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Showing content with the highest reputation on 2024-11-18 in all areas

  1. This is exactly what I did, but repeated maybe 2 times in 1 second? I often use alt + E to select cavalry and alt to select infantry. Maybe that was counted in this. I made an upgraded version of your script which batch processes all replays in the replay folder, writing the output graphs to each replay folder. This is more automatic, faster and fail proof snipe_analyser_pro.py
    2 points
  2. News are coming soon. The plan is to get the release out around the new year.
    2 points
  3. I've always found the "Random" option for "Map Type" in the Match Setup a bit confusing (it could mean choosing randomly, with or without filtering criteria, among the manually generated maps). I wonder if this could happen to more people and if you would consider another name better. Some names that come to mind: Procedural Map(s) Dynamic Map(s) Scripted Map(s) Algorithmic Map(s) Randomly Generated Map(s) Randomized Map(s) Auto-Generated Map(s) Generative Map(s) Ever-Changing Map(s) Unique Map(s) Infinite Map(s) Unrepeatable Map(s) Unpredictable Map(s) ... (I don't have a clear preference, but maybe Auto-Generated?)
    1 point
  4. A shocking suggestion from @wowgetoffyourcellphone!
    1 point
  5. Strong agree. I also think it should be immediately researched. Having to wait an extra 2 mins (or whatever the amount of time is) doesn’t make sense when the pop bonus is the only reason to ever build a wonder in the first place. The need for it to be immediately available is even stronger if basically roll the tech cost into the cost of the structure itself.
    1 point
  6. That unfairly penalizes slinger civs that depend on a finite resource, though. Why not make it so that it is more fair to all civs? Food does that. Or make the cost different based on civ. So add stone if it is not a slinger civ and add wood if it is a slinger civ. This just says that the total res cost is too low. What you want could be accomplished with just adding wood cost. The real problem is that forges are the most helpful p2 building AND the cheapest. It’s pretty easy to just increase the cost of forges so that they are no longer cheaper than all the other buildings without taking up a finite resource that some civs rely on.
    1 point
  7. Yeah trade is awkward. On most maps, it’s not worth it, but on maps where trade is good, it’s almost guaranteed that the better or faster trade wins the game. It might be good to make them a bit easier to take down if they do end up getting buffed.
    1 point
  8. What about utilizing stone cost for the forge? something like 200 wood, 50 or 100 stone. i think this could be interesting as it brings a bit more opportunity cost into the picture since mining techs, production buildings, and clicking up also cost stone. It would also make the no stone build for Gauls less strong.
    1 point
  9. Agree. Disagree on metal. It's too scarce and the upgrades already cost metal. But I do think it should cost more. I would add a food cost because it is the slowest to produce (yet is infinite so it is just a time trade-off) and would force a player to forgo pop to spam blacksmiths. This feels really cheap. The problem with traders is that they quickly become OP, so you don't want them to become too easy to spam. When resources get depleted on a map this is particularly true. I've played multiple games where the first player to get like 5 traders consistently safe wins. If traders are super cheap, then there will be a very narrow window in which you could effectively respond to your enemy switching to traders (either by raiding or making traders of your own). Because of that, I would keep metal cost higher (like 100m). An alternative fix would be to keep the cost the same but increase the min yield of traders. Right now, traveling between your base and your closest ally yields something like 4 resources. That is so little that it never makes sense to trade unless you are traveling super far distances. Increasing the min yield will make "safe" trading over short distances more viable.
    1 point
  10. The Forge (blacksmith) is too cheap. Traders are too expensive. Forge Current Cost: 200 wood and 120 second build time It is the cheapest and most quickly built of the standard p2 structures required for going to p3. (forge, market, temple) In most cases it is the most critical p2 building to make. Because of this, many experienced players make a minimum of 2 forges but may make 3 or 4. They may not even make any other of the p2 buildings. All or most upgrades are processed simultaneously so there is little trade-off in terms of prioritizing upgrades. I suggest adding a significant metal cost so that the more blacksmiths you make the slower your p3 upgrade. Proposed cost: 200 wood 200 metal. Traders Current Cost: 100 food 80 metal. They have a significant cost and are vulnerable. They're more difficult to protect that regular eco units that have a central work area. For the maps that competitive games are played on the main reason (imo) to make them is to unlock the diaspora tech, not the trade income. Changing the trading system has been discussed but there's not been any consensus on how to do it. @real_tabasco_sauce admitted he has no idea what to do with traders. Based on those points, for the time being, I say just make them cheaper. Proposed cost: 50 food, 10 metal.
    1 point
  11. A single attack looks like this in the commands.txt: cmd 8 {"type":"attack","entities":[10681],"target":8109,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} The one unit with the entity ID 10681 get the command to attack unit 8109, not queued. AFAIK this can be done either selecting the unit and right click on the enemy unit or selecting this unit and other units with higher entity IDs and hold alt right click on the enemy unit A group command looks like this: cmd 6 {"type":"attack","entities":[452,6571,6572],"target":203,"queued":false,"pushFront":false,"allowCapture":false} The units 452 6571 and 6572 get the command to attack the unit 203 at the same time probably with one control group and just right click. this should look something like this: cmd 1 {"type":"attack","entities":[9341,9342],"target":9345,"queued":true,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} so with "queued":true. In these two plots it should always be not queued as this is the pattern I was looking for. Please check the replay and think what you would do in the situation on the timestamp. Maybe you can replicate it.
    1 point
  12. @ffm2, can you explain the difference between single attack and group attack? Here are 2 graphs from a replay that I saved: Being Astra- (1550) myself, I am sure that I didn't click on units 8 times in one second. I was not that fast. My main attack moves were Ctrl+Q and occasionally selecting 25 archers as dedicated snipers. My snipe move was holding down shift then right click on enemy units, which makes the sniper team kill off selcted enemies one by one. I didn't use Alt-click as I don't know how.
    1 point
  13. 1 point
  14. buildings to adapt to their map #7069 https://gitea.wildfiregames.com/0ad/0ad/pulls/7069 I want to discuss how we are going to adapt the to different maps, climates and environmental conditions. We will have snow, some walls, ceilings and props will look different. The same applies to the desert or a climate of intense humidity in the jungle.
    1 point
  15. i still think its not fair to use mods that give compettetive advantage, when many players dont even know they exist. varying levels of severity ofc. like autociv hotkeys, i dont mind much, i still havnet gotten around to starting to use those, but at least its relatively known mod and i think the advantage is minimal, altho @ValihrAnt would disagree. ProGUI mod is straight up cheating and theres no discourse on this on compettetive level, everyone agrees. still it makes things interesting with weaker players, so as long as im aware they use it, its ok. altho still @#$% move to not reveal ones use thereof. i dont see a solution to it all as 0ad doesnt show mods used by non host participants, and one can always secretly have some op mod. i do like the idea of everyone having option of the perceptive adjustments, like tree change, projectile visibility, projectile sound, the mineral thing. remove the skill of discerning confusing visual details a non issue. a practical soultion could be putting all the "compettetive advantage mods" into a single thread, with explanations so every1 can keep upto date easily, and some jerks wont cheat through these obscure and secret advantages.
    1 point
  16. India before activating shaved trees: my PC running at 48fps since the beginning ] India after shavedtrees and dark ground: 143FPS! The fps is already nerfed by the screen capture software; it was running at 170FPS on average and occasionally reaching 200+ fps! This is a whole 100fps improvement! @leopard @MarcusAureliu#s no more lag on your stream!
    1 point
  17. Some screenshots: This is what a rush might look like with all these features enabled. You can see the ranged overlays and the golden projectile. Again, you can choose to only have 1 or 2 things from this, or all of them. New Arctic biome: no more hurt eyes
    1 point
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