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faction02

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Everything posted by faction02

  1. I forgot mine around 2 minutes after choosing it. But if you have the old user.cfg file, you can try this... I simply copy/paste the following lines from the old user.cfg file to the new one after each new installation: lobby.login = "faction02" lobby.password = "..." For Windows, you will find the file in .../AppData/Roaming/0ad/config. Each line is in alphabetic order.
  2. Some wise words. I 100% agree there. I wonder if part of the issue that Reza is trying to formulate might not be in resources gathering rates rather than in dogs stats themself. Eco balance is a bit different, food seems to increase faster and women spam seems more rewarding now. So of course a unit that cost only food would be more interesting This seems like a much more relevant question at this stage of a24 !
  3. Reinstalling the game fixed the issue. I have tried to reproduce most of what I have done before getting the issue but I am unable to reproduce it. Thanks.
  4. Thanks for your answer. I have just uninstalled/downloaded/reinstalled 0ad, using the direct download link for windows on: https://play0ad.com/download/win/. I have run the file downloaded today, the version that I get is the following one:
  5. I am having issues with the new hotkey menu. My guess is that a24 doesn't like my "<>\" key between "Shift" and "W" on AZERTY. The issue is that once I try to save it as hotkey, the function break down and I am unable to use it anymore. I might be missing part of the explanation but I was wondering if this could make sense ?
  6. I think I remember some cases in which it happened with hunts too in a24. In a23, there was often the issue of the starting chicken. Sometimes the cavalry unit wouldn't go from one to the other group of chicken. It happened frequently when the initial group of chicken was too close from the farmstead used for berries. The a23 issue could be easily tricked by merging the two groups of chicken or spreading them all around the cc maybe. Initially spreading properly units around the dropsite to collect wood become also important since the issue tend to "cumulate" over time. Although I didn't check what happen with the rally point? If units go to the rally point then search for the nearest tree it could reduce the issue relative to the case of keeping the same group of units on a woodline. I agree, thanks for the great work!
  7. Woodcutting behavior is sometimes "weird". IT seems that when a tree is depleted, the units are searching for the next nearest tree to the spot where the last tree was rather than the most efficient one (the nearest tree to the dropsite). As a result, units are sometimes drawn far away from the forest by a couple of isolated trees.
  8. I also like the idea, especially if it could be used to design some "auto-balance" function. A rating system would provide some improvements but as mentionned by MarcusAurelius, it seems indeed not straightforward to implement. I would be very curious to know if the kind of rating system you mentioned as example nizam-i_cedid is very accurate? For example, If you were to compare the 1vs1 rating as benchmark with the multiplayer rating of someone active in both types of game, would they be very different? I remember reading some posts about this topic if that can be of interest, but I don't know what happen to this idea.
  9. I also have the impression that some actions might be lost in game, as nani noticed in point 7). The reason might just be different than the one suggested by nani. I have noticed that I suspiciously misclick more often than what I am used to do to assign units to collect resources. Since I often Shift-click and queue these types of orders, I am wondering if there could be a conflict between some type of orders + formation+Shift-click for example (which is also more likely to occur in late game because there are more units and could also be more easily noticed in a lagging environment)? Some knowledge about the code would help to formulate a correct theory and help reject the wrong one directly. . If someone could tell me if something like this could make sense, I would test more. I am still trying to understand why units control feels different. Thanks !
  10. I got a few lost camels: - Around 2:40, the first camel was requested to do an half circle exploration round around the territory. If I remember correctly, I shift-click that order, but the camels arrived late with respect to an a23 camel. I noticed that it stops for a while on the border of the map (probably because I clicked outside the map) - Around min 4, 2 polite camels meet at the farmstead but can't decide who should go first. They get stuck for a while until a group of nice ladies come to their rescue commands.txt metadata.json
  11. I have spent some time trying to reproduce it but unfortunately I failed. I had started to believe in some missclick too, thanks for the edit. I don't know if it can help but in this replay around minute 24, some archers start shooting at a barrack (the one north west to the temple), then a bit later I think it happened again with some other buildings. commands.txt metadata.json
  12. In most cases, the visible impact is rather small indeed, it becomes more visible when the number of rotation per unit of time becomes more important. For example woodcutting activities. I also remember a large group of units that wouldn't get into formation (I guess because they were surrounding a building), they were ordered to move on the other side of the building but because the first unit who should move was facing the wrong direction and needed a full rotation before moving. All the other units behind couldn't start moving and it became a bit chaotic. I understood the aim of the change (thanks for the effort!), this is why my question was more about optimizing the change rather than the change in itself. There is a trade-off here between efficiency in limiting dancing vs fluidity and I was hoping other players could share their own preference. It might also just become normal to me after more hours of gameplay once I get used to it.
  13. I think I saw iddle units attacking houses/barracks instead of capturing them too. Maybe I am not getting your point but in a23, this happens only for palisades/walls/fields that can't be captured, no? I think houses, corals, dropsites and market (????) for ptolemies now have the same construction time but they are cheaper. They do have less hp too but not sure it compensate for the economic bonus it is giving, especially for dropsites. Did I miss something there? The main change to the game experience seems to be unit movements for me (rather than sounds ). It feels less fluid in overall. Units change frequently speed between walk, run, stop, rotation, formation. Maybe it is something that I have to get used to but currently I find difficult to predict units movements and therefore more difficult to control them accurately. Maybe there could be some way to play with the numbers (rotation speeds etc...) to improve it if it is effectively a problem. I love many of the graphism changes.
  14. I disabled all additional mods, deleted all folders in /mygames/0ad/mods/ and reinstall all of the them, the errors messages are gone. The version of autociv in the mod selection was the last one but i guess some files were from the wrong version. I would guess that I might have messed some things up when I brought configuration files for hotkeys from a different computer. I have notice that some shortcuts were changed like the diplomacy windows "Alt+D" that I had disabled in my previous configuration while most of the others shortcuts were as I set them up. Thanks
  15. Yes, I uses a few: fgod, autociv and balanced map. I also use the Custom build for Ryzen processor from 1 October 2020 I just did an uninstall/reinstall of 0ad too but the mods were still present after I reinstall. Could it be related to some files that are not removed after the uninstall?
  16. Hi, any idea how I could fix this? The error also occur for TypeError "resource" ? My second question is about whether such message could be associated with lags in team game? The message doesn't show up there, but I had some lag issue recently... Thanks
  17. Thanks MarcusAurelius for your efforts. If the best players of a team are unavailable at the time of the game (because of unplanned events for example), then the games will remain unbalanced. Some players might be able to participate for one or two games then have other things to do. Not sure that having fixed teams over several weeks can work well. Other alternatives to improve balance could be to adopt a format close to the Sunday pro games and change team every week depending on which players are available to play. Adopt a system of handicap. Using something like the ratings that go2die nicely compiled to classifify players in groupe and impose some restrictions about the civilizations/starting ressources/positions (or any other potential starting advantages that we could think of...) that the team can take. The worst team would have 0 handicap. A team only slightly better with a handicap of 1 would have one player that cannot take a top tier civilization etc... The system might be a bit tricky to define but I guess it could help make more balanced games in a situation with a limited number of players and where the outcome of a team tourney can be easily predicted before it starts.
  18. Thanks for not spamming the forum with replays that you had already posted. This game didn't get much interest at that time because there is not much to see (15 minutes game with early resign where you can see that Persia is slow compare to Gauls + Iber bonus ... ). It would be great if you could use interesting game to make your point ...
  19. I am only qualified to solved simple problems I could suggest you to uncheck the "filter compatible replays" section and search for "Mord" (because Mord is lord). You should see the replay. In my case it appears twice because I saw the beginning of that game live and I downloaded the full version from the forum. If you have a mod issue, you should see it in darker grey (as it is the case for the replay at the bottom of my list) Also make sure you are seeing multiplayers games with any victory conditions (filters are on the right)
  20. Steps: 1 - Find the folder where you other replays are stored. Something like : C:\Users\xx\Documents\My Games\0ad\replays\0.0.23 where "xx" is specific to your account . 2 - Make a folder there with a particular name (like "why you should believe goat in the future") so it is easier to identify in the future if needed) and put your files there 3 - Open the file "commands.txt" to make sure it uses the same mod as the one you are using. In this case, I guess you are not using autociv you should remove the autociv reference in the file. At the end of the second lines repeated below, you would therefore delete what I have put in bold: start {"settings":{"PlayerData":[{"Name":"Mord (1422)","Civ":"gaul","Color":{"r":86,"g":180,"b":31},"AI":"","AIDiff":3,"AIBehavior":"random","Team":0},{"Name":"bbleft (1622)","Civ":"brit","Color":{"r":150,"g":20,"b":20},"AI":"","AIDiff":3,"AIBehavior":"random","Team":0},{"Name":"Palaiologos (1506)","Civ":"kush","Color":{"r":220,"g":115,"b":16},"AI":"","AIDiff":3,"AIBehavior":"random","Team":0},{"Name":"MICKY (1392)","Civ":"brit","Color":{"r":160,"g":80,"b":200},"AI":"","AIDiff":3,"AIBehavior":"random","Team":1},{"Name":"Dizaka (1536)","Civ":"iber","Color":{"r":50,"g":170,"b":170},"AI":"","AIDiff":3,"AIBehavior":"random","Team":1},{"Name":"PhyZic (1728)","Civ":"cart","Color":{"r":64,"g":64,"b":64},"AI":"","AIDiff":3,"AIBehavior":"random","Team":1}],"VictoryConditions":["conquest","capture_the_relic"],"CircularMap":true,"Size":320,"PopulationCap":200,"StartingResources":300,"Ceasefire":0,"RelicCount":13,"RelicDuration":25,"WonderDuration":20,"RegicideGarrison":false,"Nomad":false,"RevealMap":false,"ExploreMap":false,"DisableTreasures":true,"DisableSpies":false,"LockTeams":true,"LastManStanding":false,"CheatsEnabled":false,"RatingEnabled":true,"Name":"Hyrcanian Shores","Script":"hyrcanian_shores.js","Description":"Each player starts in a coastal area between forested hills and the Caspian Sea.","Keywords":[],"Preview":"hyrcanian_shores.png","TriggerScripts":["scripts/TriggerHelper.js","scripts/ConquestCommon.js","scripts/Conquest.js","scripts/CaptureTheRelic.js"],"VictoryScripts":["scripts/TriggerHelper.js","scripts/ConquestCommon.js","scripts/Conquest.js","scripts/CaptureTheRelic.js"],"mapType":"random","Seed":849785415,"AISeed":3698933882},"mapType":"random","mapPath":"maps/random/","mapFilter":"default","script":"hyrcanian_shores.js","gameSpeed":1,"map":"maps/random/hyrcanian_shores","matchID":"01ED52B5DADDA511","timestamp":1586817370,"engine_version":"0.0.23","mods":[["public","0.0.23"],["autociv","0.16.1"]]} 4 - Just play the replay using your 0ad game as you would do it for your own game You can play a mod if you are using too many mods but you can play a replay if you don't have the mods the players was using when he played the game (unless you do the steps above). A good practice should be for posted replays to have extra mod removed but unfortunately, nmost of th etime you will have to do it your self in most cases. Even a monkey should be able to learn the trick! Enjoy!
  21. I do have it with mines too but it is less frequent. I remember posting something about mines texture issue a long time ago, long before the field issue started. It seems related with the angle/level of zoom used for both but strangely it doesn't happen everytime I play the same replay. I do think the relic/bolt issue started when i started using ffm visibility mod. I wanted to know if other users of that mod have the same issue. .. Can I find some eye doctor on the forum ? Mod currently loaded: ffm visibility mod 0.1.1 / fgod 1.6.23 / balanced map 0.18.0 / autociv 0.16.8
  22. I have noticed some weird graphic changes lately. Since the only things that I have changed is the version of the mod/new mod that I have added to my game. I was wondering if the two could be related @nani @ffm2 fpre . Among the changes I have noticed: - Fields get weird grey stuff on them from time to time (I still don't know why); - Bolts dress as relics; - Some upgrades icons are different; - Buildings get sometimes a weird grey design. There are a couple of others that I will try to capture in future games.
  23. Here are my ratings ValihrAnt(10.25) borg-(eae) PhyZic(goat) Boudica(rush) Rauls(always connected) fpre (fgod) Stockfish(1vs1) chrstgtr(op) Edwarf(nub) Badosu(?) Havran(The pride of tier3) UnknownPlayer(rams) Dakara (Croissant) SaidRdz(8) randomid (spam) Ricsand(Brit&Nub host) Metafondations(Crêpe) Dakeyras (Baguette) Issh(Preacher of nubness) esu(Fr) aow (colgate) ITRELLES (Lasagna) darkcity(nub) go2die(kushites) Palaiologos(fail) those are approximate ratings, they shouldn't be taken too seriously.
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