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Feldfeld

Balancing Advisors
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Posts posted by Feldfeld

  1. 11 hours ago, Reyu said:

    How do I use the mod after it's in my mods folder? There seems to be a problem with the mod where it duplicates the folder when I tried to use it, and the replay didn't show up.

    Note: I saw the mod's folder was called "0ad-community-mod-0" and I saw that was a problem seeh was having. If anyone knows how to resolve this, just message back how to fix the mod.

    Which version of community mod should I use for the replays Feldfeld?

    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

  2. 5 minutes ago, Stan` said:

    Regarding determining if a player has lost or not, would the percentage Building Lost + Units lost work? Lowest Percentage wins? (This would be done only for 1v1 and if there is no state set to won)

    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.

  3. 2 minutes ago, Stan` said:

    Another issue we have is that unlike on lichess, one can upload replays in any order, so I suppose I should recompute the whole thing each time someone adds a new replay for all players (since a changing rating for someone would change everybody that ever played against them)

    Yeah that's a bigger issue. A mitigation I see to avoid weird looking swings would be to recompute the whole thing at even slower intervals at which replays are scrapped. So there could be replays displayed not yet used in the rating calculation. So the problem would be "hidden" behind the big quantity of replays at each update. However, it happens that the multiplayer community plays much more TGs than they do 1v1s so not sure it would work well.

  4. 53 minutes ago, Stan` said:

    Okay. Do we count replays with no winners as draws ? 

    Imo, no. There are no draws in 0 A.D., and many replays with no winners would just be replays where there is actually a winner in the field but the game was exited without a result. Could be disconnection too, anyway a draw is a definitive result and it would not represent what happened in the match. It would be better to just ignore these games in the calculation. Could consider in the future having a tool analyzing the replay and deciding if there actually was a winner.

    53 minutes ago, Stan` said:

    https://github.com/mmai/glicko2js

    They say there that 

    You should not update the ranking after each match. The typical use of glicko is to calculate the ratings after each tournament (ie collection of matches in a period of time). A player rating will evolve after a tournament has finished, but not during the tournament.

    So I'm not sure it would work well in our case

    I know lichess uses glicko and it is updated game by game. Here is what they say about it:

    https://lichess.org/faq#ratings
    https://lichess.org/page/rating-systems

    So the lichess boys are quite confident this is the better rating system. It's still difficult to compare as they also have a lot more games.

    As for what is written in the glicko2js github page, too bad they didn't get very specific about it, notably if the collection of games should involve the same players. Because when you think about it, provided the replay pallas scrapper runs at intervals, or if players post replays by dumps, then at each update you'd actually have a collection of replays to evaluate.

    Edit: nvm can't read. They did say 10-15 games per player. But it remains that lichess updates on the fly

  5. 2 hours ago, kheeva said:

    I spent 30 minutes and couldn't find out how to apply the mod! some games are grey colored and so unplayable for me. I just enter to loby an can not join games. sad.

    this mods have unfriendly interface to use it right now. could u plese just write in README on github how to use it

    Feldmap doesn't use compatibility check. Perhaps your issue is caused by another mod? Could you take a screenshot of your ingame mod selection screen?

  6. I think it's bad for gameplay if palisades are built for the sole purpose of hindering pathfinding. To mitigate that, I could suggest to make it so when one section of palisade is broken then nearby sections are destroyed as well so it doesn't make a super tiny opening. Could consider making them weaker to pierce damage as well. On the other hand, they could be quicker to build so it doesn't take too much economy to build them early game.

    • Like 2
  7. 28 minutes ago, seeh said:

    ?

     

    sure i tried everything . did not found in the archivve here:

    here i found older versions, https://mod.io/g/0ad/m/Feldmap

      Look at the bottom of the first post of the thread. You can also find the a25 version here btw.

    On 27/08/2021 at 12:03 PM, Feldfeld said:

    This mod adds the map "Mainland balanced" (https://code.wildfiregames.com/D4232)

    Thanks @badosu for fulfilling the community's interest in balanced maps by providing a nice bunch of balanced maps for a23 and a24

    Currently, only the starting food surrounding players is modified. Also, straggler berries are not modified yet (which can lead to imbalances). And the biome only slightly affects the total amount of food, and it currently doesn't affect the berry/hunt ratio, this is something I will change later.

    This removes Jungle (too laggy) and Nubia (wood too imbalanced) biomes until they get fixed.

    Alpine Mountains is also included (https://code.wildfiregames.com/D2830

    )

    The mod is now available through the in game downloader! (mod.io).

    Manual download here otherwise (updated a27, current version 0.3.0):

    feldmap-0.3.0.pyromod 356 kB · 16 downloads
     

    feldmap-0.3.0.zip 356 kB · 18 downloads

    a26 archive:

    Old (a25 version):

     

  8. 6 hours ago, Atrik said:

    It would just be nearly as lame as banning autociv because one don't use the hotkeys and don't want to assume the relative deteriorated game-play

    Not quite close for me, hotkeys are a very important part of any RTS game, the ProGUI features may not be something 0 A.D. goes for in the future.

    6 hours ago, Atrik said:

    I guess if you found a opponent that challenge your skills with his skills (even if it's with another GUI then yours) you probably yourself got less bored of your supremacy?

    The only thing i have observed is a player that was on par with me without ProGUI beat me quite convincingly with the mod. I didn't play a lot this alpha so I didn't notice anything else, and it's not like i played a lot of games with that player either, but still what I observed was kinda overwhelming.

    • Like 2
  9. I agree with Mentula that ProGUI gives a serious advantage over a player of the same level, if used well. However he didn't say what is in my opinion the biggest reason why this is the case (at my level that is).

    The biggest advantage is in the case of continuous fights or harrassments, preferably in p1 or p2, where there are 3 or 4 production buildings per player. In that case, the attacking player can focus near all his actions in microing the fights, making threats, forcing his opponent to react accordingly, and he will still have near perfect production at home. Meanwhile, the other player forced to micro his fights as well will not be able to queue units at the right time and will fall behind because of it. The population deficit will grow until the game is definitely over.

    I think that it is quite a big advantage. For comparison if used correctly by a good player it would be kind of as if a player is with a game speed of 0.7 while his opponent is at 1.0, normal speed. While both players have the same skills and would make a good decision at a good time, having your game slow down allows you to make more actions that are valuable at a critical time of the game. However, if both players are booming, it makes almost no difference as both players will have the time to do all meaningful actions, and the boom will be the same. It may still boost some players' booming ability, so it may also be unfair for that reason, but i don't really know about that personally.

    I am saying this based on (maybe a bit limited) experience. There's a certain player that has a similar skill level as me. If I recall correctly I have a slightly higher win ratio against him when he is not using ProGUI. However when he used ProGUI I had 0-3, and it was not even close. He simply made what I think is a perfect use of the mod, forcing fights mid-game and getting a pop advantage I could not recover from.

    I will give a little more intuition on how this can affect competitive games by giving the example on how macros are viewed in Age of Empires 2. Basically, any kind of macro is banned, and you can see in this video how even the simplest macros are problematic: 

    0 A.D. is not AoE2 of course but still that shows macros can escalate into a huge advantage. So if powerful macros are found with @Mentula's mod then that gives what i think could be an unfair competitive advantage as well.

    The same can be said with autociv where building hotkeys give a huge advantage (when used properly, of course). The difference for me is that it is a feature that should so obviously be in the game, that it makes it fine. But anything further than that, I am not so sure. AoE2 also had some grey areas with the building range indicator, and some mods like small trees or age of cubes.

    I hope you see my point. I personally wouldn't mind too much in team games which are less serious and where we try to balance it before game start, however if I expect the game to be competitive when I really want my level to clash with the opponent, that's gonna be a problem for me. Of course I know that neither @Atrik and @Mentula intend to do any wrong and I respect the openness of your programs, but still that can cause a problem when a powerful feature is released.

    Personally I would like very much for the AI to have an enhanced training algorithm. Personally a long time ago I modified their queuing algorithm to grow population faster, however it is not worth much as I didn't touch the other parts of the AI to go with it. We can see that in the following screenshot where my AI (red) grew population much faster in the early game than Petra (green), where they both had the same gather rate at a medium difficulty each:

    screenshot0059.thumb.png.0156953d25814f8b1db27f9c5331cbc1.png

    • Like 1
    • Thanks 2
  10. It's not new for me at least. Perhaps a few alphas old.

    The bug happens kinda rarely and randomly for me, only for buildings that are being built (so it's not really a problem). If I deactivate then reactivate in-world health bar (tab hotkey for me), then the actual health is displayed as it should be.

    • Like 1
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