- Added a .CSV format log
29.01.12: Version Update to NationPlay3.5eBeta
- Added the Nation Database file saving system
- Enhanced the Nation Saving function
24.01.12: Version Update to NationPlay3.5dBeta
- Fixed the "repeating question" bug when choosing not to save Nation inputs
- Added an Equipment stat multiplier to settings.dat
- Added a turn counter that's displayed at the end of the war
22.01.12: Version Update to NationPlay3.5cBeta
- Added the option to customise the names of the units in settings.dat
- Added a basic 'load/save input' feature
- Fixed a counting bug that sometimes caused the program to hang or finish unexpectedly
- Corrected Nation 2's variables to use the new larger integer that Nation 1 is using
09.11.11: Version Update to NationPlay3.5aBeta
- Fixed an integer wrapping bug that caused a defeated army's size to reset to maximum, and also prevented a war from ending
- Added more weapons and armour to equipment.dat
NSwars: Public Beta
Q: What is NSwars?
A: NSwars is a Windows application written in C++
Q: What does it do?
A: NSwars will take the stats from any two Nations, (using a site such as NStracker) and then simulates a war between those two nations in real-time based on the stats inputted.
Q: What else does NSwars do?
A: NSwars generates a log file of any war initiated. The program also uses a simple database system to allow for customisable infantry equipment with automatically assigned stats, allowing for deeper levels of roleplay.
Q: Where can I download it?
A: You can download the App here; NationWars 3.5fbeta
Mirror Download Link 1
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Screens:
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NationWars takes in the following information from the user;
Nation 1
- Nation Name
- Nation Population
- Nation Defence Budget
- Nation Defence Budget Percentage
- Nation Health Budget
- Infantry Weapon (optional)
- Infantry Armour (optional)
Nation 2
- Nation Name
- Nation Population
- Nation Defence Budget
- Nation Defence Budget Percentage
- Nation Health Budget
- Infantry Weapon (optional)
- Infantry Armour (optional)
The program supports nation sizes up to 18 significant digits. In other words, you could probably input the total population of every single nation in NationStates combined if you wanted to. I don't know why you'd want to. That would require one hell of a computer to play out that war. It's mainly there to allow full upwards compatibility, and to allow multiple nation stats to be combined manually, or perhaps automatically in the future.
Weapons and Armour will alter the base stats of each army. This allows for role players to customize their war with specific tech levels, or different weapon and armour classes.
The database looks like so;
- Code: Select all
none
stick
rock
stone spear
sling
stone axe
copper knife
copper spear
copper blade
shortbow
iron axe
iron spear
iron blade
iron sword
longbow
----------
none
cloth
leather
tanned hide
copper plate
silk curass
tough leather
iron plate
As you can see, quite simple to use and understand. You can add as many weapons and armour as you like. The first item in each list named "none" means there is nothing equipped, so the first item in the list will always have zero stats, regardless of the name it has.
As long as you keep the "----------" separator in the file, you can add, change, or remove the items in the database to your heart's content. This separator allows the program to differentiate between weapons and armour, so don't remove it.
The further down the list the weapon or armour is, the stronger it is. This is done automatically by the program.
To assign equipment, you must use the settings file, which looks like so;
- Code: Select all
1000
200
14
7
0
0
Soldiers
Soldiers
1
This is the breakdown of what each setting does;
1000 - This is the war screen/log update rate. Per casuality.
200 - This is the war screen/log update speed. In milliseconds (estimated)
14 - Player 1 Weapon selection (14th down in the Weapon list from 0)
7 - Player 1 Armour selection (7th down in the Armour list from 0)
0 - Player 2 Weapon selection (Currently set to: None)
0 Player 2 Armour selection (Currently set to: None)
Soldiers - Player 1 unit name
Soldiers - Player 2 unit name
1 - Equipment stat multiplier (1 keeps the equipment stats at default)
So naturally, the further down the equipment is from the other nation's equipment, the more powerful it is. Weapon alters the Attack power. Armour alters Health rate.
The program calculates every single soldier's stats individually, so there is total flexibility in the program to alter the stats during the course of the war, either through adding a random events-style system, or an entirely new stat that varies during the course of the war. This is something that can be discussed in further editions of the application. Whether the demand is for more role play functionality, or more complex mathematical formula crunching. Or both.
All the stats from the program are automatically exported to a text log, allowed for information from the war to be copy/pasted anywhere. I may eventually update this to a swanky html log, potentially with graphics, data breakdowns, and so on. It's a work in progress.
The equipment stat multiplier will "multiply" the stats of all the weapons/armour that you have equipped. So setting the multiplier to 3 will makes the equipment 3 times more powerful, for example. Setting the multiplier to 0 will turn off all equipment.
The program uses a save file called loadgame.dat which acts like a simple database, able to store hundreds of individual nation inputs. The file format for saving nations is identical to the inputs the program asks for when you start a new war;
- Code: Select all
Nation Name
Nation Population
Nation Defence Budget
Nation Defence Budget Percentage
Nation Health Budget
Which would look like this;
- Code: Select all
Lordieth
1000
23
45
15
You can either add new Nations manually to the loadgame.dat with a text editor, or you can start a new war and use the built in save function within the program to add nations after the war finishes. It's entirely up to you.
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Todo list;
- Ranking system based on military performance
- Allocating spending to particular areas of your military
- Html logging, including nation links, graphs, and data breakdowns
- Units types with specific bonuses and weaknesses
- Loading individual Nation NS data feeds from nationstates.net
With the database system, units could even be broken down further into vehicles, artillery, naval, and air units, and would have specific bonuses or weaknesses depending on which units they face. This would be quite a modification to the program, but like I said, it depends on where the demand for change lies.
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I'm making this a public release because I haven't worked on it in sometime, and quite frankly it's at a functional level of release, so it may as well get used if I'm not working on it in the foreseeable future. I may make some changes if there is a large enough demand, or if there are bugs that need to be fixed.
If anyone could provide a better file mirror, that would be great. This free file uploaders are a bit faff. Standard blah blah disclaimer applies; use at your own risk, Lordieth takes no responsibility for anything. Ever. The program was throughly virus-scanned and checked before uploaded, and has been zipped up in a self-extracting password-protected archive for even extra protection, so the file is safe to use in that respect.
Questions, comments, criticisms, feel free to make them.
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NationStates Pretitle Generator
Nothing more than an idle distraction at the moment. Basically loads two txt files and randomly combines them to come up with pretitles. Possible improvements included filtering results so they stay in the pretitle character limit, and including more txt files for more random combinations. Perhaps even filtering results based on particular preferences.
NationStates Pretitle Generator