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  1. 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 at the official mod page on GitLab, 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. Mod installation Explanatory pictures The main page: it lists all players with their rating and the number of games you have played with them. The Options > Score Weights page: where you can customize the rating system based on the factors you consider more important. The Options > Match Filters page: where you can select the games relevant for the rating calculation (for example, you might want to ignore games with duration less that 5 minutes). Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun! LocalRatings-v0.25.3.zip
    11 points
  2. By that logic only a football commentator who'd won the ballon d'or as a player themselves should have the right to commentate on football! Who you trying to kid, dude It's a game, it's about entertaining and enhancing the viewing spectacle for spectators, calling the action as it happens, adding a little extra dimension to it. For me, it's never been about teaching people to emulate what they're watching - its about watching a game for the enjoyment of watching the game and giving a human presence and voice to the action.
    8 points
  3. Hello 0 A.D. friends! Many times I find myself in the situation of having many units under production from several buildings and I want to clear ALL the production queues simultaneously. This can happen for many reasons: maybe I want to get back some resources that had been allocated to units production; or maybe I suddenly need to change type of units being produced if I see that the game steers from the direction I expect. As far as I know (correct me if I'm wrong), there is no explicit hotkey that allows to clear all production queues simultaneously. It is also very annoying to clear production queues by clicking on icons one by one, especially when you have many buildings producing or many units being produced. So, I made a mod for this. The ResetQueue mod (official repository at this page) allows to bind a hotkey for clearing production queues of selected buildings. The default hotkey provided from this mod is Shift+Esc. This can be changed from the Settings > Hotkeys menu. I find this feature very useful and I often use it in game. I hope this feature will be present in a future version of the game. What do you think? Installation Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun! ResetQueue-v0.25.1.zip
    6 points
  4. 1. Runs on Windows, Linux, BSD, MacOS - anyone can play it. 2. Open source, free, no pay to win 3. 2D - doesn't cause motion sickness; very comfortable to play with. 4. A game that combines intelligence, reaction time, control skills and interpersonal skills. 5. You can engage in a long conversation with real humans and I found that many players are like minded to me (STEM) 6. Amazing graphics (before you apply my mod) 7. Almost endless content, many different ways to play, a huge variety of maps and gamemodes. 8. If I find an imperfection, I can make a mod to fix it by myself, unlike other games that prevent you from enjoying it. 9. Very supportive forum
    6 points
  5. The core issue is that for the most part, team members are people working on features, because people that care about balancing & gameplay are players, and players like to play. And people just don't have the time to play and work on the game. Ergo the team are feature-builders, and there is real vision for gameplay. Add to that that amongst the team, we have severe disagreements on how the game should play. There is deadlock there to a large extent. Then nothing really changes. The problem with the 'incremental changes' approach that we tried to take is that everything can be scrutinised, and it kind of precludes changing the 'long-term vision'. I think it worked well to locally balance the gameplay, but it has lead to increased uniformity and has not really made the gameplay more interesting. Another way is the 'split & regroup' approach, that was tried with balancing mods or to an extent wow's Delenda Est. That has the benefit that it can leverage a benevolent dictator and realise a vision. If there are enough players / traction, it could be considered for merging back as the 'main' 0 A.D. mod. But it might need us to provide more support to help good mods gain traction, and it would probably benefit from a split between more 'engine' files and more '0ad-specific' stuff. --- Finally, 'balancing' is trivial. Just make all civilisations have identical gameplay. That's not particularly interesting, but it would work. The question is generally not how to 'balance' but what game to make.
    5 points
  6. 5 points
  7. For me, it's simply the best game I have ever played (with Dungeon Siege a close second). Being a huge fan of AOE2, this blew me away. Tbh, I was a little disappointed with AOE3, so this filled the gap nicely. Great graphics, gameplay and all for free plus on Linux. Have been playing 0AD for a while now. Huge thank you to Wildfiregames, devs and all those involved with 0AD. Probably the best open source game on Linux.
    5 points
  8. 4 points
  9. i searched for motivation postings. why player love this game like so: site:https://wildfiregames.com what makes the game so special - motivation so i think maybe interesting to start this post. what i personally really much love is: i could try modify it self ( We chose to release the art of 0 A.D. under CC BY-SA to allow people to mod the game ..(2010, https://wiki.creativecommons.org/wiki/Case_Studies/0_A.D.) meet people all over the world works in linux (and many other OS) i love hotkeys instead of mouse movements => i love autoCiv <3 and love modify it (of course other great mods: boonGui,kateAutoCiv,feldmap, .... but autoCiv ist the most important for me) and yes i love strategies very much more then shut and run thinks. sometimes i feel a bit uncomfortable that's it being a some kind of war game. and yes i don't like decrease pop self (we often do it if we are in popMax) BTW some motivation you could also find here: https://wildfiregames.com/forum/topic/18475-where-are-you-from/
    4 points
  10. Ballon d'Or = Gold ball trophy, as @sarcoma said. It's a soccer trophy. ballon d' = the butchering of "Ballon d'Or" by someone with less than 1600 points in their understanding of soccer as well as the French language.
    4 points
  11. Hello, Quick feedback about the balancing of the A26. (Not exhaustive) About the spear cav buff : Spear Cav : DPS = (4+3)/1.25 = 5.6 damage/s (A26)DPS against cav = (4+3)/1.25 * 2 = 11.2 damage/s (A25)DPS against cav = (4+3)/1.25 * 1.75 = 9.8 damage/s Sword Cav : DPS = 6.5/0.75 = 8.7 damage/s I think it make sense, we will see. Small regeneration to fruit and fish : I like the idea, but it would be great is the bushes didn't diseapear when the resources reach 0. The food collect will be a madness to optimise. Fire cav nerf : Fire Cav : DPS = 25/1.5 + 2*3 = 22.7 damage/s Celtic Chariot : DPS = 36/1.25 = 28.8 damage/s I think this nerf was too much, this unit was this only real strengh of the Ibers. Remember that Ibers don't have hero to increase the damage of the unit. Fire damage is nice but there is no upgrade for it. (the cost can be reduced thanks to Indibil but not worth making then anymore) In the other hand the celtic chariots remain with old stats and thay have a hero that can increase damage by 20%. I think if you nerf the fire cavs, nerf also the celtic chariots. Need to be tested. Adjust Kushite Pyramids to be more used : I really like the change, I like previous pyramids, I think like these new one. Waiting the same kind of change for some other buildings (Pillar of Ashoka) Increase the cost of mercenary cavalry from 80 to 90 metal : I agree it is a good start, some people would say it is not enough. Make catapult/stonethrower more useful : They will become very usefull, 11 shots to destroy a celtic civic center is not much. 3 catapults detroy a CC in ~30 sec. Need to be tested in real games. The Han Chinese : Firstly were they really called "Han Chinese" ? It feels unusual, it is like "Iber Spanish", "Ptolemies Egyptian", "Britons Britons",... Balance : Food Collect : Rise paddy: 0.6*1.25*1.25*1.25 = 1.17 food/sec (with all upgrade) 60 wood / 3 Gatherer = 20 wood / gatherer Fields (Gauls) 0.5*1.20*1.20*1.10*1.20 = 0.9504 food/sec (with all upgrade) 100 wood / 5 Gatherer = 20 wood / gatherer The food collect is higher than the gauls even if they have an extra upgrade. The smaller cost make the field transition easier. Imperial Ministry and Imperial Minister : I have absolutly no idea how good they are, but i like the idea to add new gameplay. LaoziGate : It seems way too strong. +25% health and 1hp/s, range 75m and it is cheap. (and no hit box for pathfinding) Wei Qing : Damage are insane : Full upgrade it has : 152.4 (+5.7) / 2.4 = 63.5 dmg/s It is not a crossbow but a bolt shooter. Bonuses : +20% damage for champs Like other heros -10% damage for enemy cavalry Why not similar to some other heroes -10 hp/s to enemy units arround him It is way too much, there is no upgrade to reduce this damage it can erase 30 pikes in 10 sec without fighting This kind of bonus is nice but here it is a bit too much. It could be great to have this on all chariot and ele units like -1/-2 hp/s. Great Towers : Why only one ? No "Will to fight": Why not, replaced with 3 very nice upgrade, i like the idea. But for the same bonus than the blacksmith it is 3 time the price. To be tested in a real game. For every other things, I have no opinions, I guess balancing issues will be found when playing. Thank you for the work done !
    3 points
  12. The name and the description doesn't match which leads me to believe the original commit misunderstood what weeding was. Weeding doesn't mean growing weeds, it means removing weeds. Water Weeding -> Removing aquatic plants that pose a significant problem in paddies because If you s/growing/removing the description, it actually makes sense in all ways, scientifically, and linguistically.
    3 points
  13. I am really a fan of this game in that this program is spectacular. Nevertheless, while playing the faction Han Chinese, despite the fact that overall it is great, I noticed some flaws, about which the texts on the buildings, such as the civic center and etc., do not match their historical and cultural context. To be specific, the Chinese characters on the plaque of the civic center are traditional Chinese characters of ‘殿寶雄大’ ( they are written in ancient Chinese language different from Mandarin Chinese,ancient Chinese language were written from right to left or downwards). These characters on the plaque, which are related to buddism, can be seen on ancient Chinese temple (Since I come from China, I have seen them with my own eyes on a temple). Yet, in the game, they were inscribed on a civic center, which do not match the reality. It looked a little bit not harmonious when I looked closely. Moreover, I also noticed that these identical characters'‘殿寶雄大’ are also on the plaque of the building infantry barrack. In Mandarin, 大雄宝殿 means the Great Treasure Hall. Really looking forward for the Alpha26 version of the game!
    3 points
  14. 3 points
  15. What about a mod which leaves auto-queu on if its on instead of disabling it if a unit cant be trained?
    3 points
  16. Temple(wonder) for pre-colonial mod. Jungle temple map by me.
    3 points
  17. Great to see other people that appreciate hotkeys , but in case you didn't know autociv mod already had that feature added long ago (see https://github.com/nanihadesuka/autociv/blob/81601be697900917768089a77273b9be330c58b6/autociv_data/default_config.json#L182) Anyway, is good to have two options. I see you used the proper functions and sane code style to do it so it might have high chances to get merged to the main game if you try it to make a patch (see https://code.wildfiregames.com/)
    3 points
  18. To continue this guide, I would like to offer some of my insights on how to fight effectively and I believe that videos are the most efficient way to convey this. First of all, a basic guide to using formations and attack move (ctrl + right click) https://www.youtube.com/watch?v=KArfG2a_mMY Secondly, although controversial, dancing will save you in desperate situations. Here are 3 dance moves (more are coming, stay tuned): Ranged cavalry dance: https://www.youtube.com/watch?v=YX_bX-_pQsc Pikeman dance: https://www.youtube.com/watch?v=M2KXXgtW8Vo Hero dance: https://www.youtube.com/watch?v=x3FwGsE5PbM Finally, Yekaterina's large batch size build orders focus on pushing out the maximum number of units in early game. On the other hand, I have a build order using autotrain that will maximise your economy and catch up with her population at minute 11 (if done correctly). It also enables you to research technologies earlier and progress through the phases faster. I also think that autotrain is easier than her technique, especially for new players. https://www.youtube.com/watch?v=N86b1beBy6g&t=948s Smaller batch size negates the batch training bonus, however, workers begin their task much earlier than they would do in a batch train, so the total resources gathered will be greater. These additional resources can then be invested in technologies and more barracks for faster unit production. Another side bonus is improved rush defence: if you train in large batches and a group of cavalry raid you in the meantime, all of your units would be dead when your soldiers emerge from barracks. Whereas, if you use small batches, not only can you afford soldiers much earlier, but also have a decent number of them ready before the enemy cavalry arrive, which means you can put up a decent fight and scare the cavalry away.
    3 points
  19. 3 points
  20. Gold ball trophy. You are just too bitter and rude. The bulk of 0ad players enjoy mysticjim's broadcasts, even when he misses several details.
    3 points
  21. Back after short, unplanned hiatus
    3 points
  22. Replay data can definitely be useful, especially for answering specific questions--like whether a certain civ matchup is unfair. It can be a little more changing to draw wholistic balance assessments just from analyzing multiplayer stats. There are a lot of confounding variables: like differences in player skill, effects of prior RTS experience, and the influence of the continuously evolving metagame. Basically unless you a tremendous volume of data to work from (and a lot of life experience with multivar statistical analysis), you are going to have to filter everything through some prior conception of how the balance situation works, which is just inviting confirmation bias (ending with reinforcing the status quo and never noticing the out-of-context issues). The other problem for a FOSS project like this is that someone has to volunteer their time to do all that analysis, and then get argued with and accused of bias and/or incompetence because some people don't like their conclusions. Normally you need to pay people large sums of money to put up with that **** for more than a few weeks. Also, I should have qualified on my previous comment by adding that AI driven or scripted scenario testing can be very useful for quantifying the effects of specific balance changes, and just diagnosing what is actually going on with the game's balance situation. I don't want to poo poo automated testing entirely; just point out that such tests usually need to be very cunningly conceived and tightly constrained in order to produce useful information. And lastly I want to point out that game balance is about more than who wins and who loses. It is really about whether the game supports entertaining interactions. A game with exactly one optimal strategy that always results in a draw is "perfectly balanced" but also has a huge balance problem. 0 A.D. is actually seems quite successful in terms of providing a fair contest, but it does so by paring away unit and faction diversity to their bare bone. Consequently there is no slack left in the fabric to iron out the last remaining wrinkles.
    2 points
  23. Use DE as the main game and I can assure you that people will yell. Just see what happened with a simple cursor, custom colors or player names for maps... etc There is no balancing manager really. I would be really happy to have a balancing team with a decision process but I'm not exactly sure how it can work when every single little change is argued until everyone gives up on the project, and when there is no right answer as to what the game should be. My only goal is to make the game fun to play and to keep the project alive.
    2 points
  24. If that's the case it's not using the right one https://trac.wildfiregames.com/wiki/SwitchingToYourPCsDedicatedGPU
    2 points
  25. When I look up the HP Compaq 6000 Pro Microtower PC Product Specifications ( https://support.hp.com/us-en/document/c01865757 ) the graphics section shows: Are those exclusive options or could there be a dedicated GPU? @essa Could you please check your Windows Device Manager if it shows one or two GPUs? (https://www.lifewire.com/how-to-open-device-manager-2626075 ) For me it looks like this:
    2 points
  26. Let's see if I can break my "winless on YouTube" streak. Spoiler alert: no.
    2 points
  27. @Sevda @thephilosopher many thanks for reporting. Bug is now fixed; the updated version v-0.25.3 of the mod is now attached to the initial post of this thread. If you have the older version v-0.25.2 installed no problem: just open the mod options menu once and everything will work.
    2 points
  28. 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.
    2 points
  29. We are the Borg, lower your shields and surrender. You will be assimilated. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to serve us. Resistance is futile. Fire damage has no armour to counter so we need fire armour.
    2 points
  30. @essa Did you find the files mentioned in the error message? Maybe this is the path: c:\Users\abdi\AppData\Local\0ad\logs\ If you know how, pack (all) the files in \logs\ in a zip file. When you reply here, you see 'choose files...' at the bottom of the editor; click it and select the zip file or (all) the individual files in that folder, that will attach/upload those files.
    2 points
  31. Jungle Temple 0.1 using trinketos mod.
    2 points
  32. between autoqueue and manual batch training, the main thing is to do whatever it takes to keep your resource counts low. I like the options right now and I don’t think I will commit to either. In my opinion, the ease of autoqueue and the mental space it frees up is the most important aspect of it
    2 points
  33. Thanks for the games, @vinme! BTW, I organized and zipped your replays, so that anyone can just unpack it into the replay folder and go. 2022-05-04-vinme.zip
    2 points
  34. READ your error message! Attach the crashlog.txt and crashlog.dmp files. My standard guesses: 1. Your antivir doesn't allow 0AD to access the paths/files; 2. You're on a laptop which instead of the dedicated GPU uses the integrated GPU which can't handle the game. HTH
    2 points
  35. Hotspot? Transfer your patch to your phone via other means? We can't wait two months for your patch. Please!
    2 points
  36. 0 A.D take the history in your hands! The first time I played Age of Empires I fell in love, but with 0 A.D I got married. ------ now to the point --------- As it is already in the final stage of development, there is Alpha. There is no room for anything new. continuing the series of wishes for the next Alpha. I wish: More technologies for early and second phase. more cultural and religious background.(Bonus in stats and HP, XP). More units. new sub classes. ( Differentiate units with little armor and with a lot of armor) More maps. New modes. More differentiated factions. More strategies. More AI development.
    2 points
  37. I think african eles make more sense since they are closer to rome. But I think it would be cooler if there was capability to train african or asian eles depending on the civ that the stables are captured from.
    2 points
  38. I definitely like the fact that users can participate by modding the game. I don't even do mods myself - I'm not really inclined to do it - but I appreciate that others can and do. I also like some of the mods - boonGUI 2.4 is excellent, for example. I like that strategy plays a leading role in the game. The graphics are really solid, but they're not too distracting and don't get in the way of the strategic aspects of the game. I really appreciate the commitment to history and a reasonable amount of historical accuracy. Using the actual names for the various buildings is a nice touch. The commitment to historical accuracy could never be 100%. Otherwise we'd just have a game where the Romans are suuuuuuper OP. But the commitment is there, as far as it can go.
    2 points
  39. My recommendation is let Romans train elephant from captured elephant stables. This makes sense from a historical point of view, and makes gameplay more interesting for the Romans (reminds me of Britons capturing catapults in A23). In order to achieve this, copy an elephant template into the Roman units folder but don't add the structure.
    2 points
  40. We only build the game once a day. So if you get C++ changes in between they might not work. So far most changes had no impact on the game itself. You need to wait for the next autobuild commit. To fix the red exclamation mark you can right click on the folder, tortoisesvn and click revert
    2 points
  41. Sin embargo, no entiendo esta idea, porque si fuera así sería la única civilización de 0ad (incluidos los mods) sin nombres de reyes reales, eso sería malo aún más teniendo en cuenta la idea de representar históricamente a un personas (civilización) subrepresentadas y representadas la mayor parte del tiempo con muchos estereotipos; Tenemos nombres históricos/mitológicos disponibles. No veo por qué no los usamos mucho de lo que tenemos de la historia occidental antigua. Un momento fue (y algunos todavía lo son) relatos casi mitológicos de un pasado poco conocido (ver troy, the lista de reyes sumerios, primeros emperadores chinos, fundación de Roma etc etc etc). Lo más probable es que no tengamos muchas tecnologías o auras basadas en su historia, pero al menos se respetaría un nombre y su supuesto linaje e importancia y algo de allí que podríamos usar, en lugar de un nombre genérico impersonal.
    2 points
  42. Referencias; (Preclásico tardío y Protoclásico ) referencia de estandartes y sombrillas mayas (estela 5 de Izapa) referencia de palanquines mayas Estela 21 Izapa referencia instrumentos mayas (Tambores, trompetas , conchas y sonajas) referencias para Cacique Local Maya ¿Qué opinan? @Lopess @Lion.Kanzen @ImmramAtani @wowgetoffyourcellphone @Stan` @Trinketos@soloooy0@Ultimate Aurelian Disculpen las molestias*
    2 points
  43. I wanna reply to a few points of the commentary. 1.early stable being too expensive and not giving value because you cant sustain production from it: i believe since mayu gets extreme excess of extras, per pop this gives much more production value(eco rate), in the same way one gets earlier barack when extra several berries, compared to no extras, per 1 woman, you get 2-3x eco on food(berries vs farms), ie if to rly simplify, 30 pop with berries being used gives far more production than 30 pop with farms. this being said i was doing the early stable strat for the first time from what i recall, so i did it too early, perhaps by 30-40 sec by either starting it early, or putting too many units on it, which + other eco mistakes caused idle time. 2."must attack when making that many cav early": i dont see making 6 women, then 5 cav (20 pop, 5 cav) as super early and unnaceptably costly to sustain without immediate agression/rush, especially as mayu hunting being a detrement. i dont agree and i dont see why you feel eco-ing with cav is bad for eco, or puts you behind When there is hunt availible, and one is adding onto those cav(increasing numbers initiative to later rush) why would you feel only offense is the option? yes i know cav very slightly more expensive for eco, when using to gather hunt, as opposed to making women for berries but given that i was then planning to add on more cav, the cav gathering hunt is only option for large mass(15+). Important point being of course, that enemy doesnt scout you, once they do scout you immediately initiate attack not to lose initiative. Point of rush ofc is to apply stress drastic enough to break the enemies adaptive qualities(ie better attack with 5 cav enemy hasnt scouted, than 15 cav enemy scouted u making 1-2 min ago and had plenty of time to prepare, make men/tower/what have you.) The whole point of mayu, i maximally utilize, for as long a time as allowed, taking as much netural as possible, or viable. with your rhetoric(go immediately, hunting is wasteful of time more than is benefitial via res accrual or otherwise unless post agression, or with a few while rushing), mayu would be mostly useless(still usable tho), you are criticizing the very viability of ele, given if i shouldnt use neutral hunt, and mass with it, thats the main point of op-ness of mayu negated, and if you think merely hunting AFTER rush is the only option, or post agression, with not all cav availible this makes no sense as you are decimating the profit potential of the mayu advantage, by merely using it mildly, partially and post key benefit window timeframe(after u attack, not b4 to mass up the attack force via neutralhunt i mean), basically eating crumbs and throwing away the sandwich. 3. The point about me being able to send 5 cav and force ur woodline to retreat, which you said was better than "idling" or implied half-assing of a rush: n1 i didnt have location of ur woodline scouted, so i couldnt attack you there immediately, directly, with ease or without some delay of going around the wrong way 50%, etc n2 even if i find the woodline, 5 cav most likely wont do the damage you were describing, in nash equilibreum(both sides playing perfect) you would most likely retreat for 2-3sec , giving enough time for ur cav to rejoin your 4 men, now it being 5v5 with 2 archer 2 spear 1 cav vs 5 cav realistically, as it often does it would end up in spearmen being exchanged for cav, as spear(s) get close to cav the 5cav side retreats back, spears die off with 1/2 cav dying too, all rest(2arch/cav) get into cc, and ofc while after all this happens maybe your cc has 10-15 more sec left to get the next cav/inf batch out(2-3 or 4), so no potential of houses/storehouse being captured, ofc also 2archers defend(deterrent) well vs such things via harass, and easily retreating to cc if chased. ofc if reality were as you had described, that 5 cav could easily win in perfect play vs 4spear/archer infsize every1 would do it every time. im not saying this strat doesnt work, im saying most likely it wouldnt work against a player of your skill level, or even a 2000 or 1900. but the actuality is my 5 cav cost a great deal of res(750+far higher traintime), walktime/searching for target. the fact that i made stable for the purpouses of training units at a much faster rate, with 2 prod buildings, relying on heightened eco from extras meant i HAD to hunt with 5 cav, had i sent them sr8 to you as you said wouldve been best, id have no production, as happened because of my misplays multiple times during the game(not sending women to berries/getting baskets on time, not having some cav hunt(1-2 or injured ones), many more i forget. The mild delay for ur wood women to walk to ccwood, and then back to woodline, while ur men fight me off(equal unitcost res exchange at best for me 200/200 or so), and reinforcements get trained isnt worth my 750 investment that i got an equal exchange on + lost all initiative as now u know my state and that i can make more cav afterwards, and uve made more military(cav/inf). Even worse if i wasnt mayu, and generally just atacked with 5cav(can be done with any javcav civ ofc) now i have no targets, my cav are guranteed value drain/burden/lost investment because you have the info, and will surely adapt with ease and close off all chance of me getting value(in perfect play ofc, which isnt unrealistic or unreasonable, jav cav are simple to counter and extremely familiar to all players) 4. point about either attacking all in, or ecoing all in, no half assing(i completely agree with sentiment ofc, you cant have your cake and eat it too, point of an action is to make a sacrifice in one avenue while overloading in a specific avenue, far above your enemies level as to get initiative, a snowball effect(geometric progression)result with a linear investment/sacrifice) ex 10 vs 15, 5 arent left alive, more like 8-9. with gathering hunt, 24/7 as long as ur cav are employed in eco you dont have any gameending, or improper play level, real severe drain on eco compared to the opponent, you dont at all fall behind(at least pre enemy starting to make men as carth, for minerals, but i play carth so i know generally at least 20 women are made, which tells me the timing of a general build order) and based on how long he lets you mass, without scouting you, and thereby being unable to prevent/counter you actually get more insane initiative, more and more so the longer you "waste time", as you said when you were dissaproving of me attacking at such a late stage as min 3.05. the future potential of a guranteed win lets say 20 cav vs 7 men or something, outweights the 100-300 res worth of loss in eco value stalling the immediate option to attack for a few min. not even fully speaking of the boost in later advantage that having extras untouched in ur base, compared to enemy who used them up, while u were draining midextras gives. 5. split units, 5/4 bad, better to go all together. while i generally agree with this sentiment; I do know it was my mistake, needed to scout woodline with 2 cav harass far ahead of the attack and forgot. I had just improvised on the spot, given unit positions of mine, and walktime/initiative wasteage that would come from me organizing them into a single group, also keeping in mind the 50% chance of huge time waste since hadnt scouted yet, and this way cav could find berries sooner if split apart, engage sooner, stall eco sooner at least with taunt/harass. this was not pre-planned, i also presumed that they could reconnect at behind, after the berry harass but afterwards decided against it having seen your numbers and knowing attacking further was pointless with 8 cav after scuiciding 1 cav+bit of dmg incured on the rest. i saw you scouted me and thereby had to attack immediately planning to not let you make men, thats why i didnt have the time to scout you, already having forgotten to do so beforehand. It did work quite well, my on the spot plan of distracting you with 5 cav, expecting you to focus on them with all men, and feel that your woodline was threatened, so that i could target your berries with rest, having scouted enough area to know where id find the berries at(at the back, front was scouted. 2 women dead, 1 cav dying was purely my micro mistake of idling them too long under line of fire, and 2 was the bare minimum i shouldve been able to kill, bad execution, not bad strategy, no men wouldve been in cc when you see woodline being cavrushed, youd bring all in, to get most optimal kd vs 5 and + not have me add in more and win vs ur 90-95%, while few were in cc for no reason. 6. keep in mind that this isnt an "ALL IN" as you state in title of your video i understand given last 2 or maybe 3 plays vs you, of same interesting setup carth. vs mayu. you would think that this would be an all in, since maybe 2/3 or 3/3 of the previous plays were all ins, and for all of them you thought they were, having not watched any replays and simply inferred. i woudnt call making 6 women, and then making even more women along the way also, an all in, which also gives me slight leeway in terms of few mins of delay or flexibility room as to how i act, as opposed to str8 0 women/men train, allcav b4 atack, keep only 8 workers on eco type build. i had maybe 17 women or so at some point, when 15 cav were attacking(and scuiciding 1+dmg+scuiciding position/engage which cost me the game, as had many other instances i failed, for example another being right after, where ur spearmen had a lot of time needed to come, and i was far ahead in numbers, retreated cav for no reason, letting u kill of my spearmen/attack archers). as long as i have hunt to gather, it have 0 forced all in only option move so the strat itself isnt an all in rush nessesarily.
    2 points
  44. More campaigns and AI development - basically, more ways to play the game by yourself even after you're a good player.
    2 points
  45. I am from India, so GMT+5:30, In my place people call cool people "leopard" in local language, so I took this nickname. also it start with leo, I am fan of Leonardo DiCaprio.
    2 points
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