Movie Project at https://durian.blender.org/), though I am not sure it will stay like this. What do you say?
Download-Link for an update of the simulator might come soon.

Meanwhile heres the overview movie

Image
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Fly-over over Mystaras known world

Postby aklanda » Mon Sep 04, 2017 7:55 pm

Used the simulator to produce a small fly-over over the known world. As you may notice, we start near Thyatis. Klick on the picture to view it:

Image
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Update is coming soon

Postby aklanda » Tue Sep 05, 2017 12:47 pm

Nearly finished an update for the simulator. Have to spot and hunt down the last (obvious) bugs and make some test-runs on another system. The "guide" is already finished:

guide to aklandas large battle simulator, version 0.590

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Walking Ogre

Postby aklanda » Wed Sep 06, 2017 12:26 am

I asked the ogre to walk a bit and he was so kind... (click on the picture to see the animation):

Image
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby Chimpman » Wed Sep 06, 2017 4:47 am

Oh man... flashbacks to Attack on Titan! :mrgreen:
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby aklanda » Wed Sep 06, 2017 1:51 pm

Chimpman wrote:Oh man... flashbacks to Attack on Titan! :mrgreen:


Yeah, they ARE ugly.

Here is another one, a gnoll. You will see, that it has a - let´s just say "different" - character:

(Click on the picture to start the animation)
Image
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby CommanderCrud » Wed Sep 06, 2017 2:13 pm

Those are hilarious nightmare fuel.
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby aklanda » Wed Sep 06, 2017 2:33 pm

CommanderCrud wrote:Those are hilarious nightmare fuel.


Good to know you like them ... :)
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby Mike » Wed Sep 06, 2017 3:22 pm

What did you use to develop the simulator? I am also working on hexmapping software using java.
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby aklanda » Wed Sep 06, 2017 3:59 pm

Mike wrote:What did you use to develop the simulator? I am also working on hexmapping software using java.


Java is cool, but it´s a long tme since I did work with java.

I used: https://www.xojo.com/

advantages are:

- you get an acceptable GUI super-fast
- don´t have to bother about including anything

disadvantages:

- not so much libraries to access windows-APIs
- slower

What hexmapping software are you developing?
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby aklanda » Wed Sep 06, 2017 5:47 pm

Mike wrote:I am also working on hexmapping software using java.


Have you decided about the map-file-format yet? I can't really make up my mind between binding by name and binding by numbers (in regard to terrain-tiles, settlements, domain etc.)

Binding by name gives the opportunity to change/expand later on, binding by number would greatly reduce file format size.

Right at the moment I bind the terrain by numbers and everything else (as this should be modable) by name.

Below is an example of my current map. I am open for any suggestions and if we can´t / shouldn´t agree on a file-format, maybe you or I can implement some import/export functionality.

If you want to get a better "feeling" about my hex-utilities in the simulator you can do so by the weekend, when I plan to publish an update.

Code: Select all
x/y/z   terrainTileNr   height   settlementName   settlementSubtype   Country   Dominion
33/16/0   37            Orc Lands   Plimun
29/17/0   36            Orc Lands   Plimun
30/19/0   37            Orc Lands   Plimun
35/20/0   37      Hummi   5   Orc Lands   Plimun
36/16/0   36            Orc Lands   Plimun
30/16/0   36            Orc Lands   Plimun
30/18/0   37            Orc Lands   Plimun
33/18/0   37            Orc Lands   Plimun
29/18/0   36            Orc Lands   Plimun
31/19/0   38            Orc Lands   Plimun
31/18/0   37            Orc Lands   Plimun
31/17/0   36            Orc Lands   Plimun
30/17/0   36            Orc Lands   Plimun
29/19/0   37            Orc Lands   Plimun
31/21/0   38            Orc Lands   Plimun
32/20/0   37            Orc Lands   Plimun
33/20/0   38            Orc Lands   Plimun
34/18/0   37            Orc Lands   Plimun
35/18/0   37            Orc Lands   Plimun
36/17/0   37            Orc Lands   Plimun
37/18/0   37            Orc Lands   Plimun
36/18/0   38            Orc Lands   Plimun
31/20/0   38            Orc Lands   Plimun
32/18/0   38            Orc Lands   Plimun
34/16/0   36            Orc Lands   Plimun
32/17/0   37            Orc Lands   Plimun
33/17/0   36            Orc Lands   Plimun
32/16/0   36            Orc Lands   Plimun
31/16/0   37            Orc Lands   Plimun
32/15/0   37            Orc Lands   Plimun
34/15/0   37            Orc Lands   Plimun
35/15/0   36            Orc Lands   Junio
35/17/0   36            Orc Lands   Plimun
34/17/0   36            Orc Lands   Plimun
35/16/0   36            Orc Lands   Junio

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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby Mike » Wed Sep 06, 2017 6:25 pm

The initial primary use is to generate Mystara-style hexmaps. Similar to hexographer, but there are a lot of unique new features I want, and plus it's fun to reinvent the wheel. Long term I intend to use it as a display component for games or simulations.

At present my map file format is a custom binary format. I have roads and borders and stuff, as well as swappable tile sets, so my format needs to handle those. Presently it is evolving as I have need, and it is versioned so not hard to extend. Presently my maps are stored in a rectangular backing array so I just write the dimensions and then dump the contents in bulk, rather than addressing each hex. (At some point I will need other geometry, or a sparse data format, but that's still future.)

I have a notion to add a text-based file format but haven't put much thought into it. It wouldn't be difficult to support the format you are using.
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby aklanda » Wed Sep 06, 2017 7:38 pm

Mike wrote:it's fun to reinvent the wheel.

Same drives me.

Mike wrote:The initial primary use is to generate Mystara-style hexmaps ... as well as swappable tile sets

Just to make sure: you probably have seen thorfs tilesets, do you?

Mike wrote: so my format needs to handle those

Thought of this too, but had no priority right now.

Mike wrote: At some point I will need other geometry, or a sparse data format, but that's still future.

That was my intent, when I developed my file-format. But with all this strings in it for settlements, dominions and countries, it went bigger than a huge rectangular-array with numbers would have grown. I thought I might have a glimpse on this some time later on: http://netlib.org/linalg/html_templates/node90.html

Mike wrote:I have a notion to add a text-based file format but haven't put much thought into it. It wouldn't be difficult to support the format you are using.

I too have the feeling, that we will cope with the export-function, if need be.
By the way: Do you have a sample-file of the hexographer? I`d like to write an import-function but I havn't got the software myself.
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby Mike » Wed Sep 06, 2017 9:42 pm

lol, I don't own it either!
I have some tiles I downloaded, they are probably from thorf. I got them some years ago, maybe there is a newer version...
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Re: [Large Scale Battles] Aklandas Simulator (Download)

Postby aklanda » Wed Sep 06, 2017 10:27 pm

Mike wrote:lol, I don't own it either!


Sorry , I´m no native speaker. Did I accidently make a joke? :?

In case it´s about Thorfs tilesets: I wasn´t seeking for them, I just wasn´t sure you have them. As far as I understood they can officially be downloaded here at the piazza: Link to Thorfs tileset though you might have a look at the license, which forbids commercial use.
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