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faction02

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Everything posted by faction02

  1. I am using the last version: 0.9.2, assuming it is related to autociv... I couldn't join games after that and after restarting 0ad, I couldn't even see any game anymore. I had to disable both autociv and fgod to get ride the error.
  2. Tiny suggestion: the grey bar can be annoying when there is another window open. It is not possible to click on the button below then because the grey bar get on top of it. It isn't too annoying because u can move the bar to click on what's below but maybe it isn't to complicated to fix...
  3. I have some related questions, just taking advantage of the attention on the topic about those computations... For example, consider a Kushites citizen soldiers, with a normal gathering rate for metal of 0,5. If I bring this unit close to a pyramid which gives +15%, the statistic displayed indicates 0,6 instead of 0,575, the same for a woman. First question: What is the effective rate at which metal is then gathered 0,6 or 0,575 ? The same works with a woman (bonus of +15% too), the unit gathering rate displayed becomes 0,6. Where I get puzzled is when I put a women + a pyramid nearby and the gathering rate remains at 0,6 instead of cumulating the two bonuses (1,15*1,15=1,3225 which should give a gathering rate of exactly 0,66125 or 15%+15%=30% should give a gathering rate of 0,65). Second question: Why isn't there any cumulative effect of having a woman+a pyramid around? Is there a rule to round statistics ? If I do now the first metal upgrade (+15%), then the gathering rate is 0,6 by default and get to 0,7 when I bring the unit close to a pyramid or to a woman. But having pyramid+women is useless again (no cumulative effect). If I do the second (+15% again), it gets to 0,7 by default and increase by 0,1 with a woman or a pyramid but the two doesn't cumulate again. If I do the last upgrade (+50%), it gets to 1, near a pyramid or near a woman, it gets to 1,1 and with 1 pyramid+1 woman, it gets to 1,3. I did the same for wood: By default: 0,8, with a woman: 0.8, with a pyramid 0,9, with both pyramid+woman: 0,9 Third question: Maybe with an answer on how numbers are rounded, it would be easier to understand but I have trouble trying to find the formula behind each case easily... After the first wood upgrade (+15%): 0.9, with a woman: 0.9, with a pyramid 1, with both pyramid+woman: 1,1 After the second wood upgrade (+15%): 1, with a woman: 1.1, with a pyramid 1.1, with both pyramid+woman: 1.3 After the third wood upgrade (+50%): 1.5, with a woman: 1.6, with a pyramid 1.7, with both pyramid+woman: 1.9 Last question: meh?
  4. Shadows enabled does help to get much nicer berries bushes in savana biome, but maybe a bit more red would help to spot them without using minimap when players uses low settings. Or we could potentially think of an alternative bush in that biome that could justify bigger/more visible fruits and help to make them easier to see. Apple trees are not always easily spotted neither if you don't search for them. Grapes and berries bushes are quite visible in any other biome than savana. Not something of a high priority but I have also noticed that trees have in general the same icon as berries bushes while grapes have their own nicely designed icon. I didn't know where to put that remark neither...
  5. I have the same error as this one with another game. It seems triggered by the end of the game. This time, I post the corresponding logs, and replays. Same version of fgod and autociv as previously. mainlog.html interestinglog.html commands.txt metadata.json
  6. This illustrates the smoothing representation well I guess. Since the real territory of all those towers is linked for the blue player (blue and red are enemies), the blue circles shouldn't exist probably I guess and the red lines shouldn't "isolate" somehow the territory of each tower. But what strikes me in this case is that one player territory isn't the "negative" of the other player territory, in the sense that everything that doesn't belong to blue should belong to red. Maybe when drawing the line, this constraint should be somehow imposed...
  7. disk space more likely since only 50 Gb left, but I have 16Gb ram so it should have been fine...
  8. I replayed both games. The error for the first screenshot didn't happen again (I checked), it might be related to the game ending somehow. For the second game, there was an additional one with respect to the screenshot, I didn't have time to read if it was the same one. Those files were updated once I closed the game. Would it be useful to separate the errors (replay the game with error until the first one, stop it, close the game to generate the files before the second one occurs...) ? interestinglog.html mainlog.html
  9. I have those two but I see they were modified with the latest error, so they might not be relevant anymore I guess. mainlog.html interestinglog.html
  10. hi, 2 mods enabled: fgod 1.6.22 autociv 0.6.1
  11. fgod 1.6.22 autociv 0.6.1 I got another one recently with autociv showing up too. Sorry for putting this in this thread, but since I change autociv version recently I had in mind that the two events might be related...
  12. I Alt+Tab to switch back to Windows desktop (maybe the game ended in the meantime), unfortunately, it resulted in the following error. The game was pretty long, about 1hour and a half of game time/2 hours and a half of real time. When I check the replay, I couldn't access the summary of the game which wasn't created I guess. I think I had a similar problem previously for another long game... ********************************************************************************************************************************* Assertion failed: "0 && (L"FYI: WARN_IF_FALSE reports that a function failed. Feel free to ignore or suppress this warning.")" Location: wdbg_sym.cpp:91 (InitDbghelp) Call stack: While generating an error report, we encountered a second problem. Please be sure to report both this and the subsequent error messages. errno = 12 (Not enough memory) OS error = 8 (Not enough storage is available to process this command.) Assertion failed: "0 && (L"Writing a structured clone with JS_WriteStructuredClone failed!")" Location: ScriptInterface.cpp:1134 (ScriptInterface::WriteStructuredClone) ********************************************************************************************** Call stack: 00DBED75 00C2FEFD 00C2C46D 00E27405 00E26D62 0BCD3819 A3398658 0BCD5054 5B2F36B0 0811AD34 9C813930 260C12D5 6D0774E3 errno = 13 (Not enough memory) OS error = 8 (Not enough storage is available to process this command.) ********************************************************************************************************** wdbg_sym_WriteMinidump: unable to generate minidump. Location: wdbg_sym.cpp:1783 (wdbg_sym_WriteMinidump) Call stack: 00DBE553 00DBE039 76D86A14 779EAD8F 779EAD5A errno = 13 (Insufficient access rights to open file) OS error = -2147024865 (A device attached to the system is not functioning.) **************************************************************************************************************** Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000004) Location: unknown:0 (?) Call stack: 6D0774E3 errno = 13 (Insufficient access rights to open file) OS error = 6 (The handle is invalid.) crashlog.txt crashlog.dmp
  13. Not sure it is related to autociv but since the name appear in the error messages... I have the latest version available in this thread. I couldn't quit the game normally after that. Do u need replay files?
  14. faction02

    Team play

    Quite balanced game with some pro ressources sharing moves. Gamesettings: 4v4, ~42 min game time Map: Mainland (Normal size, autumn biome) T1 Players: D_D_T(1436) - Romans go2die(1236) - Iberians Unknown_Player(1629) - Britons faction02 - Gauls T2 Players: borg-(2306) - Iberians Kanda(1164) - Kushites mgx (1386) - Romans randomid (oo) - Iberians commands.txt metadata.json
  15. That player had no pop left.
  16. The houses started converting only once the red tower was put down. Is that tower the reason why the two territories are joining on the second screenshot ? But of course the second screenshot isn't really an answer, the true answer is magic !
  17. Never mind, I found the answer in the replay
  18. Why did the red player kept control of those three houses+towers since blue was an enemy and he had no units left?
  19. Petra bots can always be your friends to play a big game. They will probably not welcome someone without rank neither. You are even more unlikely to be refected without rank than with a bad rank as it would make the balance of the game harder to do. I was wondering about that part too. I have the impression that borg- winrate in team game is probably very low while if I look to to mine, I lost 3 games out of the 34 last team games I played. Even when players are known, ratings played an important role in balancing games. I guess one could also observe that usually hosts are winning more often. It would be nice to have more tools to help getting better balance (more statistics, multiplayer rating, ranking...). I have searched a bit for related topics on the forum, but I only found an old post from causative who tried to build a ranking system. I however never found why it stopped or whether other stuffs might be tried. Anyone has the answer to this?
  20. I read fieldfield talking today about having decreasing gathering rates for each additionnal units put in a single feld, was that related ? (it might be someone else but I read somewhere else that historical accuracy is important only as long as it doesn't have a negative impact on the wordplay). Introducing negative externalities/decreasing returns could help to reduce the exponential growth effect. For example, we could also have a lower gathering rate for each additional units using the same storehouse. Then how many dropsites you build wouldn't be just a question of distance to ressources but depends on the number of workers using it (dropsite should then also be balanced between civ). => More thinking = more fun The following isn't related directly to the mod, but it might be considered while implementing changes. I am wondering about how market barter rate are currently determined. They usually seems quite ok in 1vs1 but in tg, they often get crazy/unfair and can easily lead to game imbalances. In some recent games, I have managed to get to barter efficiency close to 300% thanks to Brennus or some additional mines. In the summary attached, I came to choose a strategy in which I would keep the ptolemies enemy player alive as long as possible just to artificially raise metal prices. The strategy is quite simple: 1 - Send army for direct confrontation with the mineral dependant player, it doesn't really matter if it is a good fight or not as long as the enemy loose a lot of units with a high cost in mineral; 2 - keep sending units until the enemy can't sustain the fight because he runs out of minerals (because he can't gather it fast enough or he is running out of it, in both cases, he would turn to the market anyway) 3 - once he doesn't react too much anymore, just turn to attack some other enemy, wishing his allies will send him food/wood in the meantime that he will trade for minerals in order to rise his pop again. As soon as it has some new mineral costly units, come back to put more pressure on him and on market prices. With prices on minerals increasing a lot, you can basically keep just a few women on food (to use for protection against sneaky rams too), delete the rest and leave some men on minerals to gather what you will barter later. The larger your army is, the easier it is to put pressure on mineral prices, and the less units you need then on eco since you get better barter rates, the less units you loose also while fighting because you have a larger army, the less ressources you need to make new units... Civilizations like ptolemies or athens should be very strong in team game, but sadly, they often just end up looking like junkies. Even kushites could potentially become close to fun with enough metal... Changes in the way map are generated could help, this was already said elsewhere. Another fix (simple but maybe only partial too) would be to changes market barter rates determination. Barter rates of different teams should be independent, it doesn't make too much sense that how much ressources a player is bartering affects the barter rate of his enemy. I don't think they are supposed to barter together. I also think that market prices volatility is partly responsible for the sustainability of a relatively small number of mineral dependent civs in the same team game. Markets should offer a way for those civ to hedge themself against map-gen risks. Any insurance should have a cost, but if there is a large need for barter and barter efficiency falls too low, then this cost becomes too expensive in the current version of the game (another S curve needed there??) . Currently, traders seem like an unreliable suppliers to compensate for prices volatility (slow to put in place, hard to protect constantly...). Maybe a few other simple adjustments could be made to improve the game from this perspective, I just gave some ideas above... I was also wondering about a last thing. Would it be complicated/feasible to introduce different land type on the same map ? I do like that currently wood is slowing down units and is preventing sieges from passing. Having some kind of muddy land type which simply slow down all units could introduce a fun strategical dimension to the game. Scooting would give a higher reward, range units would have a bigger advantage in fighting over this type of land etc... eae !!! ...
  21. Don't you know that it brings bad luck to ask such question ? When will you learn anything pie ?
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