
ffm2
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Everything posted by ffm2
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This version should account for lag. I can't test it in real games atm. so maybe someone can verify from real games how well this works. This should not trigger when the turn length is over 400 ms (the usual one is 200). Maybe that number needs to be adapted. In a replay set on 0.25x it didn't trigger.
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Flare is turned of for Quick start for now
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This mod reports gameplay that should not be possible in 0 A.D. without mods. Currently, in 4v4 matches, new or aspiring players are never informed about which mods are being used or how they affect gameplay. Instead, it’s implicitly assumed that everyone already knows the players and their supporting mods. With these quick in-game messages, players at least receive basic information and can further discuss the implications - whether in the match itself or on the forums. Quick start triggers the chat message: "Units receives automated commands by %(player)s at turn %(turn)s" Clicking tools like the razor rapid fire triggers the chat message: "Automated clicker makro detected by %(player)s" Elexis set up the mod template for me to fill. Lag is atm. not accounted for, so during heavy lag it could trigger false positives. I tested it in a few games and didn't had false positives. Report if it behaves weird and some thresholds should be changed. Some features that should be added: detection of a idle player turning off in game or handle 2 players with the mod to limit spam oddity_detector.zip
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Challenge to reach 100 pop in the shortest time
ffm2 replied to cl2488's topic in Gameplay Discussion
I had a Index error. I didn't take the score at minute 12 but at minute 6. The statistics gets taken every 30s. The score itself is spend (food+wood+metal+stone)/10. -
Challenge to reach 100 pop in the shortest time
ffm2 replied to cl2488's topic in Gameplay Discussion
There are a lot of players with a low elo that can pull of a extreme good boom. Some have problem with army coordination or understanding how crucial 2v1 situations are. These players also gets left alone more often because a good rushing player wants to hold back a strong player from tactical perspective. I found some strong players surprising low in the total list. There are lots of biases here but there's also some truth to it regarding the booming aspect. -
Challenge to reach 100 pop in the shortest time
ffm2 replied to cl2488's topic in Gameplay Discussion
What do you mean? It's the top performance of each civ. Of course Ptol and Celts are listed. Or you expected them worse? Ptol with the food trickle is excellent as teammate. Having same civs in a team is worse as the boni don't stack. So it could also be a bias that a ptol player gets the ptol team boni less frequent. -
Challenge to reach 100 pop in the shortest time
ffm2 replied to cl2488's topic in Gameplay Discussion
Not yet, this was just a by-product. Maybe when the other stuff is ready for release or I'd extract it next time I do something like this (wouldn't be hard but I got other stuff atm. going on), sorry. Also a big factor are the team-boni. For better civ performance analysis one should take the mean of top 20 booms per civ or so. Here I just wanted to give players that are interested in the boom of one civ a reference point. E.g. how to handle iber walls, what to do with the maur elephant etc. -
Challenge to reach 100 pop in the shortest time
ffm2 replied to cl2488's topic in Gameplay Discussion
Top Eco Scores of Used Resources at 6 Minutes Here are the best games with the most resources spend at minute 6. I don't take the games eco score (of gathered resources) because unused resources are bad and this is better reflected in the eco score of used resources (ecu score) Methodology Excluded: Fortress maps (games starting with Barracks) Conditions: Cheats disabled Starting resources: 300 Full replay available Game duration >12 minutes No quickstart used Dataset Total games evaluated: 763 Total player entries: 3,255 (Note: Same player in multiple games counts as separate entries) Key Findings The top scores typically come from games where players: Produced only women for the first 3 minutes Didn't face early punishment Played as pocket position Note: This only one viable strategy, that can be measured in a benchmark well. Top Performances by Civilization Replay Date Ecu Score Player Civilization 2025-04-20 920.0 stockfish Gaul 2025-02-13 911.5 chrstgtr Brit 2025-02-06 905.0 havran Spart 2025-02-12 890.0 stronglag Athen 2025-03-16 887.5 borg- Sele 2025-03-23 884.5 havran Maur 2025-02-23 884.0 e133 Ptol 2025-02-16 870.0 havran Rome 2025-04-18 872.0 ricci-curvature Pers 2025-04-22 870.0 stevie_wonder Kush 2025-02-16 865.0 chrstgtr Mace 2025-03-29 847.0 borg- Iber 2025-04-26 845.0 blossom Han 2025-03-22 830.0 duck__ Cart All replays available on replay-pallas -
A27: Extreme stuttering and OOS on rejoin
ffm2 replied to Seleucids's topic in Game Development & Technical Discussion
Ok, thanks. I'm on the edge of my seat for a27.1 since the improvements apart from the OOS were good. Just as additional info, I compiled on a current arch linux with git clone --single-branch --branch release-a27.1 https://gitea.wildfiregames.com/0ad/0ad.git and attached my replay if someone still want to look more in to it. Then I'll play with a27.0 for now. commands.txt metadata.json -
A27: Extreme stuttering and OOS on rejoin
ffm2 replied to Seleucids's topic in Game Development & Technical Discussion
I compiled 67e7b17d3e of branch a27.1 and played with 7 players from a27.0 and I was OOS. Here are the OOS logs, hope it helps. oos_dump_a27.0.txt oos_dump_a27.1.txt -
Stay compact. The outer wood line should be the only one direction to stretch for the first minutes Stay busy eco wise: If you need to abandon the outer wood line, use the small wood patch at the cc or gather at the mines although you don't need it atm. Try to intersect / sandwich the camels. Chase with inf while cav come from behind small towers are weak, expensive but sturdy. They need no apm, so you can focus more on eco. Your ally should sponsor them to get you out of this situation. But it's more a solution a weaker player can use to resist a better player. If you boomed with too many female it can be already too late. Some strategic decisions made in fow can already decide the game. I'd say: balanced pop > high cav; high cav > high fem; high fem > balanced pop (if not outplayed by skill) Some civs are just weaker than others
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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