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faction02

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Posts posted by faction02

  1. 12 minutes ago, badosu said:

    Yes, 0.5 difference is dramatic currently. Reason being that < 6 rating becomes a bit meaningless. Renormalizing the current ratings so that 0-1 (cosmic), 2-4 (decent), 5-7 (good), 7-9 (very good), 9-10 (op) would make it more readable.

    I had in mind that adjectives might not mean the same thing for everyone, so there could be large bias in the information collected. I would guess that most people would make sure that relative ratings are coherent but not necessarily that the absolute definition is meet due to its imprecision. If u take two pair of players summing to 15 for example, does the couple formed would balance each other: Esu+Boudica vs Ricsand+METAFONDATIONS ?

  2. 2 hours ago, Boudica said:

    Based on the games I saw yesterday, I'd need to increase my rating of @Issh. I considered that initially and only decided not to because he likes to embrace nubness, but I doubt he will do that in the tournament. Just for the record, yesterday he could get double the pop of a player rated almost two points higher.

    Now that the point difference among teams is increasing, it might be a good time to ask the lower ranked teams if they are OK to play like that. I think that @go2die has now put quite a lot of time into it. It might have little purpose if we do nothing with the data we got out of it. And since I'm a part of the lower ranked team, I personally vote for a rebalance.

    A more balanced tournament would be more fun.

    go2die made a great job but I don't think the results are very precise to assess team strengh. The scale is not well define since giving 2 extra points to a player doesn't have a precise meaning. I think the results are valid to rank players relative to one another but not really their absolute level.

    There could be two ways to redefined the tournament to improve things, either adjust team compositions after collecting players ((as already suggested), either work with a system of handicap  to have more balanced games with unbalanced teams.

    I understood that MarcAurel wanted a tournament where each team could have its anthem, so the second system could help going in this direction. Restricting more civilization choices for teams which are winning or relax it  if they are loosing could be a simple way to improve the current system. At the end, the team which  ends up with the highest level of handicap would be the winning one. A system of this type could help having more balanced games. 

    Issh - Preacher of nubness ? 

    • Like 1
  3. 6 hours ago, Issh said:

     

     

     

    @badosu  @MarcusAureliu#s   Maybe we should be more specific about each type of dancing and record short clips / gifs to show exactly what is not allowed because the drama about dancing goes on forever. You can also ban players from setting their hero to passive and force them to use other stances in this tournament. Some will complain about zig zag units escaping because the other units behind the escaping unit are still attacking the enemy units chasing it.

    Therefore, tournament hosts can describe these scenarios more clearly (adding some short clips would be highly recommended) :

    1. What is single unit dance?

    2. What is patrol dance?

    3. What is formation dance?

    4. What is hero passive dance?

    5. What type of zig zag micro is allowed?

     

    OLE! OLE! OLE!

    giphy.gif

     

     

     

    Issh - Master of wisdom and of the wise clips ?

  4. 18 hours ago, Unknown_Player said:

    What do you think using wooden wall like on the video?

    Is it a cheat or normal? Want to learn your opinions guys. 

    For me its more cheat because using beyond its intended purpose.

     

    I think palisades should be designed to stop men/cav only not sieges. The current issue is that it is too easy to accumulate huge amount of palisades for very cheap in a very small amount of time/space. As LeGenDz said maybe slower construction speed or other modifications could be nice to reduce palisades spam.  It would reward more anticipation over micro but for this particular problem, I don't really see what you could have forbidden Stockfish to do.

  5. @OTHERS SIGN HERE !!!!

    The main issue with a survival tournament would be to find ways to organize the schedule of the games since they can take a very long time (this is without talking about potential lags . Maybe there is a good way to choose settings to reduce the problem? 

     

    • Like 1
  6. Hello,

    I have something fun to share.

    In this game, the red player captured the rotary mill next to the blue player cc. After the mill was captured, the blue player  started to loose all his buildings and he was unable to place a new market to build as if he had lost all of his territory influence (and despite having never lost his cc during the process).

    Fortunately for blue, red focused on trying to destroy the cc instead of keeping control of the rotary mill. If he had kept control of the rotary mill, blue would have ended up without any building control except those with units inside.

    I have seen similar bugs in a number of cases in which a cc or a fort is causing one building to turn gaia, but the weird part here is that the rotary mill acted on all the territory and it was a game changing factor.

    My question therefore is should I focus on capturing rotary mills next to the enemy cc or is there another factor responsible for this?

    Spoiler

    LoosingTerritory.thumb.jpg.eda81cd6e646aa182d32f133d63ccc2a.jpg

     

    commands.txt metadata.json

    • Like 2
    • Thanks 2
  7. Not an easy question....

    17 hours ago, badosu said:

    If you have 30 gatherers, 15% bonus equals to having additional 4.5 workers, which assuming a mix of women and men (2 men, 2.5 women) equals 225 food, 200 wood. For their first gathering run, these workers would have brought you 45 resources. So for an investment of 250 resources, offloading the recruitment buildings (since you don't need to queue as much), you would get a 230 resources payback. Taking into consideration a generous 10% tax for walk time (if wood, food negligible) about 200 resources payback.

    Mmmmm...

    I got lost at "225 food, 200 wood", I would have put 100 wood there ...

    then I got more lost around the "230 resources payback", I have tried adding and substracting all possible numbers mentionned previously but i don't think i can get the reasonning nor the same result.

     

    I guess to really understand what players do/should do, the relative value of military versus eco would be the main explanation. Maybe having a few more military rather than a better eco is worth it if you think it will bring you a high return (less risk of losses or you might get a good advantage over the enemy out of it). Then you might deviate from the optimal threshold that you are trying to evaluate for the best economic boom.

     

    Focusing on a free boom, a tricky part of the question that you are assuming away is on the relative value of ressources.

    For example, the value of metal in the very beginning of the game is close to 0 since you would only use it for upgrades. Should it be included in the cost of the upgrade in your computations since you have no other use for it in early game?

    The value of food in terms of wood (how many food units i would be willing to trade for 1 unit of wood) is also critical. At the beginning, during the first few minutes of game, you want food fast (high demand) while wood is less of a constraint (you need it mostly for houses only). Food will help you to increase your population faster (since women are trained faster than men and cost half of the total amount of ressources) but you also have some good supply of fast food (berries, chicken, hunt...). As long as your supply of fast food is good, it put a downward pressure on how much you value some extra food, and you should therefore develop relatively more your wood production since there are no source of fast wood income.

    Since the wood upgrade only really cost wood which has a low value outside of its use for houses (and metal is "free" in early game), this should be when you get 200 spare wood not needed for houses production. Your priority in early game is getting more units first, upgrades come after.

     

    Maybe another way to make some computations that will prove that what I usually do in game totally makes sense...

    The +15% is actually most of the time equivalent to a +0.1 increase in gathering rate for any unit. For wood, women gathering rate goes from 0.6 to 0.7 and for men from 0.7 to 0.8. But with women nearby, gathering rate for men increase also by an additionnal +0.1. So you might formulate the trade-off as a choice between having 4 men with +0.2 extra gathering rate instead of 4 women (cost 200 wood) or increasing the gathering rate of all units by +0.1 (i assume that i might be dead before metal become usefull for me, so its value is 0). My answer then to this question would be from the moment that you have more than have 8 units and the opportunity cost of using 200 spare wood is nul (it won't slow down your growth if you use it). The second part of that rule will then be dependent on which civ you have and therefore should be the main criteria.

     

    In my opinion, just make that wood upgrade when you get your 200 spare wood for a free boom.

    eae?

     

    • Like 2
  8. Congratulation on your victory!

     

    Your main issues are the following (in order in which they appear in the game):

     - you send your women to food collection, however, thanks to treasures, you have already plenty. So it would have been better to send some either to build your first house or to collect wood.

     - making bigger batch at the beginning would help you to grow your population faster, also, you are likely not to be rushed inthe first few minutes of games (especially by Petra, Petra is nice). Since women are trained faster than men, you can increase your population faster by training only women.

     - buildings should be always training units until max pop, it is important to start as early as possible to train in your cc;

    - for your wood collection, you might wait before making your first storehouse if you want to do something special with food. In this game, you won't be making fields anytime soon, thanks to treasure. Putting a first storehouse between wood and stones would have been nice. As brit you will want to have one there pretty early, so that one would have save some walking time to your units;

    Around 2:00 - you started to make your fields too early. You still had plenty of food in stock and the emergence for better growth was to get the ressources you needed the more: wood. Getting more wood fast would allow you to make the wood upgrade earlier and potentially a barrack too. The first one would improve your wood income that you needed and the second one would help you to increase your population faster;

    2:20 - when you women get out of cc, they were iddle. Click on you cand define a rally point on wood so new units will never be iddled. You can always redicrect them if you are not busy when new units arrive;

    2:50 - you didn't have enough houses. That 's probably one of the main issue when starting the game. It delays your growth a lot. Some players keep 1 or 2 women on "house duty". Those women will always be building houses constantly. Having a few too many houses can be a solution too. A last option is to use units already busy somewhere to tell them to build a house, and then shift+click to assign them a new task just after they completed the house construction.

    4:50 - you might want to make your barrack slightly further away from cc so you could put another field in that exact spot. Putting that barrack just slightly further would be better.

    5:00 - you can see some elephants with your cav. Use it to throw one arrow to each of them, taking care that the éléphants don't get to close to you cav and kill it. Bring back you cavalry unit to your cc, the éléphants will follow. Use your dog then to kill the elephants safely andcollect the free food once the éléphants are dead using the cav.This is a quite fast way to obtain food with no investment (you don't need to invest wood or food to produce). Making a few more cav can be usefull to gather the food faster. Calvarly gather food much faster on hunt than other units, this is why players use them for chicken instead of women. The same apply to other hunts type.

    6:20 - you went for an early phasing up to phase 2. It is usually better to invest those ressources into more units to have faster income. Also, economic upgrades are very important, especially the woodand food one. Pay attention to have your building continuously producing units.

    6:30 - I noticed that you chose to put all of your houses in the same spot. Often people prefer to put them all around the field. So that in case of attack, you can "ring the bell" from cc. The Women then run to the closest house, which would then be quite close. You might also want to build houses in such a way that they would slow down an attack with sieges going to your cc and take the role of "natural obstacles" for enemy soldiers that would have lower range than your slingers (it is not the case here since you have archers as enemy)

    12:00 - you have already plenty of wood in storage, you might want a second barrack to produce soldiers faster. Also you can notice that on this map, you have not so much wood available. It would then be a good idea to adjust your army composition to available ressources on the map. Replace skirmishers by slingers since those cost less wood and you have a second stone spot. Think about making a temple to train priest later. Those only cost wood, and can help you to save some soldiers later. Cavalry could also be an option to get a good military power at a low cost in terms of wood. Spearmen cost wood, but they have more armor and they can be used as meatshield later in game. They will help you loose less sligners an indirectly make you save some wood too.

    14:00 - You might also start thinking about making trade with yourself to be sure yyou don't run out of wood later in game at this stage.

    16:00 - you keep producing women. Usually about 50-60 women is a good number. You mainly use women for food production since htey are mor eproductive there. Then you also want to spread a few of them everywhere you have men working too. They will give your men a 10% speed bonus. However on this particular map with few wood, making so many women can be seen as an ok strategy since it gives you the possibility to increase your pop faster. You should also have made enough building by now to be able to phase to p3.

    17:00 Notice ho your barrack became annoying for your women, they have to go around it everytime they want to bring back food. You should consider making a farmstead near the field which are not next to the cc, so women don't spend so much time walking back.

    18:00 - Notice how much extra ressources you have saved , you should find a good way to spend it (more barracks, more soldiers, a new base forward, phasing p3+making fort, more upgrades...).

    20:00 - For battle, it is usually better to get units in order. Formation could help you for that. You want melee units which have a better armor to receive projectile while range units target the enemy. You also want to group all your unit sbefore starting to fight so all fire at the same time. This will help you to kill faster the enemy and therefore receive less damage from the enemy too.

    22:00 - you could collect the wood along the river simply by making a dock. You would reduce a lot walking time of your workers

    27:00 - when attacking, it is usually better to bring with your sieges weapon to destroy building: rams from your fort. You could destroy towers while your soldiers kill units. Retreating was the best decision.

    On your final fight, notice how Petra send its units one by one. With a good army size, well grouped, you can easily win the fight even if in the end you would be outnumbered. You can probably improve a lot at this stage by trying to improve on your eco.

    Good players playing Brits can usually get to:

    - 100 units before minute 8

    - 150 units before minute 12

    - 200 units before minute 15

    Keep those numbers in mind to try to get an idea about how good you are doing with your eco. The main factors slowing down eco are usually:

    - forgetting to make houses;

    - not constantly training from buildings (you can select all your units production building and do "CTRL+2", this would allow you then to monitor more easily whether your building are producing or not by simply pressing "2")

    - having iddle units. using SHIFT to queue more actions is the best way to solve this problem without too much stress;

    The link provided to you above is quite good. You have also plenty of enterntaining videos on YouTube.

    You can also get easily some advice while playing online.

    hf! :)

    P.S.

    Also, if you see a truck driving near you, keeping a safe distance if possible. 

     

    • Like 3
  9. @BeanBoy sorry for the issue, I should remove those mods references in future posts. Reference to mods appears at the end of the first line of the command.txt file the line is quite long, it might be better to search for "mods" in the text file to find where you should do the modification).

    "mods":[["public","0.0.23"],["fgod","1.6.22"],["autociv","0.10.0"]]}    should be replaced by    "mods":[["public","0.0.23"]]}

    I have attached the correct file below, if you come accross similar issues with other of my posts just do the modification described above.

     commands.txt

    • Like 1
    • Thanks 1
  10. I have noticed from the structure tree that towers range elevation bonus increases by (+6) when a sentry tower get upgraded. I was wondering:

    1. whether those bonuses are included in the aura range that can be visualized ? If not it might make more sense to include these bonuses in the normal range rather than in some elevation bonuses. At least, the visual representation of the range would be closer to the real one.
    2. if something is wrong with them. I attached a replay in which I simply upgrade 3 sentry towers and check the elevation bonuses in each case. According to the structure tree, the elevation bonus should increase by 6 (even if I would prefer those to remain constant). However I get the following numbers:

    -8 -> -1

    +3 -> +8

    +16 -> +23

    I guess that second issue might just be the result of rounding numbers but it would make more sense if the elevation bonus was only depending on where the tower was built. 

    @Stan`

    metadata.json

    • Like 1
  11. Summary of the game : Rush, mauryan rams and sneaky civic center. In this game, YilmazGNG discovers that macedonians have a siege workshop...

    Gamesettings: 4v4, 40 minutes, random civilization, 200 pop.

    Map: Mainland (Medium size, alpine biome, capture the relic)

    T1 Players:

    • littlegirlbeatyou(1490) - Mauryans
    • faction02(1465) - Mauryans
    • Edwarf(1378) - Mauryans
    • r4pt0r(1380) - Macedonians

    T2 Players:

    • PhyZic(1705) - Kushites
    • Palaiologos(1421) - Spartans
    • Issh - Ptolemies
    • YilmazGNG (1804) - Mauryans 

     

    Spoiler

      screenshot0035.thumb.png.28f2a96e1e3c3dab53992aefba48a0ed.pngscreenshot0041.thumb.png.f91baea48c968492a54817ba2c557977.png

    screenshot0044.thumb.png.0d12846bf93b875d951fbc56db15f7d5.png

     

    commands.txt metadata.json

    • Like 1
    • Haha 1
  12. 47 minutes ago, Phalanx said:

    The Ptolemies are one of the, if not THE, worst faction in the game at the moment. This is due in half to how the game has been programmed, and half how the roster has been created, and I'll cover both issues.

    Many players would disagree with this statement...

    Spoiler

     

     

  13. Summary of the game : 4,3k infantry units, 1,3k cavalry units, 54 champions, 72 sieges units. A very long game in which one team took a significant lead in the "early" game. The course  of the game was however slowly reversed through successions of small victories.

    Gamesettings: 4v4, 53 minutes of game time, random civilization, 200 pop.

    Map: Mainland (Normal size, autumn biome)

    T1 Players:

    • Wendy(1705) - Sparta
    • Unknown_Player(1644) - Mauryans
    • MacWolf(1651) - Ptolemies
    • randomid () - Iberians

    T2 Players:

    • PhyZic(1705) - Kushites
    • faction02(1378) - Romans
    • Edwarf (1465) - Persians
    • aow  - Mauryans 

    commands.txt metadata.json

    • Like 1
  14. 4 hours ago, Feldfeld said:

    It would with an improved build order, but not against >2000 (or except maybe if opponent has archer civ)

    I personnaly don't mind that a strategy wouldn't allow me to win over a >2000 player, I still don't know any strat that could do the trick xd

    I mostly see fanatics used in multiplayer games to kill trade or even steal the cc of player with a relatively low rating.

    Thanks for both the video and the complementary replay, they might both help in promoting more diversity in the gameplay.

     

    • Like 1
    • Thanks 1
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