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Showing content with the highest reputation on 2022-08-27 in all areas
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Hello everyone! I hereby present a 0 A.D. mod aimed at evaluating the rating of players. Official mod page on GitLab here. Introduction Before diving into the description, let me introduce the problem this mod aims to solve. In 0 A.D., the ELO system is used to rank players in the lobby. This is good; but is it representative of the players' skills? As you know, the rating system in 0 A.D. only takes into account 1v1 rated games. Team games do not contribute to the ELO score of a player, as well as 1v1 unrated games. Also, the scoring system only takes into account the outcome of a game (victory/defeat) and not the "performance" during the game. Can we do better? This mod uses statistics. It extracts data from all the replays of games you (the mod user) have played. So, if you have played 20 games (1v1s, team games, other..) with a player in the lobby whose name is (for example) strangeJokes, the mod will assign a rating to strangeJokes based on the 20 games you've played with them. The rating system The functioning of the rating system is described in detail here, but in short what it does is: it considers the average performance of the player during the entire game (and not only at game's end). the rating assigned to a player is a percentage: for example, a player with a rating of 5.00 performs a 5% better than other players on average, while a player with a rating of -5.00 performs a 5% worse than other players on average. you can customize the rating system by giving more importance to military, economy, exploration or other factors to the aim of calculating ratings. Keep in mind that this mod is based on statistics; data are taken from your (the mod user) replays. Statistics might not be fully representative of reality; therefore, a player's rating could be inaccurate, especially if you have played few games with that player. The more you play with a player, the more accurate the rating of that player is. Installation ‣Recommended: LocalRatings can be downloaded from the game menu: Settings > Mod Selection > Download Mods. ‣Alternatively: Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Latest version announcement Explanatory pictures Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!1 point
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Very interesting thing, Chinese players I know started discussing which dialects other than Mandarin can be used to dub Han Dynasty units, I think I can do a few mods for this.1 point
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Well then the name are wrong. Just like building names are written in ancient greek. I don't know then. @maroder Ok. https://trac.wildfiregames.com/changeset/27075 That was the last change. We are now in String freeze. If that's the language they spoke between -500 and 0, then yes.1 point
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New version of Hyrule Conquest 0.14 that adds five Minor Factions to the game. https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-014-minor-factions PLEASE READ INSTALLATION INSTRUCTIONS, HYRULE CONQUEST REQUIRES A NEW METHOD TO INSTALL. Installation: - Delete any previous version of Hyrule Conquest you have. It will absolutely conflict with this new version. - Install the Alpha 25b version of 0AD, which can be downloaded here: Play0ad.com - Locate 0AD's pyrogensis.exe file. The default filepath to it is C:\Program Files (x86)\0 A.D. alpha\binaries\system\pyrogenesis.exe - Drag "hyrule-conquest.pyromod" onto pyrogensis.exe. This will automatically unpack and install the mod in the correct location. 0AD will then automatically start and open the mod menu with Hyrule Conquest enabled. Click Save Configuration, then Start Mods. New Features: - Added five new Minor Factions that you can establish an Embassy with at your Marketplace: Lon Lon Ranch, Zuna, Tokay, Rolling Ridge, and Wizzrobes. Their bases and units can be built on Camp Nodes. - Added two new maps: Rutala Dam (2v2) and Leviathan (1v1). - Numerous bug fixes. FOR THOSE WITH PERFORMANCE ISSUES: - Hyrule Conquest aims to have the best looking models possible, however 0AD is currently not optimized for that goal. As such several things can be done to help those with less powerful PCs. - It is highly recommended that you install the Low Poly Patch if you have frame rate issues. - Disabling shadows in the graphics menu also has a significant impact on performance, as well as lowering the model quality tab.1 point
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hopefully, balance can be carried on with official rebalance mod that will be released with a26.1 point
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I was talking about the hover over on the avatar in-game. It also doesn't appear in the structure tree. Those two places are identical (I think that's true everywhere).1 point
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Hello @user1. Twice (2) in a row, user mbr1305 had "connection problems" right at the end of a rated game while I was winning. My username in the lobby is e.v For some reason, the size of the second command.txt file exceeds the upload limit, as it weighs 1.5MB. I have thus uploaded it to a git repo. Here is the direct link to the file: https://git.sr.ht/~e-v/0ad-command-txt/blob/master/commands.txt Thanks a lot for your time. commands.txt1 point
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Hello @user1. Twice (2) in a row, user mbr1305 had "connection problems" right at the end of a rated game while I was winning. My username in the lobby is e.v You'll find attached the first command.txt file. Thanks a lot for your time. commands.txt1 point
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It's just hard when you don't have other people to play with. More people leads to more diverse strategies and realistic testing. I'm sure it will be a topic of discussion after a26 is released when it can be more rigorously discussed. Right now, I personally don't have strong opinions on how ministers should be change. I am, however, confident that they are underpowered which is ok--there will be a lot of things about Han that will need to be rebalanced in a27.1 point
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Yeah, you're right, producing Ministers to just put them next to workers is probably not worth it. My last post was merely an elaboration of my first post. I guess it was a slippery slope from buffing workers to discussing Ministers in more detail. Well, everyone has a chance to understand/play with them right now with the RCs. If you don't want to get into (my) costs/benefits arguments here but have opinions about that, why don't you open a thread about it so we can discuss it and hopefully improve it before the release of A26?1 point
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We'll see. It's very hard to balance something if you don't have real play experience with them so I've stayed out of the Han discussions. Here, though, I think it's pretty clear cut. Luckily, these aren't bad enough to break the game (i.e., these aren't OP).1 point
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@user1 offender GrosQuicK was about to lose and then quit the game without resigning. My Lobby Name is donkenburger. commands.txt1 point
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Johan2001 quit without resign when i was winning My Username in lobby Raffut1969 Opponent Username Johan2001 Thank you commands.txt1 point
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abele quit without resign when i was winning My Username in lobby Raffut1969 Opponent Username abele Thank you commands.txt1 point
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123456789tr quit without resign when i was winning My Username in lobby Raffut1969 Opponent Username 123456789tr Thank you commands.txt1 point
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MagisterMiletum quit without resign when i was winning My Username in lobby Raffut1969 Opponent Username MagisterMiletum Thank you commands.txt1 point
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Nathan412 quit without resign when i was winning My Username in lobby Raffut1969 Opponent Username Nathan412 Thank you commands.txt1 point
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@user1 Davidangelcervantes quit without resign when i was winning My Username in lobby Raffut1969 Opponent Username Davidangelcervantes Thank you commands.txt1 point
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I think buildings should show the owner's flag, not the builder's. (Who'd want to fly the enemy's banner after they captured a building from them?)1 point
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@faction02 raised a good point. I have updated the last release (v0.25.8) with a small update. From the Options>Charts menu you can now hide/show charts. This will improve readability, I hope. You will now be able to see charts like this: New features will appear in a future version (probably in A26). Attached you can find the updated version (v0.25.8.2). The same zip file can be found attached to the first comment of the current thread. LocalRatings-v0.25.8.2.zip1 point
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I had no issues with the minimap we currently have, and I am a bit worried about those larger markers covering up certain info1 point
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Yeah, I tire of these discussions. You guys figure it out.1 point
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Thank you very much for the explanation, it makes total sense to me. I think the problem might be alleviated if we take into consideration the average rating of the players present in each match. I am suggesting running the algorithm twice instead of just once; the first run generates a rough rating for everyone, which will contain anomalies like azeem. Then, we run a second pass, this time taking into account the average rating of the players participating in the game, and weight that game accordingly. The total score at the end of the second pass will be a weighted average instead of just an average. If a player participated a lot in OP TGs, even though they perform just 5% above average, their total will still be much higher than a player who dominates the newcomers a few times. High average player level -> more weight. Furthermore, instead of just comparing to the average in one game, we can change the rating +/- threshold depending on the players present: in a game surrounded by experts, even if you have done 10% below average, you still did a good job, being able to hurt those experts somehow. So we should give the player positive credit if they perform anything better than 10% below average. On the other hand, in a noob game, you must perform 150% better than them to show that you are not a noob like the others. Finally, I propose we build a replay bank using a service like Onedrive or Google drive, where everyone dumps their replays into the repository. Then we can query the repository with Mentula's algorithm for players' ratings. Players like I delete replays often to free up disk space, which results in the loss of many records and good games. I believe a repository will also benefit @mysticjim's videos.1 point
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I personally disagree with this interpretation of the rating. First of all, it's true that someone who mostly plays against weaker players gets a higher rating, no doubt. However, I disagree on the interpretation of the rating as a win rate (in any context: 1v1s, TGs, ...). The rating assigned by the LocalRatings mod (the default one, as well as any user-customized rating using different weights) is very distant from representing a win rate. A win rate of 20% means that the player wins 1 out of 5 games, which is not good; on the other hand, a rating (as in the LocalRatings mod) of 20% means that the player's graph in the Summary chart is 20% better than the average graph, which in other words means that the player performs very well (and therefore presumably has a high win rate). In my experience with this mod, a player with a rating of 20% is a strong player; I wouldn't say the same of a player with a 20% win rate. However, let me clarify one thing again: this mod is based on statistics. In statistics any of us can imagine a "limit case" (it could be, for example, a player who only plays with much weaker players). On the bright side... this mod is based on statistics! This means that, generally, a player who plays with different types of players will experience more reliability in the ratings data. This comment actually gives me the possibility of clarifying one thing. Assigning a rating to a player can be something very arbitrary and will never make all of us agree. So, I tend to see the rating of a player as the player's performance over the average, or, if you prefer, their contribution to the game. But this is just my interpretation of it. The lobby's rating evaluation is a system only takes into account the win rate, whereas the LocalRatings mod takes into account scores. In this sense, they don't conflict, they just represent two different things.1 point
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@Mentula I would recommend adding an uncertainty label after the main rating, calculated based on how many games they have played with you. This will prevent players with just 1 fluked match getting ridiculously high ratings. For example, leGrosRobert is at the first place although he is arguably not the best player in your list. Furthermore, 2 of Yekaterina's smurf accounts are way better than you and weirdJokes, although I doubt whether she is actually that talented.1 point
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Who knew this limitation existed before this post? When was the last time you saw someone use corrals with inf or women? When they did, did they have some idle inf/women while others were actively collecting meat? When was the last time you saw someone actually hurt by the scenario I described in my third question? Does good game design require corrals to be useful for women/infantry? My guess is the answer to those questions show that this isn't actually a problem. Feel free to post a replay that shows otherwise.0 points