ffm2
Community Members-
Posts
112 -
Joined
-
Last visited
-
Days Won
2
ffm2 last won the day on November 16 2024
ffm2 had the most liked content!
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
ffm2's Achievements
Sesquiplicarius (3/14)
105
Reputation
-
Local ratings mod tries to do this. See the current last posts there about my opinion on it though. I looked a bit how other games do it and currently I think the team elo system in this video makes more sense to me. How it really plays out needs to be tested ofc.. LR also tries to show the development of the player. When I look at my stats it shows no improvement. I rejoined after a long break and one would expect to start lower and improve when I get the timings better for the development of the civilization.
-
A quickload/save option for mapsettings would be nice. Most games are the 4v4 mainland with mapsize medium. But when you switch for a 1v1 you might forget to set the size to a smaller one. Or a popular mode is ambush with nomad and 4 min. of ceasefire, where the host might forget to enable ceasefire and the players decide to just continue and this results in chaos. If you can save e.g. 5 favorite types these mistakes can be prevented and some time can be saved during the setup.
-
Challenge to reach 100 pop in the shortest time
ffm2 replied to cl2488's topic in Gameplay Discussion
My understanding is that farms are easier to setup, require less managing and the better choice for a boom (like the challenge here). Corrals require this food investment which throws food return a bit later. When pop max is reached one can gather with corrals the same amount of food with fewer population. Also you can keep your cavalry occupied while they are not raiding. If a temple is setup nearby they can also heal while gathering food. This is very good but requires a lot of management. Also if you transition from fields to corrals it should be done slowly gradually. Like this you don't have sudden high investment cost that would lack elsewhere in your development. For traders it is the same, if they make (i think) 30 per trip, they are more efficient than workers but should not be spammed in mass but gradually. But traders are weaker than normal units for gathering. The cavalery are stronger than the woman for food gathering. -
Rejoining games as spectators instead of player in some cases
ffm2 replied to Dunedan's topic in Bug reports
I just had this recently somewhere between Christmas and now. Iirc the map was corithian_isthmus. My os is arch linux. Mods ffm_4k, ffm_visibility, autociv (with some adjustments). It could be that community-mod and feldmap were also on, but unsure. I remember in game was ffm (without rating) logged in, so I couldn't join. I then hosted a game, launched a second instance of 0ad and joined the lobby and could join the game. I searched my game records and didn't find this game (corinthian isthmus or a ffm without rating and multiplayer). This was the only time it happened to me since I play again. But it was a issue 4 years ago too. Edit: The replay was just on a different pc. -
Using AI (Articial Intellegence) to Get Gameplay Answers?
ffm2 replied to Thales's topic in General Discussion
Don't try to learn to play with that AI. Your example showed how bad it is. Sometimes they are completely off; Yeah, it was phrased to generous of me. I meant there's bits of truth in it. Like garrisoning units can have effects on buildings (soldiers in towers, traders in merchant ships). But you'd be better off without this wrong information from the LLM about the healers. -
Using AI (Articial Intellegence) to Get Gameplay Answers?
ffm2 replied to Thales's topic in General Discussion
A LLM doesn't understand the game. The answers are not very good but not completely off. A chess engine can play the game but can't tell you whats the reasoning. But it can tell you the 5 next best moves and what positions are better. See chess games between ChatGPT and stockfish in chess. ChatGPT just makes up moves that are against the rules. But when you ask it about openings it can tell you something about them on a certain level since there are a lot of texts about chess openings in the internet. In 0 a.d. there's game decisions that can be easily calculated. E.g. whether it makes economically more sense to do the farming upgrade or build one more farm. A "AI" makes no sense to use for this task. The direct calculation is more precise, fast and efficient. How many builders should build the first barrack and where is harder to answer. Building it with 2 builders is too slow. The investment cost of the barrack gives no benefit for too long. Building with 12 builders is too much as the efficiency per builder drops with each added builder. To do this optimal it makes sense to e.g. train a neuronal network. The problem with this atm. is that modders/users already enhance their game play by automating tasks better than humans can play the game. So this problem should be solved before each task can be optimized. And when each task is optimized it could be assembled to a engine for game play analysis or as a opponent. -
mod LocalRatings mod - evaluate players' skills based on previous games
ffm2 replied to Mentula's topic in Game Modification
Of course, at the moment I can only express my disagreement with this rating and don't have much else to contribute. I also played with the score weights a bit and found that using resources used instead of resources gathered brings better results for my data base. But one has to split a test and a training data set first for adjustments like that (which I didn't in a quick attempt). For improvements one might analyze ValihrAnts (or other players that are obviously wrong valued) games and see where his strength can be seen in the data. And maybe even change the statistics that are logged in 0 a.d.. -
mod LocalRatings mod - evaluate players' skills based on previous games
ffm2 replied to Mentula's topic in Game Modification
I think this mod is highly ambitious. The desire to have what the mod attempts is big, but currently it's not accurate. Adding to this from another thread: Here is the script with which I evaluated the results. Maybe it helps to develop a better working algorithm. The script is to be run in .local/share/0ad/replays localratings_statistics.xlsx rating_localratings.py -
There's so much drama here, I think one can chose where to get involved and where not. If one just wants to play a simple game that day, one can do so. I chose to get involved with fair-play aspect and it already takes more time than I like to spend on it. If you have a working algorithm, maybe you can test it by modding local ratings mod. I think this mod currently does not rate well and favors certain styles and not just because there's too few games. ValihrAnt is rated 8.18 in replay-pallas.wildfiregames.ovh Players with higher rating than him: RangerK, FriedrichDerGrosse, Meister_Augustus, breakfastburrito_007, Atrik_III. All over 10 games. I checked how well all past games are predicted by the current local rating of the players in my database and overall it predicts the team with a higher sum of lr is the winner in 59.3% of the cases (so it is better than random guessing). The 20 games I have with ValihrAnt got predicted 70% false by the sum of the lr of the team (so worse than random guessing). Btw. my lr is -20.64 so maybe I'm biased. If I clean up the statistics I can release more, but I think scrolling through replay-pallas.wildfiregames.ovh with players in mind you know should suffice to get a feeling of the accuracy of local ratings. Another reason for toxicity I see is also the state of modding/cheating. Without discussing the cheats themself here it's also a culture shock for other gamers when they learn about the current state in 0 a.d.. This causes a lot of frustration which unloads in toxicity on both sides.
-
Yekaterina's duplicate accounts - Guide for recognizing them
ffm2 replied to Norse_Harold's topic in General Discussion
The idea is to focus on relevant units more. In a even fight this helps to get the upper hand. I also just found that she had weird 9 unqued walk-custom commands in one turn. turn 5650 200 cmd 6 {"type":"gather","entities":[11751,11753,11754,11892],"target":5353,"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 6 {"type":"walk-custom","entities":[11751,11753,11754,11892],"targetPositions":[{"x":"137.03","y":"479.52"},{"x":"134.99","y":"470.80"},{"x":"131.97","y":"462.44"},{"x":"127.08","y":"454.95"}],"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 6 {"type":"walk-custom","entities":[11751,11753,11754,11892],"targetPositions":[{"x":"134.75","y":"496.72"},{"x":"130.01","y":"494.75"},{"x":"126.08","y":"491.25"},{"x":"122.81","y":"487.11"}],"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 6 {"type":"walk-custom","entities":[11751,11753,11754,11892],"targetPositions":[{"x":"121.53","y":"429.00"},{"x":"121.31","y":"435.84"},{"x":"121.38","y":"442.69"},{"x":"121.30","y":"449.51"}],"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 6 {"type":"walk-custom","entities":[11751,11753,11754,11892],"targetPositions":[{"x":"138.40","y":"470.50"},{"x":"136.06","y":"466.12"},{"x":"133.44","y":"461.94"},{"x":"129.81","y":"458.56"}],"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 6 {"type":"walk-custom","entities":[11751,11753,11754,11892],"targetPositions":[{"x":"132.99","y":"499.66"},{"x":"128.45","y":"497.32"},{"x":"127.20","y":"491.86"},{"x":"126.13","y":"486.36"}],"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 6 {"type":"walk-custom","entities":[11751,11753,11754,11892],"targetPositions":[{"x":"124.29","y":"438.62"},{"x":"127.73","y":"441.27"},{"x":"130.62","y":"444.43"},{"x":"131.53","y":"448.70"}],"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 6 {"type":"walk-custom","entities":[11751,11753,11754,11892],"targetPositions":[{"x":"122.05","y":"439.94"},{"x":"131.21","y":"448.17"},{"x":"139.77","y":"457.03"},{"x":"145.00","y":"468.02"}],"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 6 {"type":"walk-custom","entities":[11751,11753,11754,11892],"targetPositions":[{"x":"139.26","y":"487.63"},{"x":"132.71","y":"488.36"},{"x":"129.84","y":"483.07"},{"x":"128.20","y":"476.48"}],"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 6 {"type":"walk-custom","entities":[11751,11753,11754,11892],"targetPositions":[{"x":"129.22","y":"437.18"},{"x":"131.39","y":"439.95"},{"x":"132.08","y":"443.42"},{"x":"131.54","y":"446.96"}],"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 8 {"type":"gather","entities":[10946,10966,10967,10971,10979,10986,11024,11056,11145,11252,11282,11283,11456,11457,11529,11547,11548,11549,11550,11551,11607,11615,11664,11732,11735,11742,11805,11810,11825,11826,11827,11828,11849,11921,11929,12011,12012,12013,12014,12145,12146,12147,12148,12149,12219,12220,12221,12222,12223,12250,12258,12269,12270,12275,12295,12348,12395,12417,12466],"target":698,"queued":false,"pushFront":false,"formation":"special/formations/null"} end I checked my complete data base and no one else had 3 or more walk-custom commands in one turn. Some have 2 like here .01. I don't see any benefit as it's the same units and only the last command should take effect. As I see it she just tested something weird and dropped it as it's only from 01.12.24 to 03.12.24. I don't care too much to look further. My main take away is just not to get upset when losing to her. -
Yekaterina's duplicate accounts - Guide for recognizing them
ffm2 replied to Norse_Harold's topic in General Discussion
When I first played with Ricci-Curvature she immediately said shes Yekaterina and I didn't knew her or of the ban. After the tip from Feldfeld I looked in to it and found Ricci-Curvature uses cmd 1 {"type":"attack-walk","entities":[188,189 ...],"x":923.1084594726562,"z":780.8538208007812,"targetClasses":{"attack":["Ranged","Cavalry","Infantry"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} (see targets "Ranged","Cavalry","Infantry") This can't be produced by the vanilla gui. Attack-walks that can be produced are cmd 5 {"type":"attack-walk","entities":[287,6315,...],"x":354.727294921875,"z":857.03466796875,"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} ("Unit","Structure") or cmd 5 {"type":"attack-walk","entities":[287,6315,...],"x":354.727294921875,"z":857.03466796875,"targetClasses":{"attack":["Unit"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} ("Unit") One can detect this easy by checking for a line that includes attack-walk and not "targetClasses":{"attack":["Unit I played and spectated a lot of games recently. The last replay of Astra- that I have is from 17.11.24. The first game of Ricci-Curvature I have is from 15.11.24 and they were not in one game together (in my records). Only Ricci-Curvature had this method of attack-walk after 01.12.24. If she desires to have a benefit over vanilla players, I don't understand why she don't uses proGUI/quickstart then, because it's a easy way. I didn't have problems myself with her or geriatrix that's worth mentioning. Geriatrix is very hard against cheating and Yekaterina is definitely "testing boundarys" of the game without the consent of others so I can see why they fight so hard in the lobby. I like some ideas of the abstraction mod to reduce lag, but it's hard to trust her. I'd need to triple check the code from her before I run it. And to use multiple accounts to promote ideas is also annoying. E.g. I also share some of the frustration @strat0spheric mentioned and one seems to be in the minority for wanting to have a fair competition. Sometimes it seems some of the players rather have cheaters than noobs, as my skill has dropped hard after 4 years of break. It's a very weird atmosphere here. game_analyzer5.py 2024-12-07_0002.zip -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
I'm not talking about hardware. Hardware cheats could exist too, like in the video of the lego-mouse. I'm also not talking of lubricated keyboard switches, spring resistance or such. I'm talking about software. If it runs on your mouse it's called firmware. If some software on your OS post processes the key-hold to a key-tap it's also software. You get a advantage here by a piece of software. It's different than a benefit by having a bigger monitor, faster pc or adjusting the cpi value of the mouse. One of this auto clickers is called razor turbo mode. Some games that names the cheating cheating runescape, ea, minecraft The razor users themself in their reddit says its ok (2 users) Not everything need to be explained that it's cheating. If you have a person sitting in the room spectating and telling you game information that's also cheating, although no one specified it somewhere here (afaik). But it might be a idea to create such a site for rules of fair-play. -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
Here is the diff from which I made the mod for further use attack_view.diff -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
The games of berhudar look different with no attack-walk commands in such a high ammount. Also the sniping is not so spread out. -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
Stockfish's games show the similar high ammount of attack-walks mixed in. It seems his clicking frequency is set higher than sanafurs.