ffm2
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Everything posted by ffm2
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Couldn't find it in a reasonable time. It's maybe feasable, maybe hard with extra code. I don't see the benefit with all subtypes like pikemen, slingers of each civ. You have to dig through the code, that's why I've written my procedure to grep above.
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- hotkeys
- autoassign civ
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It's number of houses, barracks, fields and civilizations and has nothing to do with the second line. In the second line are only the gather rates (incl. way) lined under and attached debugging info for me. The last % is the gather rate in relation to the maximum of 5.8. The replay file is written instantly. When spectating a live game I regularly use it to check out the replay to see which player uses quickstart, which some players use in even in rated 1v1s. I think it would be a great analysis tool, like a chess engine (although this wouldn't cover all strategies). But chess engines are also used for cheating. So I'd rather have no analysis and no more added cheating than more analysis incl. more cheats.
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I messed with autociv stats too. I calculated extra statistics for the currently selected player. Here is the actual gather rate for wood shown incl. the way to the storehouse and collisions. 4 woman + 4 inf have 4*0.7 + 4* 0.75 = 5.8 wood gather rate at 100% set. No upgrades. I made some snapshots to show how the actual gather rate drops with longer distance. Tbh I expected it to be worse. With this value I wanted to make a mod with recommendations on the game play as spectator or in the replay. Like now would be the time for the ax upgrade. But now I am reluctant to share. A) Because of the bad state of abuse of cheats in the community. I don't want to add fuel to the fire. Some would just automate the upgrade. B) It's still a buggy sketch, and because of A i don't know if I continue this. It's not too hard to do if someone wants to, but still a bit more than getting another value from the current statistics. The results are quite interesting though. Also I don't know if it's even intended to know the game so well.
- 469 replies
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- autoassign civ
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/gui/session/objectives/autociv_statsOverlay.js gets states from /simulation/components/GuiInterface~autociv.js you need to add something like "unitsLost": cmpPlayerStatisticsTracker?.enemyUnitsKilled.total ?? 0, to ~line 210 except you now don't want enemyUnitsKilled.total but something like unitsLost. What does cmpPlayerStatisticsTracker offer next to enemyUnitsKilled? rg enemyUnitsKilled and find public/simulation/components/StatisticsTracker.js look and find this.unitsLost = {}; this.enemyUnitsKilled = {}; so your gues of the name was right. Just add it to /simulation/components/GuiInterface~autociv.js too. I didn't test it actually but thats the way I gues. Hard for me too to grep the right value.
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"What do you mean there's a wrong-way driver on the highway? There's dozens of them!!" Here is one information that 3 people try to convey to you over month, yet you fail to understand it or want to justify your cheating to hang on to your mod in regular games: "rush is how he exploit cheat" - Breakfastburrito_007 @Dunedan I report Artik_III for repeated violation of terms of use and he shows no effort to stop in the future: 8. Not to undermine the intended gameplay or purposefully gain unfair advantages in multiplayer matches (for example cheating, using exploits or bugs). Here is a replay if there is any doubt and here is the expressed wish that proGUI or quickstart should not be used by chrstgtr: 2024-10-13_0018.zip
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This is not the first cheat mod and wont be the last, here's just my opinion on this tedious discussion. So everyone has to draw his line where cheats begin on about this spectrum: -Map revealed -Chat revealed -Let ranged units automatically back up if mellee come too near, make them follow if melee goes away (cav in a ~22 were like this and broke game mechanics) -Automatic aim at most wounded units -Army shoots the exact number of projectiles at one unit necessary to kill it. -Automatic dodge arrows -Automatic wounded units run to next temple -Automatic deleting structures at 55% capture rate -Automatic set houses according to resources and demand -Automatic queue units according to resources -Automatic start with instant command to move women to berry's, men to wood, cavalry to chicken with perfectly executed cc-teleport (Quickstart mod) -Make more contrast for better visibility -Disable fog for better view -Increase zoom.max = 500.0 (this should be standard anyway btw.) There has already been cheaters/modders that enabled 1. and 2.. Most optimize their settings for the better in some way. This has gone way too far for me. I would rather have a complete vanilla setting and disable all mods for all players than this state. To me proGUI is a clear cheat and I know a lot (clear majority) that also consider it a cheat. You set your line maybe else where, where cheats begin, but that's not up for the individual player to decide. Atrik at least has some fairness sense that map revealed is a cheat. If I get raided by Atrik get demotivated because he doesn't have to watch his base and can focus only this raid. Usually you can stick arount, make his units waste time and be sure the player only has that much APM. But he doesnt have to spread that amount of APM across a bigger map. He plays a different game than me. I don't accept this as a loss at a fair game. a) is not an option. If it were next comes the map revealed mod (or one of the other suggested cheats above) and we all do that. b) same argument. Some have map revealed. Not a sane option. Quickstart is also a cheat and AFAIK incorporated in proGUI. It could at least emulate a good player. But it sends does all these commands instantly. Ungarrision from the cc in 3 different directions with different units instantly is just silly. chrstgtr is a opponent of proGUI yet Artik and knight002 used at least quickstart in a game hosted by chrstgtr. The wishes of other players do not get respected. It's clear that many users dislike the use of these mods. It does not get stated each host. But chrstgtr made it clear here and Atrik knows it. I just saw another rated 1v1 with quickstart (at least) enabled for one player with no anouncement. If quickstart were no cheat, why doesn't the game just start a few seconds later with the woman already gathering berrys etc.. It is not intended that way and playing it down won't convince me. On Grautvornix: Why isn't this a real competition? Because there's no money involved? People gather together and want to play a game with even odds and give it some effort. Good performances earn recognition of other players and bad performances gets .. lets say reactions too. People care and the game is in a good state so that one can put in some effort and it's fun to rise in the leaderboard and also optimize ones skill regardless of how useful this skill might be. It's also annoying to me that this gets cited like a dogma to automate everything: "Repetition - If you find yourself doing the same action over and over without thought, then we need to either eliminate or automate such an action. Linear repetitious procedures are meaningless and boring." If you take it that serious over every other argument, next time you close the game, leave it closed. Don't open 0ad again. It's a really sad state and critics get shouted at like in the attached snippet. I don't know what to tell you Atrik what hasn't been better formulated by others already better. It's either a lost cause or needs time for you to reflect on the matter.
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Yeah, I don't mind ... Just being lazy atm. and don't want to assign to some sites to promote. I don't mind if anyone does it or carbon-copys this (or ffm_visibility) mod.
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Updated this mod (just like ffm_visibility)
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I updated it as I play a bit again. Other mods do too much changes for me.
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I will not update this mod as I think boonGUI mod can replace it.
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The feet movement of many units and their speed are not synchronised. Like a forward moonwalk. Can be seen best on a low speed setting, but its visible with normal settings too. The woman seem fine, on first glance. Maybe the animation speed should be coupled with the unit speed?
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I dont know the balance of your fork, but i'd compare it to the 0ad a23 balance, I'd say it only reflects the strategies the bot uses. Persians can be very strong in the late game using cav and the according hero. This of course requires the bot to build his game accordingly from the start towards that strategy. Mace had the advantage to get siege fast in their workshops. Your analysis is good, but I think this should be generated from real games from players over 1400. On lichess for example all games are recorded and are open available, I don't see a problem why 0ad shouldn't collect at least some data, like the civ. With this https://trac.wildfiregames.com/ticket/4376 you could generate it out of the logs.
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No intention, i just did the majority with what i had problems. Langbarts stuff looks good, just include that or change in that style whatever you like. Tbh. i didn't even play one game in a24 yet, just did a bare minimum a24 update here.
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good catch, will include it later
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Intelligence then maybe? Since its some kind of measurement unit, it doesn't fit on a different scale.
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Petition: Nani please add a command that assigns random civs in the game setup, with the option to exclude certain OP and UP civs. Like /civ_random_without civA civB. Or even with all civs randomly shuffled, its nice to have a glance at it before the game to see at least if the OP and UP civs are at least evenly distributed, otherwise shuffle again.
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2 (or more) window or tiled mode e.g. for dual monitors. This would be nice for good eco in the base while attacking. The ctrl+F keys for camera jumps are hard to grab and rare used, afaik.
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Strange disconnection issue. [PLEASE UPLOAD REPLAYS]
ffm2 replied to user1's topic in Help & Feedback
2 games in a rowmetadata.jsoncommands.txt metadata.jsoncommands.txt -
wonder - takes even longer than siege capture - doesn't work when the cc has ~10 men inside (and even later vs Iber with walls) relic - one relic can be send inside the the iber walls or next to cc regicide - horse can run around and hide in fog of war This option is just to play a normal victory game + end when its futile. This is to save the last unnecessary 15 min. of a game when all is decided.
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additional victory condition: have X% (e.g. 50%) more pop than enemy. This is useful, since one needs siege to end every game now. Even worse playing against a bullheaded Iberian refusing to resign. Or when players enter a boom period after a hard battle and the game is already over.
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Strange disconnection issue. [PLEASE UPLOAD REPLAYS]
ffm2 replied to user1's topic in Help & Feedback
another one commands.txt metadata.json -
/ban current_player_in_game should ask for a conformation or be something more complex like /ban! or so to avoid accidental bans and therfore end of the game. This can happen with auto completion and i saw it at least 3 times
