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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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  • Latest updates

  • Newest Posts

    • We really should show troops jumping onto enemy covered rams, hacking away at it. lol
    • @Atrik i think he's talking about garrisoning into a ram, not onto a ram to kill it.
    • The replay does not start from turn 0 and can't be replayed sadly. This happens on late joins. As real_tabasco_sauce said, the turn length can vary highly. In the oddity_detector the duration of the turn is computed, but not logged for replays (which could help a lot in those cases). Although it could vary for spectators again in comparison to the players. They can delay or speed up, so the players have less lag. A indicator for lag (or pause) is when more players than one have lots of commands during a turn. The reaction to garrison the ram is one a normal player would anticipate and focus on, so a fast reaction seems plausible. Same turn could also be for fast ungarrison and garrison. This is the case here. There is also some variance to see: turn 6776 is a ungarrison and 8 turns (1.6 in game seconds) later a garrison command is send. Ram attack interval is 1.5 seconds.  Then turn 6793 is ungarrison and 6802 is garrison (9 turns). Turn 6776 sends the same command twice, which a program wouldn't (if it's not extra programmed to mix in slight variances to hide itself). Does someone else have the complete replay? With this doubt in mind you could check other games of Zekromus. I plead for not guilty.
    • A lot of players do this trick :  Garrison rams in a building (fort most likely but possible to make it from workshop) Ungarrison them on approaching siege, then just after they land a hit, garrison them to safety. It's annoying because you have no way to react fast enough to kill the trickster ram. You can still : Surround your own rams with enough soldiers so that the opponent rams won't be able to unload too close to them. Surround your own rams with melee on stand-ground stance (need less then for 1 but also less safe for you own rams, you might be able to kill enemy rams though). Give up on ramming the fort and find an alternative (catapults, capture the fort, ignore the fort..). The odds that your opponent use anything else then the default garrison hotkey to do this are extremely low.
    • A turn in a 4v4 can be quite long, so there may have been more time than you expect for these inputs to be entered. however it is a bit fishy. Maybe screen record part of the replay to see what this looks like? Or maybe give the replay so we can watch it.
    • His average time per move for this part of the game was 1.43 seconds, which seems completely human, further pointing to his innocence. Average time per move for the entire game (except the end) for all players: Zekromus (1628)         0.98 sec King_Okocha (1498)    2.38 sec jimo (jimo)                    3.49 sec Decger (1623)             1.52 sec Atrik_III                         0.91 sec jbc (1532)                     0.93 sec acaradeperro (1274)    2.36 sec RangerK (1588)            1.92 sec These stats are so interesting.  I've never dug into a game file before.  It would be cool to show avg time per command in the stats at the end of a game.
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