Ikariam Library

IkaFight (v0.9.5)

Unit values should now be inline with Ikariam 0.3; therefore, Ikariam 0.2.8 is no longer supported. Please post of the forums about any errors or further changes Ikariam 0.3 may have brought to combat and attempts will be made to improve IkaFight.

Battle Setup

Troops Attackers Upgrades   Defenders Upgrades
Slinger
 
Swordsman
 
Phalanx
 
Archer
 
Marksmen
 
Steam Giant
 
Gyrocopter
 
Ram
 
Catapult
 
Mortar
 
Bombardier
 
Doctor      
Cook      
Spies   Town Level Wall Level

| Switch To Sea Battle |

Tool Comments

Comments and issues should be posted on the Forum Thread

Subject: Re: IkaFight

development of this version of IkaFight has stopped (and i think, not sure, that the values used are not up-to date)

http://ikariamlibrary.com/forum/viewtopic.php?f=11&t=22&st=0&sk=t&sd=a&start=50#p799 - if you look at this post, there are some bookmarklets which will automatically select all bronze or silver or gold.

by, BagBag at 2009-08-27 19:06:03

Subject: Re: IkaFight

great work , this is ussefuly thing ,thank you
BUT i thing : "if here have 1 button "ALL GOLD" or "ALL SILVER"" this will be perfect :!:
pls i don't know why is responsible for this to be , if you know pls tell him
thanks :oops:

by, Lavochkin at 2009-08-26 14:29:59

Subject: Re: IkaFight - Back to Battle Setup

For ease of use the number of units is still present when "Back to Battle Setup" is clicked.
However, the enhancements to the units disappears.
In my opinion they should stay there too.

by, T-Rexx-Man at 2009-07-04 21:41:31

Subject: Re: IkaFight

suggestion

on every click of next round, lost units can be seen too like this:

863(-113) Slinger

:mrgreen:

by, darkblade7 at 2009-06-07 09:04:08

Subject: Re: IkaFight

I am having trouble simulating a battle with IkaFight. The error message that I am getting is


Fatal error: Call to a member function takeDamage() on a non-object in /hermes/bosweb/web050/b503/ipw.immorta1/public_html/ikariam/library/classes/IkaFight.class.php on line 161

by, Tut at 2009-05-31 14:18:27

Subject: Re: IkaFight

-Hello, i registered today to say that IkaFight engine is not working properly acording to ikariam engine. Acording to IkaFight, i should have won this battle, but in real ikariam, i got owned:

Image

To be certian, in the simulation, i putted everything in the final upgrade and i got owned. Im sorry i cant help more, but i dont know anything about writing script.

Cheers[[]]

by, Ranesco at 2009-05-07 13:41:21

Subject: Re: IkaFight

As mentioned in march 09 the development of 0.9.5 has been stopped in order to force the 2.0-release. Any idea about the date of release?
Thanks Mattes

by, mattes at 2009-05-03 03:37:32

Subject: Re: IkaFight

Would it be possible for you to explain the rules and math that you are using, and perhaps site the sources you got them from? Specifically:

Obviously 100% of attack power isn't used each round, otherwise battles with numbers like 20k attack power against 15k defense would be massacres in the first round. What portion of attack power is used, and how is it distributed?

I know there are rules such as reduced attack power in battles over 50 units, but reduced by how much, and how did you find that out?

I also know there is an element of randomness that increases the larger the number of units is. How much is that randomness at different battle sizes?


Additionally, the simulator seems to put out some off, and at times flat out crazy results. One in particular stuck out to me.

Round 8
Attacker: 3 mortar ships, 1 diving boat
Defender: 1 diving boat

Result: draw, both sides now have 0 ships.

I think this may be related to a bug that shows the correct TOTAL number of ships each round, but the individual ship count and attack/defense numbers are from the previous round. So the simulator applies the attack numbers from LAST round instead of the current round, or at least I think that's what's happening.

by, Samus at 2009-05-01 19:36:18

Subject: Re: IkaFight

Neat - thanks for that BagBag.

As has been mentioned before - development on the current IkaFight has all been stopped so that IkaFight2 can be worked on. Unfortunately, development at this time is slow. Hopefully this will change soon.

by, immortalnights at 2009-03-23 09:44:10

Subject: Re: IkaFight

fhrugby: i made you some bookmarklets to auto-fill the values. you can choose the upgrade level (it applies what you choose to both offensive and defensive upgrades on all units)

land battle

Code: Select all
javascript:(function() { var msg = prompt("Upgrade Level (Offensive AND Defensive)\r\nNone\t0\r\nBronze\t1\r\nSilver\t2\r\nGold\t3", "3").replace(/[^0-3]/g, ""); if (msg.length == 1) { msg = parseInt(msg); var land=[301, 302, 303, 313, 304, 308, 312, 307, 306, 305, 309]; for (var i = 0; i<land.length; i++) { ikaFight_updateSelected("aau["+land[i]+"]", msg, "attack"); ikaFight_updateSelected("adu["+land[i]+"]", msg, "defence"); ikaFight_updateSelected("dau["+land[i]+"]", msg, "attack"); ikaFight_updateSelected("ddu["+land[i]+"]", msg, "defence"); } } else { alert("Invalid Selection. Aborted"); } })()


sea battle
Code: Select all
javascript:(function() { var msg = prompt("Upgrade Level (Offensive AND Defensive)\r\nNone\t0\r\nBronze\t1\r\nSilver\t2\r\nGold\t3", "3").replace(/[^0-3]/g, ""); if (msg.length == 1) { msg = parseInt(msg); var sea=[210, 213, 211, 214, 215, 216, 212]; for (var i = 0; i<sea.length; i++) { ikaFight_updateSelected("aau["+sea[i]+"]", 3, "attack"); ikaFight_updateSelected("adu["+sea[i]+"]", 3, "defence"); ikaFight_updateSelected("dau["+sea[i]+"]", 3, "attack"); ikaFight_updateSelected("ddu["+sea[i]+"]", 3, "defence"); } } else { alert("Invalid Selection. Aborted"); } })()


add this in the address feild of the bookmark (if the forum wraps the text, you may need to copy into notepad and remove line breaks)

by, BagBag at 2009-03-22 16:54:33