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## Popular Content

Showing content with the highest reputation on 2021-08-24 in Posts

8 points
2. ## Batch Training (The Good, The Bad and The Ugly)

I think that when talking about mathematics related to a game like 0ad there are 2 things needed: a good knowledge of math and a good experience in the gameplay. Fortunately I have both. Here you make 1 mistake for each: You are considering the case in which we train in batches but you analyze with charts only the first batch. Let's consider the first example in the chart you did (the one with 2 units). What you have to consider is that after 20 seconds 1 by 1 training method seems the to be the most efficient. But you have to consider that the player will continue to train units in batches, which resolves to the following conclusion: Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 20 40 160 (2 mins 40 secs) 2 4 16 10 30+20+10=60 ... 2 4 18 5.18 25.18*2 + 5.18*2=60,72 ... As you can see, after another 20 seconds the batch training method does way better than 1by1 for what concerns Active time. After 2 mins and 40 secs it's 2 units ahead. Obviously the gap of speed between 1by1 and batch training method becomes more evident when you apply the same logic I did with higher batch training numbers. You need to have more experience in the game. 1) Even if there is not a definite rule about it, for early game is not intended only the first minute of playing (wouldn't make sense) but something like the first 12 mins of playing. In these 12 minutes, the gap of speed in terms of economic development between 1by1 training and batch training methods becomes huge. 2) A good player never uses the same batch dimensions but variates it (when I train women in the beginning of the game I like to train them 6+3+2+4+4). 3) You can build houses while training in batches without being slowed down (just manage the correct number of wood you are collecting). In any case, I would suggest you to spectate a pro level match. You will notice that by using the batch training method it's possible to get easily 100 population within 7 minutes, and reach 150 within 10 minutes.
6 points
3. ## Batch Training (The Good, The Bad and The Ugly)

Missed opportunity: Writing in the title "The good, the batch and the ugly" ;-)
4 points
4. ## Batch Training (The Good, The Bad and The Ugly)

(Bear in mind that the AutoQueue is artificially made less efficient and one loses 0.2 seconds (i.e. one turn) after each entity/batch has been produced while the AutoQueue is on.) See corrected post below.
3 points

2 points
6. ## The team bonus tier list

I will factor in the team bonuses into my civ ranking for A25. However, I think the Spartan bonus of stronger spearman is more significant than Ptolemies resource trickle. Stronger spearman = winning battles, but you can get enough food by switching to 14 corrals
2 points
7. ## magnetic pikemen

well, it's just that projectiles have a random spread that gets bigger with distance traveled, so they can easily miss distant targets. if they miss their target but they hit another enemy, they still deal damage, if they hit an ally, they do not. the size of random spread depends on the type of ranged weapon, but those parameters are not shown in the game. also the probability of hitting depends on the size of the footprint of the target, and clearly on how many possible targets are next to the one at which you are shooting: massing your troups doesn't help against ranged enemies, and open order formation may be useful instead. the probability of hitting as a function of the distance is non-linear, but I don't really know how it behaves really (in theory it's a sigmoid function, and you want to stay on its fatter side, wich means that further than some point, shooting at a lone target can become frustrating because you hardly ever get it). as Angen just said, if the target is moving, the attacker will try to shoot at its future position.
2 points
8. ## [Feature request for shortcuts] - Automatic division of the max number of trainable soldiers by the number of barracks selected

It happens a lot (at least to me) when you batch increment is 5 units for each click and you can't get the exact amount to match the resources needed, what I would expect expect from an UI standpoint is to get the production units capped to the max resources you have (an evenly distributed as @Jofursloft said). This also happens when you try to send resources to another player, if you surpass the max amount of resources you have then it doesn't send anything instead of just sending the maximum possible you have. See: https://en.wikipedia.org/wiki/Principle_of_least_astonishment
2 points

1 point

1 point
11. ## magnetic pikemen

@Jofursloft This is better than what I thought of as a solution, since mine would probably have a lot of overkill. Perhaps one way to do it would be to have selected units, and drag out the rectangular zone with the mouse while holding the attack-click.
1 point

1 point
13. ## Headshot/Vital-areas-shot damage (implemented for buildings and ranged units)

I don't think we need any further mechanics which are based on luck
1 point
14. ## 0 A.D. on YouTube

Hi, I wanted to provide an answer for the question if javelin cavalry can defend camel archers.
1 point
15. ## Alpha 25 - General Feedback

@Player of 0AD Es gibt solche und so'ne: :p I just looked at wikipedia, apparently palms are not considered trees. Should I change my complaint to mislabeling?
1 point
16. ## Alpha 25 - General Feedback

Date Palms are no trees, they are berries xD
1 point
17. ## magnetic pikemen

Well that was thing that bothered me when i started to play, realistically a pikeman and the syntagma are just "offensive" versions of the traditional hoplite and phalanx perfect for defending a city state of modest proportions. They trade the aspis for a pelte and a dory for a sarissa, much better for empire building. "So why not make a pikeman an offensive version of a spearman, better attack stats but less pierce defence" was what I though, but then swordsman would need a bonus multiplier vs pikes and 0 AD does not like hard counters.
1 point
18. ## Batch Training (The Good, The Bad and The Ugly)

https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js#L775 So what happens is that on a progresstimeout (called once every 1000 ms) that time (1000 ms) is allocated to the queue. The time needed for an item is then subtracted from that allocated time until there is no more time left, then it will be repeated on the next timeout. When an entity finishes being produced and there is still allocated time left, that is taken from the next item in the queue. However, when AQ is on, it will just ditch the remaining time and wait for the next timeout. Example: An entity costs 5.6 time to produce. After five timeouts, both queues (with and without AQ) have 0.6 seconds left. The first entity in the row is finished on both queues on the next timeout. The rest 0.4 seconds (1 second allocated time minus the 0.6 it costs to finish the entity) will be discarded by the AQ queue, but will be used by the other queue to start on the next item. That means that after 6 timeouts (== seconds game time), the AQ queue will have 5.6 seconds left for its second entity whilst the normal queue has only 5.2 seconds left. I hope this clarifies it a bit. Else, feel free to keep asking! I was wrong there, as I noted earlier, the PQ isn't updated on each turn, but on progress_timeout (which is 1 second).
1 point
19. ## magnetic pikemen

it's evident in the game that archers can hit everything in their range, and possible obstacles are ignored, I don't get your point about realism, in reality archers could, and sometimes did, shoot volleys against enemies further away. at agincourt they did. I agree that pikesmen should better be nerfed, however, I don't agree on the how (we have discussed that here). I also actually found out that the description of pikemen that sometimes come out in game in the loading screen does not reflect their actual stats, saying that they are good agains cavalry and other melee, ignoring the fact that they also brilliantly absorb pierce damage (and that they lose to other melee, without ranged support). I'd rather straight that out.
1 point
20. ## Batch Training (The Good, The Bad and The Ugly)

I made some test and training 6 spearmen takes 1 minute, either with manual queuing and with autoqueue. that time is effectively 6 times the individual training time. maybe some very slight difference may have slipped from my attention, but I'm quite convinced that autoqueue is not inefficient compared to manual queuing.
1 point
21. ## Batch Training (The Good, The Bad and The Ugly)

I knew batch training made it more efficiently, but never knew the formula. Whenever I tried to do some analysis on batch training, I just looked in game for what it would look like. So great that you have found the formula. @Jofursloft Batch training is more efficient if you have the resources for it, but you are conveniently ignoring the costs. For a civilization with barracks of 200 wood and 100 stone and a build time of 150 seconds, I use in my following calculations a cost a 300 resources. Now that means if you look 1 barrack training units 1 by 1, you need are faced with the costs of the barracks and the units that are in the queue (100 resources per unit), which I represent here by a total cost of 400 resources. If we look at 1 barrack batch training 2 units, then we are faced with a cost of 300+2*100. So a more fair comparison would be comparing 3 barracks with training 1 by 1 (cost=1200) vs. 2 barracks with a batch size of 3 (cost=1200). In this case the 3 barracks training 1 by 1 perform better. If you want 2 barracks to produce as many as 3, you need to have queued in each barrack 7 units. So I think having more barracks has some merit for booming.
1 point
22. ## [Feature request for shortcuts] - Automatic division of the max number of trainable soldiers by the number of barracks selected

This is a small feature I think players who use the shortcut SHIFT + Z,X,C,V... could benefit from. I find that when I use this shortcuts and I have not enough time to see how many resources I have happens what is showed in the video. (The video is obviously taken to the extreme thanks to the cheat "gift from the gods") The barrack automatically divides the number of soldiers I would like to train (but I can't because of resources lack) into the number of barracks I am training them with (in this case divides 1914/3=637), which becomes 637+637=1274, but one barracks ultimately doesn't train soldiers at all. Being 1860 the limit number of units to train whith my resources, I would like it to become automatically 620+620+620. I think that this feature would help all that players who use shortcuts in all that stresfull situations in which you cannot select precisely the number of soldiers to train from multiple barracks. Project 1 0ad.mp4
1 point
23. ## Remove Auto-queue?

Is there a way to easily remove Auto-queue for a mod?
1 point
24. ## magnetic pikemen

I always like anything that gives more control to players. Plus you could still use H to get your men to attack the nearest enemy unit
1 point
25. ## magnetic pikemen

@chrstgtr what do you think about ranged units choosing the closest target to the attack order click rather than defaulting to the closest unit? I feel that it gives the player more control over the fights.
1 point

Inefficient
1 point
27. ## [Feature request for shortcuts] - Automatic division of the max number of trainable soldiers by the number of barracks selected

Lowering the batch size with the mouse wheel is not an option?
1 point
28. ## Thread for posting suggestions for Alpha 26

It' strange though, we keep adding new optimizations and people are finding every alpha slower than the previous one. I remember when A23b came out and people complained that it was way slower than A22, possibly because of the new unit meshes. For A25 we had a lot of graphics and engine optimizations...
1 point
29. ## Rating our TOP PLAYERS

i believe in you @KerlMarx ! if you can ride a horse in water while wearing no shirt im sure you can be best 0ad player this is just basic maths.
1 point
30. ## Autociv mod 0ad enhancer

version 25.1.2 Added: option to spawn healers with aggressive stance (default off) Fix: Some minor problem with game countdown
1 point

Voilà:
1 point
32. ## Invisible fish

Caesar III used birds to highlight fish areas, which I think is a decent and semi-realistic option, if water cannot be made transparent / people don't want jumping fishes.
1 point
33. ## Invisible fish

There's other solutions: add some flying birds, more fish that jump out of water.
1 point
34. ## custom rating

new version released - see first post for download 0.10.2 - any custom text can be added
1 point