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  3. now after i do what you said you to do, this is what it says. im gonna lose my mind......
  4. Much to our regret we must report the program has encountered an error. Please let us know at https://gitea.wildfiregames.com/0ad/0ad/issues/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths Details: unhandled exception (Unknown (0xE06D7363)) Location: unknown:0 (RtlUserThreadStart) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set)
  5. Yesterday
  6. Tbh. I didn't fully understand what each is doing here. But as I understand it, the pro of small batch is the units can get faster to work, the pro of higher batch sizes is the total train time decreases. In this simulation a unit with total cost of 100 gets produced, gathers with 0.75 without ways to drop of, at different batch sizes from one cc. To account for the ways one could reduce the gather rate. I wouldn't take any practical advice from this. Just spectate some games with good eco scores. This leaves out the timings of the next barracks which costs again. batch.py
  7. Happened to me some time ago as well
  8. Interesting I will try 3 by 3 then 4 by 4 and let you know The bigger the batch the less flexible you are though
  9. Not needed, but it might be necessary to protect against incompatibilities.
  10. If we compare no batch to 2-10 batches. After 60 seconds: 2 1.02767254972061 3 0.985794108773369 4 0.96419601647961 5 0.842511233639707 6 0.809886682621353 7 0.787635316056181 8 0.725540687970097 9 0.624656521911935 10 0.485888389876762 Meaning after 60 seconds only 2 batch production is ahead, and only by ~2.8% After 90 seconds: 2 1.07140697286798 3 1.08663652712691 4 1.07784597069266 5 1.03953334109689 6 1.03076486879081 7 1.00244494770787 8 0.923415421052851 9 0.849421381590345 10 0.855485117783215 After 90 seconds 2 batch production is ahead by ~7.1%, 3 batch production by ~8.7%. After 120 seconds: 2 1.09181637033674 3 1.12649376026016 4 1.13088261599208 5 1.13147699124358 6 1.13384135566989 7 1.10268944247865 8 1.07930705300764 9 1.0801167081955 10 1.05440758719945 This is what I found surprising. After just 120 seconds even producing Civilians in 10 batch sizes you are already head of producing them 1-by-1. 2 batch production is ahead by ~12.6%, and 3 batch production by ~13.1%. After 180 seconds: 2 1.10904224897359 3 1.16689945242606 4 1.20032846736228 5 1.21690362218682 6 1.22988990026177 7 1.23128368774283 8 1.23040276261435 9 1.21621697818618 10 1.22489914591688 4 batch production and up is at least 20% ahead. After 240 seconds: 2 1.12005300060407 3 1.1872998244697 4 1.22837249668105 5 1.25907655790822 6 1.2772006075362 7 1.29365142554231 8 1.30261196052646 9 1.30358913058077 10 1.30814403567772 After 360 seconds: 2 1.14110639562759 3 1.21895993515409 4 1.27224294299109 5 1.31293842431479 6 1.34318602533905 7 1.36823258770606 8 1.38768049672411 9 1.40154527962407 10 1.4115504443423 I have updated the sheet with the table above and with a column how much batch production increases production speed, assuming a batch multiplier of 0.8. 2 1.14869835499704 3 1.24573093961552 4 1.31950791077289 5 1.37972966146122 6 1.43096908110526 7 1.47577316159455 8 1.5157165665104 9 1.55184557391536 10 1.58489319246111 I have not looked (yet) at how producing from more buildings with less batch sizes compares to less buildings with bigger batch sizes (but both having the same total production speed). 0AD_Batch_Size_Calculations.ods
  11. I was testing my performance in game with max setting, if pop 200 within screen then fps is 40, then again I'm on 1440p. So I saw the AI in their base when one of my man decide to wonder for whatever reason and its been like 25min already I wondered why not attack? Then after getting ready for war, I came wondered why my man can't enter then I was like don't tell me... This guy can't get out LOL. Stuck.zip
  12. @DesertRose What if one decides to play without batches? How effective would that be? I imagine you would need to build additional training buildings sooner.
  13. I have created an .ods spreadsheet to see what batch sizes have the most active_time after x seconds. Assuming the values there are correct there are some quite interesting results for training Civilians: To maximize resource gathering time after 60 seconds it's best to train in batch sizes of 2; 1 is slightly better than 3 After 120 seconds the optimal batch size is 6; however it's only better by ~0.6% than a batch size of 3 After 240 seconds (4 minutes) the optimal batch size is 11; however it's only better by ~1.5% than batch size of 7, and ~10.5% better than a batch size of 3 0AD_Batch_Size_Calculations.ods
  14. I probably had it on. I turned all the settings on pretty indiscriminately (it was late last night)
  15. yeah, you're right, I don't hate it per se, but it's annoying for sure
  16. New background images (created using AI):
  17. No, you're not. But, "hate" isn't the word I'd use. More like, annoyed. I mean, your nation can have nice, feel good myths and legends about female empowerment (just look at the French who worship Joan of Arc, but almost forget about all those brilliant military generals who supported her). But, those myths are often overblown, as myths and legends do tend to be.
  18. Some more nerdy talk / discovery: Keeping you batch size consistent is more efficient than fluctuating it; e.g. 3-3-3-3 is better than 2-4-2-4 Bigger batch sizes also gives you more economy in the long run. However in the stort term small batch sizes / no batch is better. What would be interesting is a formula that tells you what batch size you should use if you want to have the most resources after x minutes, e.g. to determine what batch size is optimal to do a 6-minute attack.
  19. Did you have vsync on? Cause with my 2021 m1 i have like 200fps with vulkan at the beginning of the match.
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