Dizaka
Balancing Advisors-
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Everything posted by Dizaka
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@guerringuerrin I think sent me 800 replays, thank you! @ValihrAnt awesome. I'm mainly looking to supplement what is there and primarily to play around with the version of Replay Pallas on github to see how things behave with lots more data.
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Looking for those magicians who have 400+ replays who hasn't formatted and is willing to share. Even 50+.
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Basically, looking for people to zip up their replay folder for 0ad and send it my way. PM me and I'll create a cloud folder to drop off the file(s?) at. Tagging people who might have a large replay folder. If you're not on the list but have a large replay folder (e.g., you haven't formatted in a while) do reach out, please. @BreakfastBurrito_007 @real_tabasco_sauce @BoredRusher @Dakara @ValihrAnt @Player of 0AD @badosu @Edwarf @LetswaveaBook @Issh @PistolPete @chrstgtr @Feldfeld @Boudica @Jofursloft @Darkcity @StarAtt @hamdich Replay folder locations: Mac: /Users/{YOUR USERNAME}/Library/Application\ Support/0ad/ Windows: C:\Documents and Settings\JohnDoe\My Documents\My Games\0ad\ Linux: ~/.local/share/0ad/
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A new git-based development environment
Dizaka replied to Itms's topic in Game Development & Technical Discussion
I don't know my email address I registered under. I have 3-4 domains to pick from :/. TY. Will take a look at it during the week and see what I can do / help / test. Right up my wheelhouse with React. -
A new git-based development environment
Dizaka replied to Itms's topic in Game Development & Technical Discussion
Can someone reset password for "Dizaka" on https://gitea.wildfiregames.com/ I can make separate account with user "Akazid" if "Dizaka" can't be reset but would prefer a reset if possible. I have no idea which email I used but if a password reset was forced to registered email I'd be able to respond. @Stan`I remember a while back you were developing a webpage for sharing stuff. Is that under development still / being worked on? Looking for places/stuff to contribute to. -
Big problem with automation. Either: (1) Automate things IG to simplify it (e.g., sniping feature rather than a plugin, basic eco management, initial start "moves", etc) (2) Detect and ban cheats
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@RangerK I think SaidRdz is much better than me, sniper, rauls or chrgster. Once he gets going on Maury he is unstoppable with those sword. VERY few, if any, players can contain that army. Because it is slash you can't even contain him with mass siege towers. You'll notice in both games he was singled out in early phases otherwise you don't really stand a chance. Check Rauls attacking him in 2nd game and in first Geriatrix. In the first game it was a matter of keeping Rauls/SaidRdz contained with just 2 players for some time. In the second game it was a matter of keeping SaidRdz / spartan contained. Geriatrix did a great job setting that up and placing a CC defensively so that eco of pocket wasn't impacted. In the second game Rauls did a great job attacking SaidRdz allowing the han cav to pop in the south at an important fork in the road. It was just a matter of time before they'd push through, though. Goal was always for other side to push through first and to buy time on whatever side SaidRdz is. Palalaigos is awesome.
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The issue with ballista tower wall hubs is the concentration of arrows. I believe in one of the alphas arrows from wall hubs were removed as players started placing wall hub towers and deleting walls for the purpose of free arrows. (Note: I love the idea of ballista towers)
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OH. Meaning that if a wall is "owned" by Player A then Player A units behind the wall would received dampened damage from Player B, who is attacking Player A units through Player A walls. That's an extremely interesting mechanic! @real_tabasco_sauce @BreakfastBurrito_007 @wowgetoffyourcellphone
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Agree and disagree at the same time. If defenders should be damaging their own walls I think walls should have more HP. I understand the simulation aspect of it towards realism but there's also KISS, to keep the simulation simple. With ranged units hitting own buildings it may be impossible to shoot with archers from behind a CC and archers/ranged units may need more dmg upgrades. Currently, we are at the stage of "it takes 10-20 arrows to kill a unit" not "1-2 arrows" which would be more realistic.
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Yes, lol. No idea why I wrote that and corrected. TY.
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How to attract more lobby players?
Dizaka replied to king reza the great's topic in Introductions & Off-Topic Discussion
I don't know whether that is true (never itnended to compete with commercial platforms). However, the game competes extremely well with commercial platforms thanks to volunteers like @Stan`, @vladislavbelov, @wowgetoffyourcellphone and others who have been contributing to this project for any length of time. -
I actually have a different viewpoint. I think walls are under-rated, especially for multiplayer games. What I have figured out, especially with palisades, that if are an archer civ going vs Sparta (or some other sword-heavy civ or cav-heavy civ) you use walls not in a blocking-way. Instead, the purpose of walls is to make it possible to reach your army (so that you're engaged) but making a retreat difficult (so that the enemy is forced to commit on mistakes). The goal of palisades (and walls) seems to be more about making targets hard to reach without making them impossible to reach (e.g., iberian wall circle around CC). With archers, xbows, archer cav (maybe skrim, but not really. You want range as defender.), and elephant archers walls work the best. Even more so with persians and mauryans who have a range bonus. Walls allow you to wait for the attack and then do a counter attack. Best walls seem to be 5-8 unit segments with houses inbetween. Units can travel through these (the holes) but it breaks formations, makes your units hard to reach, and makes it extremely difficult for the enemy to retreat. TLDR: For me, walls are about creating obstacles that slow down the advance and the retreat so that I can get as many arrows as possible into enemy units. I've learned there's no reason to block troop movements. If you block troop movements players attack other positions that aren't as fortified. I use walls to basically "set a trap." Again, I use walls a lot. Especially if rushed in the 8-12 minute timeframe. By the time the enemy gets to my base, especially if I believe they are competent, I will have a defensive perimiter established. More then likely it will be disconnected and irregular walls to let the enemy through but increase travel distance and force 1by1 lines of units rather than allowing for large formations from the enemy. Double check your shortcuts and clicks. Walls need to be attackable by units, imo.
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@Stan`it's been said repeatedly but I'll be repetitive - THANK YOU. THANK YOU for contributions you've made to 0AD and Wildfire Games.
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Question: Headless Replays
Dizaka replied to Dizaka's topic in Game Development & Technical Discussion
Yes, thank you! -
mod LocalRatings mod - evaluate players' skills based on previous games
Dizaka replied to Mentula's topic in Game Modification
@Mentula THANK YOU! -
mod LocalRatings mod - evaluate players' skills based on previous games
Dizaka replied to Mentula's topic in Game Modification
@Mentula This is awesome. Just a question (without looking through your code which would probably provide me with an answer to this question and if so sorry for time-wasting) how do you obtain the stat data? Do you do a headless replay and collect the stats? Do you just do a replay and use the stats collected? Curious and it would help me if you'd share this information, if possible. -
Is it possible to do headless replays? If so, what terminology/language should I look for in the codebase?
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Overkill is definitely a thing with crossbows. More so with champion crossbow from mace. It's not really automating sniping. It's modifying the current targeting/attack mechanic to the one being most utilized/favored by players. It's similar to changing game stats. Additionally, I do not believe melee are useless. Watch how fast regular sword mow through the current tank/archer meta. A good maury player (and iberian) can cause a lot of havock. Additionally, a good Gaul player can silence the ranged meta by flanking. Edit: On another note, sniping became more popular/useful with introduction of Han, a crosssbow ranged civ.
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Real life. That’s the argument generally given about the 0ad - it’s not a fantasy simulation but as close to real life as plausible. Realism and historical accuracy is an important element of 0AD. Sniping is a fantasy feature and a fantasy “micro” skill. There never exists one person who controls everyone to target 1 person to give an overkill problem. That’s unrealistic and something out of a fantasy. Sniping and hero strafing are end user solutions to the same problem - the “intricacies” of the targeting system. Basically, the limitation of dev resources. Targeting needs rework in a way @Atrik suggests to allow for better balancing of melee vs ranged.
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I mean, there's a way to implement this without it being an issue. It can be default behavior situation. It could also be taken even further to prioritize ranged over melee units. I don't even believe it needs to be something like the 'h' key. Rather, the 'h' key could reset the behavior as it resets the current default behavior. There's ways to implement it to make it opaque to the regular user. More advanced users could do their own sniping behavior with keys/shortcuts however they want. @Atrik I'm sorry, but there is no "skill" in mashing keys nor a "skill gap" in mashing keys. It's like saying to make mashed potatoes you need skill. No, you just need half a brain to mash a potato well. There is no "skill" by randomly selecting individual units to target. Additionally, it is unrealistic for a "top commander" to be telling individual units who they should be targeting. Extremely unrealistic and I believe 0ad wants to be more of a RL simulation - I believe that's why catapults no longer do the massive AOE damage.
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Honestly, I think "damage balancing" / autosniping should be a game feature. Overkill creates problems in the big balance scheme of things. Currently, in RL you have small groups of soldiers with their own leadership who coordinate so that same targets on the same battlefield aren't chosen. It wasn't and isn't the responsibility of the supreme commander to choose your targets. Even in early Rome armies were split into smaller more manageable groups. Look at modern battlefield stuff you see coming out of Ukraine. Russia does extreme overkill - not really a good strategy. Why can't there be a formation or a hotkey to manage attacked targets? Why can't 5 units only attack 1 target from each side? (e.g., make it similar to the "production" setting?) Why do we have the unrealistic expectation that the "supreme commander" (player) somehow has some kind of magical micro that makes one better than the other on the battlefield. The current "micro" is a poor emulation of IRL and turns new players away. Also, it's a big enough issue that impacts balance. As long as units don't target others as efficiently as possible then the learning curve for this game will be extreme and result in turning new players away. @BreakfastBurrito_007 @real_tabasco_sauce @Atrik @roscany @alre
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There will always be players who are ahead on the automation curve. There is no reason why 0AD vanilla shouldn't include automation. I think @Atrik is onto something. The playing field should be evened out. The game should be about getting more people interested in it. People aren't going to be interested in this game if the curve is too high and current players have a huge advantage - by knowing which plugins to use. Why not make sniping a multiplayer option on game start? If the game has it on, great. If not, not bad. @BreakfastBurrito_007 @real_tabasco_sauce @roscany @alre This game has already things that can't be automated. For example, you can't automate the way you build out your "village" based on natural barriers. Placement of buildings is extremely important in this game, especially if you can waste the time and resources of non-ranged siege civs. To me, sniping is the same as using a hero to lure all the damage of ranged units and get hit for de minimis sums. Except in the opposite direction. Hero strafing, sniping, carthage merc cav, etc., are all in the same boat from my point of view.
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I have an idea. I think I've been proposing it for a year: P2 Siege Camps that count towards P3 like the maurya elephants stables do for elephants. That is all, IMO. @BreakfastBurrito_007
