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Showing content with the highest reputation on 2024-11-20 in all areas

  1. This is a new update. Its a version for single games, that's easier to change, adapt, debug etc.. And one with the multiprocessing. For my Pc it didn't run through all games within my limited patience, so I tested it only in a folder with 10 games. It deletes .png files in the folders where it finds a commands.txt, so if you have stored pngs in your replay folder save them elsewhere. But I assume you might ran the old version and want the updates in the folders. Apart from already discussed command-analysis it features Colors are now in game colors Legend moved outside of the plot If you have a metadata.json of the game also: the eco_score of used resource (instead of gathered resources) units trained over time The attached figures are from the first game of the sanafur games that has also zoomed figures on page 2 in this thread. single_game_analyzer.py
    3 points
  2. Another big idea. I agree with increasing the cost of the Forge, but then also increase the cost and research time of Forge techs. Then we could have a tech pair in Town Phase that's "Forge techs -50% cost" vs. "Forge techs -50% research time."
    2 points
  3. You're absolutely right. For some reason I only downloaded the 'preview' images. Got the large ones now. If you don't mind, I took the liberty of increasing the contrast of the normal map to pull out more detail. The diffuse and spec maps I reduced to 512x512, while I kept the original resolution for the normal map to get the detail. I might make a podium for it like the other statues have. I'll export this version in the screenshots and a smaller version as a possible structure prop. Toggle these below to see the difference in normal maps: And here's a cool "epic" screenshot: 4k version here: https://i.imgur.com/6FwT5V0.jpeg
    2 points
  4. I think a better idea would be to get rid of the building requirement to go p3. It would open up more build orders. You could do forgo any blacksmiths to get quick siege and push with a weak army. Or you could build a bunch of blacksmiths to get a strong army with multiple upgrades. Or maybe you do something in between. Right now, people are building a bunch of blacksmiths because it’s the cheapest way to get to p3. Getting rid of the building requirement would eliminate that motivation. If everyone still spams blacksmiths then we know we have a problem with the cost relative to its actual value and could increase it then (or increase the cost of upgrade techs). Good point. This is related to my discussion above. Probably also needed. Your two ideas with a little modification would be fine with me (as stated they’re too good to pass up, which kind of eliminates the “should I build it” choice) It happens more often than you’d think. Just two nights ago we played a game where low wood defined most of the game. I also think some of this is the tail wagging the dog. Some of those low wood biomes aren’t played because trade is annoying. If trade was fixed we’d probably play more biomes than just temperate and fall.
    2 points
  5. I found this interesting ticket (by @wowgetoffyourcellphone) for a hero death notification. I already wrote the necessary code, but there are still some details left for decision, which I want to discuss in this thread. Firstly, what exactly should the chat notification say? And what players should it be broadcasted to? If more than just the affected player himself, it should be indicated whose hero it was. Maybe by coloring the hero name in the player's color? (Though I'm afraid that might cause some confusion; the hero could be mistaken for a player). Currently, my best pick is "<ColoredPlayerName>'s hero <HeroName> has fallen in battle.", but I'm positive we can find a cooler formulation. Secondly, the ticket also mentions a sound effect. I found the following unused hero death sound among the game files: alarm_hero_fallen_1.mp3 I think it sounds alright, but it's just... rather boring. Here is an alternative I was able to create (supposed to sound more epic), it resembles an ancient military signal horn: alarm_hero_fallen_2.mp3 Which one do you prefer? (Keep in mind that it is not the unit's death sound, but a globally played notification - like the alarm when being attacked) And, yes, as suggested by the ticket, I also created a skull icon that appears over the portrait after the hero dies. Here is what it looks like in the UI:
    1 point
  6. I don't think there is enough agreement here to move forward with the forge changes directly into a27. As I said in my previous post, I think we should make the com mod in a27 more experimental. More frequent releases with a small-ish number of ideas to test in each one, then we start with a clean slate each time. We could test a lot more ideas more quickly and get decent community involvement since the mod is very available. And we can try really big ideas that might have been too risky with the current setup.
    1 point
  7. Well, at first i had the docks, but they are quite hard to place consistently and nicely for the stronghold and river placements. At the same time there is enough wood on each starting island that getting a dock is not a problem. After I removed the docks entirely, I think it was a good decision because of pathing and because dock timing is relevant to gameplay. The docks of course are still there for "land grab" because you often want to get ships very fast in that map.
    1 point
  8. 1 point
  9. Give'em another shirt, maybe add a tassel to their helmets... (Skin=the way a unit looks, re-skin=change their appearance.) But you still want to do it?
    1 point
  10. The highest of sanafur is 58 per turn (0.2 seconds). 58 / 0.2 = 290 clicks per second. The world record is (presumably) 1051 clicks per 10 seconds for clicking on any spot. World record speed per turn would be 1051 / 10 * 0.2 = 21 clicks per turn. But this is not clicking on any spot.
    1 point
  11. Wow you are fast! Using your website, I get between 5 clicks and 9 clicks per second, with a mode of 7. This is consistent with the peaks in the graph from ffm's script. In addition, the simulation lag prolongs the turn times, so it's possible to have values equal or slightly exceeding the score from this website. The highest value seen on sanafur's graph was 17, which is well below his maximum CPS (especially when considering in-game lag), so everything is well explained.
    1 point
  12. @ffmmaybe consider adding on chart some output like CPS take all commands within every 1 minute period and count it. My test shows I reach average 20-22 CPS. Tested on this website https://clickspeeder.com/click-per-second/ but probably any other will work the same.
    1 point
  13. you simply want to avoid overkill (shots goes nowhere) - you have to move your mouse to spread attack to different units of course .-) so there will be many cases you just send attack to the ground (coordinates) :--) but if you zoom it correctly.. targeting is easier..
    1 point
  14. I have 11 mouse buttons, all of them have slightly different setup, sometimes I click button with single click, when I want snipping with extended multi-clicks with 25ms delay after. 200ms / 25ms = 8 action * number of clicks within this period (1-4 is my range) I agree you should see identical commands in reply for each action. Just get such mouse and simulate it yourself..
    1 point
  15. I think it is about using just as many arrows on one target as necessary to take it out. Not more, not less arrows. The queue would only do the command after the prior target died and I thought for a long time that's how most players snipe. I could update the script of yours to also show other commands, like pressing H, sniping with queue etc.. But I'd want to clean up the graphs and code first until I blow it up.
    1 point
  16. Well, there is a topic for the roman reforms, but I'll make it brief. For historical accuracy, we cannot have extraordinarius in the post-reform roster. The reforms are meant to change the gameplay somewhat, but not completely switch the civ out for something else. Unlocking onagers, training centurions, and unlocking legionaries are certainly enough changes for one tech to accomplish. Therefore, in order to preserve other units and improve the look of the reforms tech, units should be reskinned with their post reforms counterparts. Its a way to add some cool factor and try and maintain historical accuracy without completely rearranging the gameplay.
    1 point
  17. They are at my drive, i used 2048^2. I think they were scaled down to a different max size when I uploaded them.
    1 point
  18. I recognize its not ideal for one's champs to be downgraded to swords. We will find a good reskin for the extraordinarius.
    1 point
  19. Promotion is the best means for a tech to convert a unit into another unit. U can see this with the mace silver shields. In this case, since the champ swords are supposed to be unavailable after the tech for historical reasons, they convert to legionaries. however, I think for the final version of the Marian reforms, it would be better to do a reskin approach like what is done for the CS cavalry units.
    1 point
  20. Considering the whole conceit of "phasing up" revolves around the advancement of a settlement to a city, removing building requirements kind of ruins the concept. What we could do though is genericize the requirement to X number of any kind of building (except Farms and walls). You could say someone could spam 30 houses and upgrade to final phase! They could, but then they haven't built anything else either, so are vulnerable af in many ways. Could open it up to some create and/or wild build orders and strategies. Possibly worth considering for A28's comm mod.
    1 point
  21. I'm sorry, but what are you even talking about. This does not solve most of the issues, especially not the relevant ones. If everyone had the "op unit", it would still be a race to mass this unit as fast as possible. Pockets would still let their flanks die, so they can get more champs quicker. The gameplay would still be stale and unsatisfying. The only part of the problem this would solve, is that as long as there is an op unit, civs that can't recruit that unit are too weak/throw picks. But the issue in the first place is, that there is an op unit at all. Also, your proposal would basically kill all civ individuality, except for the heroes. Which I'm guessing you want to equalize next? Bcs its unfair that some civs dont have a +25% hero? Yea no, I actually like different civilisations. But I must give you one true core in your proposal; every civ should have *some* answer to every unit (But as far as I see it, thats already the case)
    1 point
  22. You know i remember when everyday i saw maurya and persians in multiplayer, back in the days of A24, didn't enjoy fighting them one bit.
    1 point
  23. We need women with stones on the walls.
    1 point
  24. I'm not sure it's as much, but IIRC there is an IP registration limit. E.g. if you wanna play with a family member there is a chance they will not be able to register a new accound if you just did.
    1 point
  25. If walls were more effective in slowing/stopping melee cav and more easily sealed, then it would justify an increase in the per wall cost (especially for palisades). This way you could have less wall spam in favor of careful base design and cost effective partial walling. At the same time I think having reduced build time for palisades and/or walls is a good option.
    1 point
  26. Was a bit bored so i made it anyway, lol. Do with it as you (anyone) please. Delete the Foundation file if you want the trees to disappear the moment they start building, otherwise they will only be deleted until the wall is done (to prevent exploits?). walls_destroy_trees.pyromod Btw, the tooltips like "cannot be built on another building or resource" for walls aren't working in vanilla. A project for someone else
    1 point
  27. You could probably do something like replacing this line with let collisions = cmpObstruction.GetEntitiesBlockingConstruction(); then check if those entities are a tree class (or whatever class it is) and pass ret as "success". Not sure if that would delete the trees but if not then you probably need to tweak the commit function in foundation or the IsFinished() function if you only wanted them deleted when the building is done.
    1 point
  28. Sure, but this is essentially the same system, right? Just different naming. What if we made Fortresses have 8000 health, have more arrows, but shorter attack range.
    1 point
  29. It's not that hard to add but that means it will steal some of the simulation time measuring stuff that's probably not that important for most people.
    1 point
  30. I have a strong firewall/filter thingy on my computer so I have to allow individual URLs. I wouldn't mind enabling "feedback" but I need to allow access to the url which it would be sending to. Anyone know what it is?
    0 points
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