SimCraft, accurate?!

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SimCraft, accurate?!

Unread postby Kver Tue Jun 17, 2014 6:55 pm

Yes, indeed! Thanks to some of our brilliant contributors and one of our lovely global moderators the Simulationcraft module for us mages is once again completely functional!

This consists of two things; first of all making sure that the module itself works as intended, which means that spells and activities behave in the same way as they would in the actual game. In addition to this, the APL(Action Priority Lists) have been updated to reflect true gameplay behaviour. This means that the 'sim' plays as 'we' play and can once again be used for theorycrafting purposes.

Before entering the juicy details of what has already been done with the restored SimC I'd like to thank Komma and Frosted for their brilliant work. I am sure that they have additional people to thank but I will leave that to them.

They have, however, been so kind to present some research done with SimC:
Arcane:" target="_blank
Fire:" target="_blank
Frost:" target="_blank

I am glad that, in its short existence, Altered Time is already home to amazing projects such as these, and I invite you all to take part in them!

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Re: SimCraft, accurate?!

Unread postby Komma Tue Jun 17, 2014 7:57 pm

Download links:" target="_blank
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Re: SimCraft, accurate?!

Unread postby Frosted Tue Jun 17, 2014 11:50 pm

As with most projects, it's more than just a one or two people working on it to move it forwards. You could have a million people like Komma and myself, but we still need people with a ton of first hand experience figuring out the tricks that are less obvious for us to even know about including them in the sim in the first place! Big ups to Durrty and Dutch, and everyone else who provided a forum for bouncing ideas off and who were so open to having their play picked apart to figure out exactly how the sim needs to be built.

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