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Offline StarCraft II: HotS Battle Simulator

Forum Index > SC2 General
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Vous
Profile Joined June 2013
United States1 Post
January 27 2014 04:39 GMT
#1
Hello to my fellow StarCraft II players,

I'm [Elings] Vous, a Protoss player, and for the past fifteen or so months, I have been working on a out-of-game offline simulator that will do 1v1 battles much like the unit testers in the Arcade. Originally, this was my senior project for my Computer Science degree in May 2013(strictly getting it to work for 1v1s) but I have continued to rework on it for multi-unit battles in the near future. The simulator already can do basic multi-unit battles for Brood Lords and Swarm Hosts but not for larger scale battles.

I'm satisfied enough with the 1v1 aspect to post it onto Team Liquid. I know there are still issues within the basic battles, but I can't test them all myself considering the sheer amount of battles within StarCraft.

Feel free to report me any issues at the email on the bottom of the OP.

To download the simulator, use the link on the bottom on the bottom of the OP. The instructions for the simulator are included with the download. If you are having trouble downloading, try the link in another browser. Opera was giving me more trouble than Firefox or IE in this regard.

About the simulator:+ Show Spoiler +
The simulator uses HotS units only. This means that Void Rays, for example, have Prismatic Alignment instead of Prismatic Beam.


Requirements:+ Show Spoiler +
The simulator is in Java and as such needs Java 6 to run. It may actually need Java 7 but I tried to make it work for Java 6.

For the operating system, I don't know what systems it can run on short of Windows 7. What I do know is that it won't show properly in Linux or Mac currently - part of the simulator goes off the page. I do plan on fixing this for the multi-unit version, but not for the 1v1 version. I'm sorry for the inconvenience there.

You do not have to have StarCraft II installed onto the computer you are using to use the simulator. It is stand-alone.


Future plans:+ Show Spoiler +
I am currently starting to work on the multi-unit version. With the multi-unit version, I will add splash damage add some of the abilities not included for this version, and most of other components that are needed in battles.

I also might add WoL variations of units later and maybe eventually Brood War units.


A list of known problems and capabilities will be listed down below.

Capabilities:+ Show Spoiler +
Battle Types:
There are 4 types of battles.

1. Battle: + Show Spoiler +
A standard 1v1 battle. The result shows who the winner was with how much life left.

2. Number of Hits to Kill: + Show Spoiler +
A standard battle except that the blue team's unit - right side unit - cannot attack and every hit from the red team's unit - left side unit - is tallied. The result shows how many hits it took to kill the blue team's unit.

3. Time to Kill:+ Show Spoiler +
A standard battle where the result shows how long the battle took place and who won.

4. Cost Effectiveness: + Show Spoiler +
A standard battle where at the end the result shows which unit won and which unit was cost effective. If the losing unit was cost effective, the result will say how much health the winning unit needed to have been cost effective.

I'm calculating this by first converting the amount of gas into minerals using a ratio chosen by the user. Also, I add the amount of supply into the calculation where 1 supply equals 12.5 minerals as 8 supply from Supply Depots, Overlords, and Pylons equals 100 minerals.

I'm sure there is differencing views of how to do cost effectiveness properly, so feel free to send me an email about it.


Abilities:+ Show Spoiler +
All abilities that can affect but not just delay the battle - such as Graviton Beam and Blinding Cloud - have been included to my knowledge unless otherwise stated below. Now the two mentioned are options as well, but will have no effect until I start working with the multi-unit section.


Upgrades:+ Show Spoiler +
All upgrades have been included as well including the attack, armor, and shield upgrades. However, only units that can receive that upgrade will be affected by it. So level 3 armor on a Larva won't do anything but you can try.


Life: + Show Spoiler +
All units start with max life, shields, and energy of that unit. However, they can be adjusted to whatever amount between 0 and max.


Units: + Show Spoiler +
All units including Changelings and Larva are in. Infested Terrans, Auto Turrets, Broodlings, or Locust have no timed life. However Broodlings and Locust do have timed life if they are spawned from a Brood Lord or Swarm Host.



Known Issues/Changes:+ Show Spoiler +
Stats: + Show Spoiler +

1. Acceleration + Show Spoiler +
Currently, the acceleration is considered instant for all units. This means all units come to an instant stop and thus can attack as soon as reaching their range. This does have an effect but I feel the Missile Speed is causing more of the issues than Acceleration is. Currently I have no plan to change this unless necessary.

2. Missile Speed + Show Spoiler +
Currently, the missile speed for all units attacks are instant. This does lead to where a unit will win an attack or two ahead of behind of the real unit. A prime example of this will be the Thor vs. Banshee. I do plan to eventually get this fixed as I know this will really show up in multi-unit battles.

3. Attack Priority: + Show Spoiler +
The attack priority for all units is the first unit it sees currently. This means that a Zealot will try and fail to attack the Brood Lord even though there are Broodlings out. Also this causes Swarm Host vs. Swarm Host having a Host to win at full health since the second Host's Locust will target the first's Host's Locust while the first Host's Locust will target the second Host. I do plan to add attack priority into the simulator.

4. Unit Size: + Show Spoiler +
Currently, all units are considered points and have no size. Also all units can stack infinitely. I do plan on changing this.

5. Splash: + Show Spoiler +
As mentioned above, Splash damage is currently not in the simulator but will be added for multi-unit battles.


Units:+ Show Spoiler +

Protoss/Reapers: + Show Spoiler +
Currently both Shield Regeneration and Combat Drugs should be disabled only to prevent infinite battles in battles such as an High Templar using Storms vs. and empty Carrier. I do plan to enable them later.

Free Units' Costs: + Show Spoiler +
Currently for fun, Infested Terrans (1/8), Auto Turrets (1/4), and Locust (1/2) have a cost for cost effectiveness given by the ratio of how many the main unit can make at once (given in the parenthesis). Due to Broodlings being able to be spawned from buildings and Brood Lords, they are free as they should be. When I remember to change the cost of the other three back to 0, I will.

Workers: + Show Spoiler +
Currently all three workers attack speeds are at 1.44 instead of 1.5. I had a problem where the SCV couldn't kill a Larva in the correct amount of time with 1.5 but did with 1.44. I may be able to switch back to 1.5.

High Armor Units: + Show Spoiler +
What I mean by high armor is where the armor of the defending unit - excluding Hardened Shields - is equal to or higher than the attacking unit's attack and bonus. An example of this is a 0-0-0 Phoenix versus a 3-3 Battlecruiser.

This may be the cause of the worker issue. I haven't figured out exactly how the damage calculations are done yet and will certainly need to adjust this in the future. Any suggestions are more than welcome.

Cloaked Units: + Show Spoiler +
There is an invulnerable neutral observer that detects everything for both sides and will not be changed.

Multiple Attacks in One Turn:+ Show Spoiler +
I currently have not made it where a unit can only do one attack or ability per turn (0.01 seconds). Will add that later. This means that a Ghost can EMP, Snipe, and attack an HT roughly in 0.01 seconds.

Drops: + Show Spoiler +
The drop abilities are disabled and will not be added.


Protoss Units:+ Show Spoiler +
Protoss Units that should be working properly: + Show Spoiler +
Archons, Dark Templars, Immortals, Mothership Cores, Observers, Photon Cannons, Probes, Tempests, Warp Prisms, and Void Rays

Carriers: + Show Spoiler +
The attack speed of the Carrier has been changed to 3 with all interceptors attacking at once. The attack speed change was to get the Carrier properly attacking and the interceptors were for simplicity.

Also interceptors are invulnerable. I may or may not change that later. The release of interceptors may not be correct but is close. Currently cannot reset the initial attack delay if the Carrier would have to stop attacking.

Colossi: + Show Spoiler +
There are no issues with the Colossus itself. However there is a slight chance that a unit with different anti-ground and anti-air capabilities - such as a Thor or Queen - chooses the wrong attack.

High Templars: + Show Spoiler +
HT's are not smart enough to only Feedback when useful meaning they will Feedback an energy user at 0 or 1 energy. Also, units currently cannot get out of Storms and Storm may be doing too much or not enough damage. I will adjust Storm when I add splash.

Motherships: + Show Spoiler +
Currently the Mothership's attacks are attacking simultaneously instead of nearly simultaneously. Shouldn't cause too many issues.

Nexii: + Show Spoiler +
Photon Overcharge on a Nexus is considered permanent and the Mothership Core is not needed.

Oracles: + Show Spoiler +
Pulsar Beam currently doesn't cost energy and is always active. I plan to change this for multi-unit battles.

Phoenix: + Show Spoiler +
Graviton Beam doesn't to anything and will be added later.

Sentry: + Show Spoiler +
Guardian Shield should be working properly. Force Fields are disabled considering how the micro needed - albeit small - and that the units would not be affected by them at the moment. Hallucination is also disabled. I don't know if I'll add either ability.

Stalkers: + Show Spoiler +
Blink is disabled for similar reasons to Force Field. I don't know if I'll add Blink.

Zealots: + Show Spoiler +
In game, the Zealot's second attack occurs slightly after the first one. Currently I do not have this delay nor plan to add it. I am not totally sure if Charge is working properly. Also, I have added Zealot Legs to the Zealot in the case Charge is not auto-casted but researched.


Terran Units:+ Show Spoiler +
Terran Units that should be working properly: + Show Spoiler +
Auto Turrets, Ghosts, Hellions, Hellbats, Marauders, Marines, Missile Turrets, MULEs, Planetary Fortresses, Reapers, and SCVs

Battlecruisers: + Show Spoiler +
Since the BC has a burst attack speed ranging from around 0.16 to 0.41 and since 0.225 made the BC way too powerful, I changed the BC's attack speed to a flat 0.2875. This is the average attack speed of the BC and should work fine.

Bunkers: + Show Spoiler +
Bunkers currently can only be empty but will be allowed in multi-unit battles to have units in them.

Medivacs: + Show Spoiler +
Heal is disabled but I do plan to add it later.

Ravens: + Show Spoiler +
Ravens can only use Seeker Missiles currently. I do plan on adding PDDs and may also allow Ravens to drop Auto Turrets (with timed life) in the future. Since units cannot run away, Seekers will not fizzle out.

Siege Tanks, Thors, & Vikings: + Show Spoiler +
None of these units can switch between there different modes within a battle but can be set to any of their modes.

Thors: + Show Spoiler +
The second ground attack is delayed about 0.9 seconds when the Thor is making a killing blow since the Thor's second ground attack is delayed in game. The delay of 0.9 seconds is to allow Marines to get an attack before dying. This may need to be adjusted. The Thor's anti-air attacks should be working.

Widow Mines: + Show Spoiler +
I may need to adjust Sentinel Missiles cooldown to 41.5 counting for the targeting delay. Also, I will adjust the Mine to be able to burrow and unburrow as well as reset its attack delay for burrowing.


Zerg Units:+ Show Spoiler +
Zerg Units that should be working properly: + Show Spoiler +
Banelings, Broodlings, Changelings, Drones, Hydralisks, Infested Terrans, Larva, Locust, Mutalisks, Overlords, Overseers, Roaches, Spine Crawlers, Spore Crawlers, Ultralisks, and Zerglings

Brood Lords: + Show Spoiler +
Currently, BL's begin the battle with 2 Broodlings with an initial attack delay of 2.65 seconds. I found out the Brood Lord can stop its attacks just before shooting their Broodlings and that the first attack does not start immediately. I will adjust as needed. Like the Carrier and the Mine, no attack reset is present but will be added.

Corruptors: + Show Spoiler +
Corruption should work properly but not totally sure.

Infestors: + Show Spoiler +
Infestors can only cast Fungal Growth. Fungal, like Storm, may be too damaging or not enough. May add Neural Parasite or Infested Terrans (with timed life) at some point.

Queens: + Show Spoiler +
See the Zealot on its attack for the Queen's anti-air attack.

Swarm Hosts: + Show Spoiler +
SH's are similar to the Widow Mines on burrowing and unburrowing. I will also add an reset to the attack delay. Also, Swarm Hosts might have an issue where they believe they are in range when they are not and spawn Locust, but the Locust can never reach their target leaving to an infinite battle, especially in Swarm Host vs. Swarm Host.

Vipers: + Show Spoiler +
Currently, Vipers cannot cast any spells but Blinding Cloud is in the works and may add Abduct in the future. There is no plan to add Consume.


I look forward to your comments and hope that you enjoy the simulator. If you have any questions or if I have missed something - since I know I did, feel free to tell me.

See you later on ladder and Sincerely,
[Elings] Vous

Info:
The Simulator: StarCraft II: HotS Battle Simulator
Email: ElingsVous@yahoo.com

InFaMOUs331
Profile Blog Joined August 2011
42 Posts
January 27 2014 22:18 GMT
#2
Nice : )
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