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Showing content with the highest reputation on 2025-07-26 in all areas

  1. Today, almost 2 month after the public knowing of the market exploit, it happened again. It was a tg 4v4, the oddity detector called it out immediately. The player accused me of lying and insulted me. I wanted to resign the game right away. There was some doubt about a false positive and I carried on since the others wanted to play it out. I wouldn't post if he didn't deny it and insult me. If you are around him don't talk about any game weaknesses, exploits or modding or so. Here's screenshots from the replay. I am very disappointed that jagsusindia cheats and robs the trust and time of 7 other players. The oddity detector has some false positives on the other checks, e.g. for mouse clicker on lag. But I didn't see the market exploit check fail yet. It can be seen in the snippet that jagsus only traded food and wood with a barter efficiency over 100%.
    2 points
  2. Trying to check enemy’s military tech
    2 points
  3. Yeah i mean, only way i know to see units stats is right click on the unit portrait and u got a fixed position window which covers the whole center of the screen with every stats of the unit. Also If you want to know the military upgrades of your enemy you need to check their damage and do the maths to know how many upgrades they have ( yeah, I know you can memorize this stuff for every unit......) It's OK to have all this info here but we might want to have the Combat stats in a more accesible and direct way. boonGUI had something like that (which I think you ported to ModernGUI) on the bottom bar. Very useful. I share two other examples from SC2 and AOE2 boonGUI version got some combat stats here. aoe2 example. U got Damage + Damage Upgrades Melee Armor+Upgrades/Range Armor+Upgrades SC2 U got those stats portraits which are for Armor, Ground Damage, Air Damage, and the three 0s tells you the upagrades it have. Then If you want more detailed info you can hover your mouse and that green square displays Damage, Attack Types (2 in this case), Range, and so on. The "Armored - Mechanical - Massives"are for the unit classes, as some classes are more resistant against other classes and so on
    2 points
  4. @AtrikYour alternative is so much cleaner and easy to read than this:
    1 point
  5. It's not that easy to display so much stats on limited space. I also disliked that units had stats that you cannot know unless you check the xml, such as the splash radius. I've just added a bunch more details to ModernGUI tooltips.
    1 point
  6. Seems all attack upgrades/auras are directly written in %. So each additional upgrade for attack e.g. 10% works even better. But each additional point has less effect. The first point protects of 10% of the damage The additional point from 9 to 10 only protects of 4% damage more.
    1 point
  7. In a former post I made a statistic about the most popular civs which I wanted to move in this thread. So I revisited it. For the description of the progress score check some posts ago in this thread. Quickstart replays are not in and I hope I also got all market exploits out. These are the civ pics of the top 2000 in my replays: These are civs with the one best progress score at minute 13 of each civ: Now I did a mean value for each top 5 of that civ: And so on: I checked some random samples for correctness and it seems plausible to me. Ptol is quite behind. I don't dislike them so much, they have strong slingers, camels to harass. The score focuses more on eco but still their food trickle should help a bit.
    1 point
  8. That's the first column. I called it points there. You can convert it to percent (with that formula)
    1 point
  9. The accuracy is totally hidden atm.. Also the increasing accuracy at increasing rank of units. A lot of the real complex behavior can be only experienced in game.
    1 point
  10. For a complex overview there's: https://docs.wildfiregames.com/templatesanalyzer/ Resistance in % is easy to understand. But it's first in points e.g. Points Formula Percent ------ -------- ------- 1 1-0.9^1 10% 2 1-0.9^2 19% 3 1-0.9^3 27% 4 1-0.9^4 34% 5 1-0.9^5 41% 6 1-0.9^6 47% 7 1-0.9^7 52% 8 1-0.9^8 57% 9 1-0.9^9 61% 10 1-0.9^10 65%
    1 point
  11. Oh you are right, I missed that. I knew there was one more way to check stats but wasnt sure if it was vanila or some mod. I'd get rid of some stats that can be checked in the other window and lay out the combat stats a bit better to improve readability. btw, can someone explain me how to read the resistances stats? I don't understand what the percentajes in hack pierce and crush means
    1 point
  12. it’s a fair assumption since this is true for all other CS units. I pushed back against the stats being this way for this reason—you shouldn’t have to look at stats or play the game hundreds of times to recognize the nuances of unit strength between different civs. If you’re missing this “differentiation” then I don’t know who actually can appreciate it
    1 point
  13. That story reminded me this Credits again for https://www.instagram.com/0ad_memes_eae/?hl=es-la
    1 point
  14. I know you're tired of hearing it, but I feel I have to repeat it here once more: Using smurf accounts is a violation of the Terms of Use. If you encounter smurfs or players using duplicate accounts for other reasons, please report them to a lobby moderator.
    1 point
  15. I find this autostart argument pretty sad, and I have heard it from several players. Are you really that hell-bent on making the fastest possible start just for such a small gain? I think players should accept that it is impossible to achieve the "perfect" start, and instead put in effort to learn a fast start that works for them. The point is not that autostart gets you such a massive gain, it doesn't, its that the principle behind it is depressing.
    1 point
  16. Obviously, this makes you a better player because it masks your flaws. Being better or worse than another player requires several evaluation points, and one of them is the ability to manage everything that happens on screen, especially in an RTS game. If you use a script that does these things for you, it's obviously an advantage and shouldn't even be discussed. Your analogy exemplifies exactly what I said. A manual car may not be faster than an automatic, but there's a chance of shifting into the wrong gear and breaking gears in a manual car, which isn't possible in an automatic. That's exactly what you do when you use scripts to mask your mistakes.
    1 point
  17. I like the car analogy. The first analogy I came up with was shoes; when you play soccer (or any other sport during which you run around a lot) with your friends, neighbours or acquaintances, there are no rules for which shoes you use. And the shoes are how you interact with the ball and the game, so they're like a GUI. If you want to, you can play in high heels and make it extra hard on yourself. Or you play normally, with general sports shoes. Or you are very competitive and you get yourself special soccer shoes. Only when you start playing your sport professionally, youll begin to encounter rules regarding your footwear. And autostart is like cheating in a race by starting 0.5s too early; in a professional setting, youll get punished for that, but when you're just running around with your friends nobody cares.
    1 point
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