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ffm2

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Everything posted by ffm2

  1. I criticized local ratings here. And proposed the new AOE2 attempt here. Here it is as text again. Would be nice to test it (of course just a suggestion of me and if I really wanted it I should do it myself). But I also think some games are decided fast due to strategic decisions making it seem the game was imbalanced when it wasn't. Lets say you have a 2v2 of equal strong players. 3 make some cav one goes 100% female. The cav-team now goes 2v1 on the female -> fast end, seems imba. Now lets say the cav-team goes 2v1 on the one with cav, he can hold his ground. The 100% female player can boom to cav-champs -> seems imbalanced again (as the power jump to cav-champs is big).
  2. The skirmisher of the gauls get a cape when they promote to rank 2. During the attack animation this cape stays in position while the body moves forward and backward during throwing. See attachment gaul_cape.mp4
  3. For those questions I made these charts. 9% of the sparta players do that research at about min. 16. Apparently I did it 2 times too, but it must have been at a time where I already won and just research techs that I find and can afford because I don't aim for this unit.
  4. over_70_perc.zip over_10_under_70_perc.zip
  5. Visualizing Technology Research Timing Based on Public Opinion For each technology, I created a diagram showing the optimal research timing based on aggregated player data. Key Metrics and Axes X-axis (Progress Score): Reflects the advancement of a civilization, calculated as: score = resourcesUsed['food'] + resourcesUsed['wood'] + resourcesUsed['metal'] + resourcesUsed['stone'] - unitsCapturedValue - unitsLostValue - buildingsLostValue - buildingsCapturedValue + lootCollected - tributesSent + tributesReceived + tradeIncome Y-axis (Progress Score by Minute 13): Indicates how efficiently a player progressed. Higher values denote better development. Expected Trends Faster-developing players tend to research technologies closer to the optimal timing. Slower-developing players show more deviation, ideally forming a Gaussian distribution around the optimum. Natural barriers (e.g., resource constraints) may prevent earlier research, allowing further refinement of the optimal timing. This approach leverages the Wisdom of Crowds principle. Why Progress Score Over Time? Using time as the X-axis would skew comparisons between fast and slow players. Instead, progress score ensures fair benchmarking. E.g. a for a faster developing player it makes more sense to research p3 earlier, so the dots would lean to the left going upwards. However, for practical player reference, iso-lines mark when different player segments (e.g., top 25%, 50%) typically achieve key progress milestones. These lines are smoothed averages from 60-player samples. Visual Enhancements Top Histogram: Shows the distribution of progress scores when players research the tech. Solid black line: Mean research point. Dotted black lines: ±1 standard deviation (68.2% is inbetween). Colored solid line: Your personal mean-helping identify biases for improvement. Right Histogram: Blue bars: Fraction of players who researched the tech at a given progress level at 13 min. Gray bars: Fraction who could have researched it but didn’t. Note: Naval techs (requiring water maps) are currently not accounted for (less than the grey bar actually have the chance to research them). Civilization-Specific Behavior Technologies with differing research patterns across civilizations (e.g., Ptolemaic farming phases) are split and annotated. Data Interpretation Top Players: While highlighting top performers (e.g., Stockfish, Havran) is possible, overemphasizing them may not be useful. Rankings can shift slightly with minor metric adjustments (e.g., using minute 12 instead of 13). How to Run the Analysis Place the folder in your replay directory (e.g.,~/.local/share/0ad/replays). In A_fastest_boom_at_time_eco.py: zeroad_data_folder needs to point to the game. The icons, descriptions and prices are pulled. Set you = "ffm" (your username). Adjust top = 2000 (sample size) and your_top = 49 (minimum personal records included). In B_tech_of_fastest.py: Configure multiprocessing (cores, top-player highlighting). how many cpu cores you player name again Tech Categories: Over_70_perc: Essential techs (good for beginners). Over_10_under_70_perc: Situationally valuable (deeper insights). Under_10_perc: Rarely used 0_perc: Never used Limitations & Feedback The tool lacks robust error handling, so use caution. Exceptions for some edge-case techs are accounted for. I welcome reports of anomalies, I hope I didn't mess up anything big. Enjoy optimizing your boom. top_analysis.zip
  6. 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.
  7. Flare is turned of for Quick start for now
  8. 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. Install by putting the zip in the right folder: On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ On OSX: ~/Library/Application Support/0ad/mods/ On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/mods/) Quick start triggers the chat message: "Units receives automated commands by %(player)s at turn %(turn)s (v01)" Clicking tools like the razor rapid fire triggers the chat message: "Automated clicker makro detected by %(player)s(v01)" If a player does not send a command in 30 seconds triggers the chat message: "%(player)s has not send a command in 30s (v01)" Market Exploit "%(player)s has bought %(buy)s shortly after selling it for %(sell)s (v01)" 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: turning off in game or handle 2 players with the mod to limit spam Current version: 02 oddity_detector.zip oddity_detectorv00.zip oddity_detectorV01.zip oddity_detector V02.zip
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. (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.
  22. 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.
  23. 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
  24. 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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