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ffm2

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ffm2 last won the day on November 16

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  1. That's annoying. I got matplotlib 3.9.2, so quite new (instead of what they wrote). And for me the other way don't work: AttributeError: 'Legend' object has no attribute 'legendHandles' I don't want to include some checks to execute different code for different versions of matplotlib ... So I agree, if you have a similar issue, replace it yourself, sorry (-.-)
  2. Oh, good I aborted after I heard my fans blow up and tested afterwards in a test directory with only 10 replays. This should be fixed but I only tested it in the test directory again. This can be run on only one case with multiprocess = False and a specified path (good for editing/debugging etc.) Can process a part of your database (first 10% in batches) limit number of processes (is set on 4 for now) delete pngs (good to delete all the pngs named sigle) multiprocess = False # you can specify to handle which part of your db you want process. # E.g. test with [0, 10] and if it works in a reasonable time do [10, 100] next. # in percent process_part_database = [0, 10] parallel_processes = 4 path = "2024-11-13_0009/" # for single game delete_pngs = False game_analyzer.py
  3. Thanks, should all be in the single_game_analyzer.py too. Also I wrote si[N]gle in one chart... Still some to improve but the basis is better now.
  4. This is a new update. Its a version for single games, that's easier to change, adapt, debug etc.. And one with the multiprocessing. For my Pc it didn't run through all games within my limited patience, so I tested it only in a folder with 10 games. It deletes .png files in the folders where it finds a commands.txt, so if you have stored pngs in your replay folder save them elsewhere. But I assume you might ran the old version and want the updates in the folders. Apart from already discussed command-analysis it features Colors are now in game colors Legend moved outside of the plot If you have a metadata.json of the game also: the eco_score of used resource (instead of gathered resources) units trained over time The attached figures are from the first game of the sanafur games that has also zoomed figures on page 2 in this thread. single_game_analyzer.py
  5. This site has some interesting tests: https://www.arealme.com/apm-actions-per-minute-test/en/ But this is a bit too difficult. That record is 733 apm or 12.22 clicks per second or 2.44 clicks per turn Their cps test is nice displayed, but too easy (this should have a world record of 105 cps): https://www.arealme.com/click-speed-test/en/
  6. The highest of sanafur is 58 per turn (0.2 seconds). 58 / 0.2 = 290 clicks per second. The world record is (presumably) 1051 clicks per 10 seconds for clicking on any spot. World record speed per turn would be 1051 / 10 * 0.2 = 21 clicks per turn. But this is not clicking on any spot.
  7. I think it is about using just as many arrows on one target as necessary to take it out. Not more, not less arrows. The queue would only do the command after the prior target died and I thought for a long time that's how most players snipe. I could update the script of yours to also show other commands, like pressing H, sniping with queue etc.. But I'd want to clean up the graphs and code first until I blow it up.
  8. This is the first spike of 10 commands: turn 4273 200 cmd 8 {"type":"attack","entities":[333],"target":8632,"queued":false,"pushFront":false,"allowCapture":false} cmd 8 {"type":"attack","entities":[334],"target":8632,"queued":false,"pushFront":false,"allowCapture":false} cmd 8 {"type":"attack","entities":[335],"target":8632,"queued":false,"pushFront":false,"allowCapture":false} cmd 8 {"type":"attack","entities":[336],"target":8632,"queued":false,"pushFront":false,"allowCapture":false} cmd 8 {"type":"attack","entities":[337],"target":8634,"queued":false,"pushFront":false,"allowCapture":false} cmd 8 {"type":"attack","entities":[6278],"target":8629,"queued":false,"pushFront":false,"allowCapture":false} cmd 8 {"type":"attack","entities":[6354],"target":8629,"queued":false,"pushFront":false,"allowCapture":false} cmd 8 {"type":"attack","entities":[6454],"target":8629,"queued":false,"pushFront":false,"allowCapture":false} cmd 8 {"type":"attack","entities":[6475],"target":8634,"queued":false,"pushFront":false,"allowCapture":false} cmd 8 {"type":"attack","entities":[6592],"target":8634,"queued":false,"pushFront":false,"allowCapture":false} end So the first 4 units attack one target (8632), then comes one attacking 8634, then 3 attacking 8629 and 2 attacking 8634. So even in one turn there is no multiplicator to find.
  9. Unless it's a toggle It doesn't seem really useful to build three cs when you only want one If I'd do, it I'd use a dedicated key with the multiplier to avoid this. One for usual play, the other for sniping. But this explanation does not make sense to me. Here is a zoom to the first burst of the first figure of the sanafur part. The sequence is 10, 6, 4, 8, 4, 8, 4, 7, 13, 8, 5, 8, 5... so the sniping is no multiplication of 2 or (like claimed) 3.
  10. A single attack looks like this in the commands.txt: cmd 8 {"type":"attack","entities":[10681],"target":8109,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} The one unit with the entity ID 10681 get the command to attack unit 8109, not queued. AFAIK this can be done either selecting the unit and right click on the enemy unit or selecting this unit and other units with higher entity IDs and hold alt right click on the enemy unit A group command looks like this: cmd 6 {"type":"attack","entities":[452,6571,6572],"target":203,"queued":false,"pushFront":false,"allowCapture":false} The units 452 6571 and 6572 get the command to attack the unit 203 at the same time probably with one control group and just right click. this should look something like this: cmd 1 {"type":"attack","entities":[9341,9342],"target":9345,"queued":true,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} so with "queued":true. In these two plots it should always be not queued as this is the pattern I was looking for. Please check the replay and think what you would do in the situation on the timestamp. Maybe you can replicate it.
  11. These are other games with berhudar who reaches quite high values but not every time. Sorry for the big legends.
  12. For normal clicks. There's "advanced" techniques like Jitter-, Butterfly- and Drag-clicking up to 30+cps. But I think someone with drag-clicks would miss a lot of soldiers i.e. with alt-click send units with walk.
  13. https://clickspeedtest.com/ says: According to Recordsetter - a website that lets player post record for everything, Per the same website, Dylan Allred from Las Vegas holds the world record for most mouse clicks in 10 seconds. The data suggest that Allerd click the mouse 1,051 times in 10 seconds. Assuming they have some verification for this records. With a smooth game that would be 1051 / 10 * 0.2 = 21 clicks per turn. Then additionally to this you'd need also point on the target and then click (not just clicking like this test)
  14. Yeah, since you can know which unit gets this command. (just for clarity 130 in the total game [number in the legend], you had 6 per turn max.)
  15. But note that you need more than one or two games. I also encourage to look at the turn in the text file if you found something to double check. Attached is one game that seems suspicious with berhudar and weirdJokes and others, but if you look at other games of weirdJokes (berhudar has only one upload) you don't see him with that high of a number. I think this was a heavy lagging game since a lot of players have such high values. e.g. just glancing at total number of commands: https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/46D647BA5A8FA5C8 https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/C7CF37877668B4F0
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