
ffm2
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ffm2 last won the day on March 1
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I'm a bit neutral regarding the feature. It over complicates things, although it gets rid of the click-spam-sniping. I'd rather have a balance where it makes more sense to kill the melee units first rather than attacking the archers behind them. I like the other sniping actions as they are (hero including the luring part, cavalry in groups etc.) that don't involve click spam. But the balance will perpetually change with each version.
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Marian Reforms (roman_reforms) with 11% of roman players researching this tech are a trap (most of the time). Skrimisher cost 50 f 50 w have a gather rate 0.5 berry 0.25 grain 1 meat 0.75 wood 0.5 stone 0.5 metal after Marian Reforms the skirm costs 50f 50w 15m and the gather rates are 0.24 berry 0.12 grain 0.49 meat 0.37 wood 0.24 stone 0.24 metal A woman has gather rates 1 berry 0.5 grain 1 meat 0.7 wood 0.35 stone 0.35 metal Marian reforms are only useful if A) You are about to deal the finishing blow B) Your economy can rely completely on trade Because you men now costs metal but can gather it less efficient than woman (and woman gather it very bad in comparison to normal men already) No other upgrade is considered here.
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You should definitely use your CC and not let it idle. It is 30 s for one woman per house. So if you could get 30 woman in 30 s thats where it helps. There are some conditions though that need to fit as well, like having food (or getting it from mates). Or when you received a real heavy blow and need to start a new cc in min 20.
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I agree. unlock_females (Fertility Festival) works correctly imo. It costs 400 res (expensive). When you develop and you'd could afford it you are almost at pop max and want more fighting men. If you are at pop max. you'd delete some woman to make room anyway. It's useful to boost eco after a heavy blow and you can ensure the safety of the woman for a while.
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(Han) civil_service_01: Ministers -50% training time; civil_service_02: Ministers +50% Health; both 0%. Because ministers themself are useless and only harmful as they take up population and serve little purpose. Units gather 2% more in the 40 m radius. If you constantly have 50 units in that radius the minister would help just as much as a regular unit.
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It is data from A27 and was indeed a typo. Thanks for figuring that out. Helot is only available for sparta (and 0% of the spartans did it). Costs 200 food, 200 wood. Infantry Javelineers +100% grain gather rate, but -10% ranged attack pierce damage. I see no value in this. I'd rather pay for the opposite if + and - where switched on both. I'd need to analyze naval a bit different but that would require more work. Most games are not naval games, I dislike naval so there's even fewer in my database. Naval techs should only be analyzed if a dock is build or so. The top techs might seem trivial to us but could serve for new players to focus on the most important techs. Some techs like outpost_vision are just too expensive (only 2% did it). I liked it in the past. But 300 food is just too much. You can have a additional barrack for 300 res. And if I had the choice mid game having rather 3 or 4 barracks or more vision on the outpost, I chose the additional barrack.
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Here is the popularity of the technologies in my database. All data from A27 A24. The data is gathered from 369 games with 1436 players (not individuals [if a player is in 2 games its counted as 2 players]). From the 1436 players are the top 600 selected with the highest eco_score of spend resources by minute 13 selected and evaluated. So games in which the player booms and is likely left alone. The percentage shows how many of these players who can researched the technology actually researched the technology in that game. So if a tech is only available for han, and all the han players researched it, it would be 100%. This could be used to balance some techs. tech_stats.xlsx
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Rejoining games as spectators instead of player in some cases
ffm2 replied to Dunedan's topic in Bug reports
I haven't noticed it either. There's a lot of OOS and stuttering so maybe I missed it but I can't remember this happening in A27. -
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Yes, of course. There is no weighting done. Just top 600. If the best player would be a fan of sparta because of the movie it would skew the data. Also the players that plays with me or avoid me would skew this. Another note: only A27 games are here
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Yeah... I'm not a fan of the military score. It does not reflect 2v1 situations well. It would not be too hard to change the script, but this was just to sieve out some bad players and see which civs good players choose.
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My metric to select the best boomers is "most spend res by min 13". My reasoning is: It can be measured good (opposed to rushing skills or time a certain pop is reached), is better (imo) than eco score (because of floating res.). The metric can be changed, but it should not be too far from the truth. Hope that answers it. Its a bit complicated
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This information probably did not spread wide enough to influence the chart much, but it could be a idea to avoid the britons so one does not trigger the OOS https://gitea.wildfiregames.com/0ad/0ad/issues/7634 Has nothing to do with the strength of the civ though.
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You are not alone with that opinion. Here is the evaluation of my database: Notes: Data from 337 games, 1288 total players (not individuals [if a player is in 2 games its counted as 2 players]) only a24
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The host should be able to allow/disallow mods. This ticket was created in that direction https://gitea.wildfiregames.com/0ad/0ad/issues/7166 . Another reason to have this control as host is that during testing the rc's some members did not want to play without their mods and can't be reached by arguments. During the game OOS's occurred and everyone was blaming the mods. It should also be easier to share OOS logs by automating ziping a dated file from .config/logs/mainlog.html, oos_dump.txt and the replay file. It's a bit tedious to convince the players to go find the files and share them.