
ffm2
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Everything posted by ffm2
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Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
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) -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
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.) -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
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 -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
Put the script in the right folder: On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\replays\ On OSX: ~/Library/Application Support/0ad/replays/ On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/replays/) Adjust line 8 to be the folder containing the replay: path = "0.0.26/1ADDA938C7135CC0/" # stockfish; max. 96, total 1407 Install dependencies: small: matplotlib, numpy, python 3; (Or I use Spyder [on Windows install Anaconda] if you'd like to use a visual variable explorer, but not necessary just to run this). run the script: python load_replay.py 2 Figures get saved to the folder containing the replay and also pop up as windows in which you can zoom, pan etc. -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
Here is a zoom on the sanafur-Decger game. Apart from the one spike of 30 he gets rarely over 4 and max. 7. You reached 5 here in one game too. Maybe you can try and send a command.txt? The big difference is that it's in every game over 10 min. of sanafur and Stockfish that I checked. Decger and you have it on rare occasions. -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
Sure, better hardware gives an advantage, but I don't see a benefit in this case. Lets assume you hold down a extra mouse button that clicks 1000 times per second. In combination with holding alt and hovering the mouse over enemies you'd send units a walk command in between when the cursor is not on a enemy unit. In combination with attack-walk it would be the same as the attack-walk alone. -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
Yes, other ways to attack are (all not counted in the diagrams here): attack-walk (ctrl+Q+right-click) Is good for the starting of a battle when you face an enemy that is not tightly grouped. If units run loosely with this method in a tight group of enemies they die fast in a outnumbered fight. stop activity (H-key) Let the selected units drop all activities with a aggressive stance results attacking the nearest target very fast. Good for complex situations. Also good if your units have a locked target, the target retreats and there are other targets in range. So your units don't spend time walking but attacking. group sniping (select a group right-click) Makes sense to take out heroes (and their aura on the army), siege and in small battles with e.g. 5 riders to take out wounded units. With other plots like these I like to see some habits other players have. The stop activity is heavily underutilized imo. of middle strong players that might not even know this can be used in that way. It's not so easy, or what do you mean? You'd rather not be able to take out heroes or siege? Commanding a catapult on a CC would also be considered single unit attack (unqueued). I don't want to lose that control. I don't see a general problem in this mechanic. Imo. a rounded use of all the techniques described above usually makes sniping with a lot alt+rightclick of big groups not a good choice. It's very apm intensive and too little rewarding compared to other tasks. You can see some top players not using this at all in these graphs. -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
Oh, you mean the legend entry, that's the sum over the whole game. Should have labeled it better. The value of each turn is on the y-axis -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
1 turn is 0.2 seconds game time (in this alpha). During lag and pauses (if you have autociv) spikes can occur. Usually more players have a high command count then. In the second plot of the sanafur section one can see Decger have one high spike at the end. But looking at other games Decger one cant see this. So one needs to check a few games. For other commands, like holding the ungarrison key, multiple commands can also be send during one turn. But in this case the target changes where one would need to click on to. This is very rare, can be code executed or some overlooked mechanic of which no one else knows. Like this funny exploit -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
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Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
This is the python script for these graphs load_replay.py -
Unusual high sniping activity of very few players
ffm2 replied to ffm2's topic in Gameplay Discussion
But I found one player (sanafur) that is currently active and has this unusual active sniping: Maybe he can provide some insight how this is done. commands.zip Sniping with alt+rightclick gives the command to one unit. Or more precisely to the unit with the lowest entity ID / oldest. In a game one can't know realistically which would be that in a group. So if one would alt-rightclick one couldn't give the command to the nearest unit. This would only make sense with a target in range of everyone in a group. Archers and slingers might use this in bigger groups (30+). Skirmishers might try to reach a target on the other side of the group and would need to run between their own army. Halt command (H-key) makes more sense then to attack the next target near each unit without sniping. -
I analyzed a game of Stockfish and stumbled up on some weird behavior regarding unusual high sniping activity. Now I analyzed a few more game of him and others. The unusual sniping acts in that way, that one players sends individual attack commands to individual units. In the commands.txt it looks like this in one turn: cmd 2 {"type":"attack","entities":[2472],"target":2963,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2483],"target":2963,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2533],"target":2963,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} ... In the following graphs I count only these individual attack commands for each player. Here are 4 games of Stockfish which all show this behavior and I did not find a game which didn't have this that were longer than 10 min: Here are some games of other high ranked players that don't have this unusual sniping activity:
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I agree on both. On resources used. I made 2 radar charts for the game I mentioned challenge-to-reach-100-pop in which Decger came out as a very good result. One can see that at min. 5 eco of resources used Decger has the highest value. In the chart that uses gathered res. Effervescent comes out on top (and Decger is only #3 although he later in the game sets this eco record of my data of 2150 games, better described in the link). Also pop here is unitsTrained, thats why not more players are at population maximum.
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I made this radar chart for fun and wanted to share it. Left is a early state of the game and right a late state. E.g. at the top one can see who had the best eco score at min. 5 and where it progressed at min 14. Just some weak opinions/ideas I'd also like to share: The eco score are just the summed up gathered res.. I think one should also account and penalize a player having unused res. The graphs currently in the game e.g. for military score undersell the early game. A like we have 2 players, one does a well performed rush the other booms and gets into the game late. The booming one gets more credit than the other. In this diagram it's normalized for the player with the highest score. On local ratings: I read a bit into it and think of it a bit hard to understand. On the other side the results are also weird when looking at replay-pallas . The first idea for improvement that comes to my mind is to set a threshold for required of number of matches until it starts to show the results. #1 has 1 match, ValihrAnt is #79 and glancing over the list at any level raises doubts. I don't want to throw some shade so I wont mention (IMO) over rated players. A lot players other players seem to value it and use it for their pairing so there might be something I miss.
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Challenge to reach 100 pop in the shortest time
ffm2 replied to cl2488's topic in Gameplay Discussion
I've been checking my local games for the players that reached a pop of 200 as fastest. The total number of players evaluated (incl. multiples) is 3435 and of that only 2150 reached 200 pop in the whole game so got further processed. These include weird settings like medium resources, maps with treasures, and proGUI users. But the top happen to be mainland on low resources. The only check is that cheats are turned off. The metadata.json only stores data every 30 s. These were selected from natural games. To make it in this list the player wants to boom himself and not be attacked. In the bar diagram one sees the civs of these top 68 players. To make it in the data you needed to have 200 pop in under 13 min.. Pers is occurring the most. I see a reason in this that pers is strongest in the late game, so the player himself it more incentivized to boom. Kush did not make it in this list. I play/spec games with random civs for 8 players regularly. The 3 fastest were Decger (two times) and Havran that made 200 pop until 11:30 (so somewhere between 11:00 and 11:30). Of the top 3 one was with a old community mod, so I cant replay it. One had 3 berry patches (Havrans). And one where Decger played rome with only one berry patch between his mines and only some extra sheep with the normal a26 version. This game seems like a particular good example for a good boom. In my top 68 games only 2 players had rome. Note that it does not mean that this is the best way to play the game in general at all. But a player occasional gets to play the pocket in a game where sometimes it makes the most sense to boom. So being able to boom is at least one quality a good player should have and display some times. Regarding this challenge 100 pop is reached in this game about min 7:00, but for the units on the map: I'm not going to count it manual in the replay at 0.1x speed and Decger made 63 woman at that time. If you would like to add it to this challenge subtracting the extra ~13 woman, go ahead. https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/78531EF91F850AD7 -
I think it gets a key press and a release signal. Navigating the map with wasd would be very laggy if it were by interval signals in the scope of appearing text.
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On this note I'd like to add to the metadata.json: -decrease the sequence interval from 30s to 10s (if the resulting size is accaptable) -add a counter for trainer idle times (e.g. you have your barrack and cc idle for 1 s the counter adds 2 s) Edit: Better a counter for each type. For stables and corrals it's not so crucial if they stay idle (But still 2 idle baracks increase the counter by 2 each second).
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Indeed. I just held the U key down in one player in this figure. So one can imagine with a bit of lag for this to pile up fast. This is new to me, but I had a break of 4 years. Maybe I did it wrong back then or it is new behavior. Thanks
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That's a teleport. Insane. This variety from 80 to 10 also speak against a fixed multiplier per special hardwarde. Maybe unnecessary commands like this should not be send over the network / recorded at all?
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For the record of this thread again: The easiest way is this ungarrision command at the start. Different groups gets ungarrisioned at the same time in different directions. This does not happen when the way to desired resources don't get shorter by teleporting through the cc. cmd 2 {"type":"set-rallypoint","entities":[150],"x":1057.7218627929688,"z":831.8082275390625,"data":{"command":"gather","resourceType":{"generic":"food","specific":"meat"},"resourceTemplate":"gaia/fauna_chicken","target":175},"queued":false,"pushFront":false} cmd 2 {"type":"unload-template","all":true,"template":"units/athen/cavalry_javelineer_b","owner":2,"garrisonHolders":[150]} cmd 2 {"type":"set-rallypoint","entities":[150],"x":1083.4781494140625,"z":833.4364624023438,"data":{"command":"gather","resourceType":{"generic":"food","specific":"fruit"},"resourceTemplate":"gaia/fruit/berry_01","target":170},"queued":false,"pushFront":false} cmd 2 {"type":"unload-template","all":true,"template":"template_unit_support_female_citizen","owner":2,"garrisonHolders":[150]} cmd 2 {"type":"set-rallypoint","entities":[150],"x":1083.5645141601562,"z":827.9652099609375,"data":{"command":"gather","resourceType":{"specific":"tree"},"resourceTemplate":"gaia/tree/bush_temperate","target":5864},"queued":false,"pushFront":false} cmd 2 {"type":"unload-template","all":true,"template":"units/athen/infantry_spearman_b","owner":2,"garrisonHolders":[150]} cmd 2 {"type":"set-rallypoint","entities":[150],"x":1083.5645141601562,"z":827.9652099609375,"data":{"command":"gather","resourceType":{"specific":"tree"},"resourceTemplate":"gaia/tree/bush_temperate","target":5864},"queued":false,"pushFront":false} cmd 2 {"type":"unload-template","all":true,"template":"units/athen/infantry_slinger_b","owner":2,"garrisonHolders":[150]} Another easy way to identify proGUI is automated tributes distributed to allies given the user has much and the ally little. Notice this tributes are some numbers different than 100 or 500. cmd 2 {"type":"tribute","player":3,"amounts":{"food":101}}
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Are you aware QuickStart is a mod on it own? It is a mod too as I read here: I also know, I should try it some time and then I can benefit of it too. It's just 7 resources at the start. Whats the big deal etc.
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You are just gaslighting at this point. Here is the replay file and some analysis. On turn 15 player 6 (Atrik) set 3 rallypoints and unloaded 3 separate groups (typical for proGUI/quickstart): turn 15 200 cmd 6 {"type":"set-rallypoint","entities":[396],"x":981.6212158203125,"z":304.53472900390625,"data":{"command":"gather","resourceType":{"generic":"food","specific":"meat"},"resourceTemplate":"gaia/fauna_chicken","target":421},"queued":false,"pushFront":false} cmd 6 {"type":"unload-template","all":true,"template":"units/gaul/cavalry_javelineer_b","owner":6,"garrisonHolders":[396]} cmd 6 {"type":"set-rallypoint","entities":[396],"x":917.7904052734375,"z":340.63238525390625,"data":{"command":"gather","resourceType":{"generic":"food","specific":"fruit"},"resourceTemplate":"gaia/fruit/berry_01","target":414},"queued":false,"pushFront":false} cmd 6 {"type":"unload-template","all":true,"template":"template_unit_support_female_citizen","owner":6,"garrisonHolders":[396]} cmd 6 {"type":"set-rallypoint","entities":[396],"x":974.557861328125,"z":300.42596435546875,"data":{"command":"gather","resourceType":{"specific":"tree"},"resourceTemplate":"gaia/tree/bush_temperate","target":5897},"queued":false,"pushFront":false} cmd 6 {"type":"unload-template","all":true,"template":"units/gaul/infantry_spearman_b","owner":6,"garrisonHolders":[396]} cmd 6 {"type":"set-rallypoint","entities":[396],"x":974.557861328125,"z":300.42596435546875,"data":{"command":"gather","resourceType":{"specific":"tree"},"resourceTemplate":"gaia/tree/bush_temperate","target":5897},"queued":false,"pushFront":false} cmd 6 {"type":"unload-template","all":true,"template":"units/gaul/infantry_javelineer_b","owner":6,"garrisonHolders":[396]} cmd 8 {"type":"walk","entities":[516],"x":921.650146484375,"z":964.2492065429688,"queued":false,"pushFront":false} end In the attached Figure one can see some other huge spikes. E.g. form real_tabasco_sauce at turn 4346 which can be explained by normal gameplay. Its unload all, the same entity. Typical for teleporting through a building. It would not benefit the user to do it more than once in that turn, especially here with 0 entities inside. turn 4346 200 cmd 6 {"type":"set-rallypoint","entities":[7332],"x":1002,"z":298,"target":411,"data":{"command":"gather","sound":false,"resourceType":{"generic":"metal","specific":"ore"},"resourceTemplate":"gaia/ore/temperate_01","target":411},"queued":false,"pushFront":false} cmd 5 {"type":"leave-turret","entities":[]} cmd 5 {"type":"unload-all","garrisonHolders":[10125]} cmd 5 {"type":"leave-turret","entities":[]} cmd 5 {"type":"unload-all","garrisonHolders":[10125]} cmd 5 {"type":"leave-turret","entities":[]} ... Do you still claim not to use proGUI in the games of chrstgtr? Do you twist it that way, this was actually not proGUI but quickstart? chrst_gtr_host_atrik_progui_2024-10-19_0002.zip
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Could you tell me how? Atm. I only see the way with alt+right_click in combination with extreme lag in a usual game.
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No, it's not even a bin but a regular line graph with each turn. Could be a bin later with adjustable width. Here's not just every command plottet, but only the attack commands with queue off. This script gives atm. 4 graphs, all commands, attack without queue, attack with queue and stop. It's interesting because some players use attack with queue quite often (very good do it rarely) and some don't use the stop command (or H key) for fast attacking of the nearest unit. Also once one is suspicious one can and should look in the commands.txt and search for "turn X". Ungarrision / teleporting is indeed another action in which a user can have a irregular high command count.