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Feldfeld

Balancing Advisors
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Everything posted by Feldfeld

  1. It's possible to make AI have a tighter control on queues compared to what Petra does (iirc there exists something like a callback after trained units for example). The next question would be how much modifications need to be made to other PETRA components so your new queuing intelligence is well integrated in the overall working of the AI. That I do not know but it would probably be big changes.
  2. I don't have a github repo for it. I could make one if you really need it but otherwise I think you can also work without version control and send me a feldmap with the changes.
  3. If the host has a simulation issue then that would show every other player OOS. Not saying that's necessarily the case here
  4. The fixed feldmap is available for download in mod.io
  5. Indeed, sorry... Probably a modification from like a year ago which I then forgot about, here is the fixed feldmap, which I'll submit to mod.io feldmap.zip
  6. New version is out and can be downloaded from mod.io
  7. Version 1.0.0 has been submitted to mod.io and is awaiting signature. Please do not manually download the update from mod.io with intent to play it in multiplayer as long as it is not signed. This would confuse many players. Please wait for the signature to play it! This update introduces wood balance. As long as there is enough space around the player's base, they will be given 3 forests in p1 territory. The total amount of wood in these forests is equal (in expectation, and with fairly small variance) among players, but there can be variance between individual forests. The shape of the forests remains pretty random so there can be small imbalances here but it shouldn't matter much. I made it so that forests look the same as before. Depending on the situation the new forests may contain more trees than before and I haven't yet harmonized it with the rest of the map, but this should be barely noticeable. I invite you to try different biomes now! They are a lot more playable. I didn't include berry tree balance yet, but I made it so they spawn a little further away from the player, so less chance you get a "one for all" farmstead at the beginning. Note that I mainly tested the map with 1v1 small size and 4v4 medium size settings, though I did some runs with extreme settings as well. This update makes Mainland Balanced incompatible with previous version's Mainland Balanced. Yet I still make the choice to disallow the incompatible mod check, for the same reasons I gave previously in this thread. As a small mitigation I made it so Mainland Balanced gets a new mappreview image, so if players with outdated version join a game with the up to date version, they will see an error related to the mappreview file. If a player reports such an error in the game, please say there is a new feldmap version and players who haven't done so yet should update it! (Please note however that players up-to-date that join an host with outdated version will not notice anything until game starts) Sorry, that's not for this version yet . Unless I make an exception for pizza settings, it would have to wait for at least a 2.x.x zone of control mechanic.
  8. Not really. I believe badosu used the prototype food balancer code I gave him. I don't recall what he did for wood. He did his own mineral balancer, which I do not really like because it was too predictable/not diverse enough (something like "players always get 1 mine at this distance of the CC"). But I intend to make my balancing code fairly generic and applicable to a wide range of possible map shapes. In the ideal case only some parameters would need to be fine tuned for every map. Anyway I don't see a reason why it would not work. But I will only consider integrating more maps after I am satisfied with my 2.x.x release of feldmap. (I recommand perhaps including a screenshot for every different map in the mod.io page for badosu's balanced maps)
  9. I recall that some time ago @wowgetoffyourcellphone introduced new textures but these have been merged in vanilla already. Did he bring new ones since then? If so feel free to link me the relevant content
  10. Textures and models are artists work which is not in my expertise. That being said, the wood rebalance should make every biome perfectly playable. So as result of the mod update you should see more diverse biomes being played which if you're used to only playing temperate would be a big improvement. If even with the update the community keeps playing the same biome I don't know what I can do anymore.
  11. I'm finally working toward finishing the mod, starting with wood balance. Roadmap: - Release 1.0.0: Wood balance, straggler berry tree balance. - Release 2.0.0: Hidden map gen zone of control mechanic, to allow large scale resource balance while still having the map look natural, and be resilient under varying map size/number of players. Metal/Stone balance. At this point I will view Mainland Balanced as feature complete. Then I will consider porting the changes to other maps or merging stuff to 0 A.D.
  12. Archive.zip Tried another structure after and didn't work
  13. I guess I couldn't upload the replay since nothing happened. I'm on Librewolf browser
  14. Tried to upload a replay of my first game back, it didn't seem responsive. I had no feedback on clicking the upload button.
  15. I checked the graph and it seems like what is plotted is (1500 + PlayerDeviation) instead of PlayerRating This is why the graph gets closer and closer to 1500 after each match. Maybe after giving a replay to the glicko code it doesn't take the current player rating, but instead the base value of 1500?
  16. What I mean is that the graph indicates I lost every game beside the first, at least that's the understanding I get from this. But since most replays on the website are from the tournament I'd expect it to be mostly victories, and victories would bring the graph up
  17. Now the graph indicates I'm dropping rating for each match, not sure that's accurate
  18. Nice! The glicko data looks inconsistent. It tells me my rating is 1545 while the graph puts me above 1600 Now may be time to invite the 0addicts to dump their replay. Many players should have hundreds of teamgames, though they would all be in now outdated version of community mod. (that would amount to GBs of disk size) Is there a duplicate detection for replays? Ideally it would keep also the longest version available (there could be a somewhat frequent situation where a player spectated a 1v1 then left in the middle of the game, and posted the replay first) Guess this problem would occur only if players post replays by dumps instead of hand picked 1 by 1. I'd recommend posting the link to the website at the top of the opening post of the thread for visibility.
  19. Finally something is done about melee/ranged balance Maybe I'll try it out this weekend
  20. Feldfeld

    Replays for A26

    It's better to just delete every folder related to the community mod and then do a manual install. For precise instructions with manual install you'd have to ask someone else though. For which version, I think the last matches of the tournament were played on 26.3 but the early matches were maybe on something earlier like 26.2 To know precisely which version you can also download the replay from here https://replay-pallas.wildfiregames.ovh/ (it contains the same replays as the tournament and tells the version, plus you can easily filter the games from me), you can also inspect the commands.txt file which indicates the version
  21. Feldfeld

    Replays for A26

    There are the replays from the tournament I hosted: But you'd have to install a prior version of the community mod to watch them (be careful with that...) If you still want to do it, check the "view other versions" section here https://mod.io/g/0ad/m/community-mod
  22. Imo, first of all, for whichever criterion that is used there needs to be a threshold to say that the game is decided. Because it can be that some replays with no winner were truly undecided at that time (e.g. disconnection). So the algorithm would still decide to discard those games in the rating calculation. Then, as for the actual criterion, imo the biggest tell is if there was a population swing close to the end of the game, or a swing a few minutes before that has never been recovered. If a player has noticeably bigger population after that event then he can be considered winner. If there was a big fight at the end of the replay but no one on top in the population statistic then economy and military score can also be taken into consideration.
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