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ffm2
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ffm2 last won the day on November 16 2024
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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.
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Re-Release A27 or RC builds?
ffm2 replied to Seleucids's topic in Game Development & Technical Discussion
This is a performance improvement by removing a feature. Before one removes a feature one should consider what this feature is there for in the first place. The feature is there to detect OOS. OOS still occure even in vanilla but also when broken mods are used. This shows the necessity of this feature. Without this feature https://gitea.wildfiregames.com/0ad/0ad/issues/7634 would not have been caught. -
mod CustomColors mod - replace default player colors
ffm2 replied to Mentula's topic in Game Modification
Nice mod. A suggestion: In addition to the individual colors you could add one long string that contains all colors at the bottom that can be easy copy / pasted like: 255 255 200 249 249 199 .... So one can share their carefully crafted color scheme here. This would also drive user engagement. But what do you guys think? Leave a like and a comment down below. -
the last one I saw on this was golden projectile. But I don't have a issue with bolt shooters. Catapults maybe sometimes when they shoot out of vision, but that's not something I want. So not from me at least.
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A27 has more colors and some have problems. I changed some colors in a visibility mod. To me the red, green, blue are too neon. Good for competitive gaming for visibility, but not beautiful for me. I changed red to tab:red of matplotlib colors as I find the tableu palette more 'mature' (also for blue). The others are left because they aren't so bad for me to put in work. Next issue I have is with the dark-greed or camo-green as I call it. It has visibility problems and I changed it to salmon which fits all criterias I have for colors. For me the colors should be: (1) distinctive to each other (2) visible in the minimap (3) the font halo effect in the chat should work (4) visible in the summary graphs (5) be appealing / fit the world (3) does not work for dark blue as one can see here (and this is already increased by my 4k mod). One can barely make out the difference between a 'e' and a 'o'. (4) Can you make out the black graph here? Also there's a bug choosing the black color. Its chosen where the red arrow points to Another user also wished to change the colors in the config. A reason to allow this is for inclusion persons with colorblindness. A problem would arise for communication if a lot players call the colors differently. But it's minor as one can still just say the players name.
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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.
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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.
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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.
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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.