ffm2
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Everything posted by ffm2
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Some skewing factors: Hippocrates is available in P2 which works in his favor in the statistic. Spartan have free heroes as team bonus. So any team with them could send a less favorable hero on a suicide mission (E.g. sending them straight for farming women). Although I think the major benefit is the supporting aura on a full army at the first big clash. The single percentage heroes could see a buff at least. A big reoccurring argument is dancing with heroes. I set it usually on passive and retreat and still get blamed. I don't dance full on "left right click". I lure around the army when I notice a focus. But the game should be in the way that the player uses all options available. Maybe a solution on side of the game design can be found.
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Since the discussion came up I checked my replays for the popularity of heroes. The script is much generated by AI quickly to get a answer, but the question isn't that complex. Every replay with a commands.txt and metadata.json is counted. No check for cheats or how good the players are. If you want to run it you need to place it in .local/share/0ad/replays/heroes/A_heroes.py. Edit: Now only the first hero per player in that game is counted. The first result was a bit less than I expected and this reflects preferences better. A_heroes.py
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Why some Civs has their heroes at Fortress?
ffm2 replied to guerringuerrin's topic in Gameplay Discussion
A rare case is if you can destroy the gauls just before vercingetorix can spawn. It's definitely necessary to bring an end to games that already drag on with one side having a clear upper hand. Or to break up a siege from maps like ambush. With only 14 % of players researching it, it is also more of a tech for the right circumstances, not something to aim for right ahead. And wonder is an exaggeration of this. I like the current status more over every thing discussed here with that exception of the roman hero from the camp. Also I think each civ usually has one very clear favorite hero. That could be balanced. -
Motivate and help the new players to get better and stay in 0ad
ffm2 replied to Akentas's topic in Gameplay Discussion
Your "casual" category falls between newbies and regulars? That's maybe even the most prominent one. The player base is small and it is for every level hard to find matching strength. The small community has it's charm too, you'll know the players soon and can compare your progress. On e.g. lichess there's a lot of players you rarely get to know one by name. But you can get a game at any time of the day on your elo score and on your preferred setting. -
Which linux? E.g. arch has it in their repos already since some hours. https://archlinux.org/packages/extra/x86_64/0ad/ Odd, that that site doesn't work for you but the forum. If you only play a bit single player you could maybe stick around a bit with 27.0 for a while until it's in your repo. From that site you usually need only the dependency list (apart from whats already posted): sudo pacman -S --needed awk openal m4 boost cmake curl enet fmt gcc gloox grep icu libgl libogg \ libpng libsodium libvorbis libxml2 llvm make miniupnpc patch pkg-config python \ rust sdl2 subversion wxwidgets-gtk3 zip zlib Or: sudo apt install build-essential cargo cmake curl libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libfreetype-dev m4 libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev \ libogg-dev libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libwxgtk3.2-dev libxml2-dev llvm python3 rustc subversion zlib1g-dev
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IMO if you so many questions you should learn to calculate that yourself, check out replays, spectate live games or check the popularity of techs post that I linked you before in another thread. Capacity upgrades are not very popular. But you can carry on the conversation with others of course. But how would you know they are right?
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Be sure to follow https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions tl;dr have all dependencys run 0ad/libraries/build-source-libs.sh run 0ad/build/workspaces/update-workspaces.sh run make -j5 in the folder 0ad/build/workspaces/gcc/
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As I see it, you are right. I downloaded and installed the branch from git with git clone --single-branch --branch release-a27.1 https://gitea.wildfiregames.com/0ad/0ad.git But you can also download from https://releases.wildfiregames.com/ 27.1 is from 14.07. so the distros may need some till it lands in their repos.
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Also the building type (temple, house with FF researched). Context always mattered reading stats and are most useful to read while looking at the replay or in the autociv summary. Problems with the autotrainer are also discussed long by a post Feldfeld. Besides the adjusted batching at the right time the meta changes that you don't need to check your base for production but can focus on raids. On quickstart it's very easy to see that it's better, but we shouldn't care because the advantage is small. I told Atrik before he should at least make it slower and emulate a good player. The discussion was derailed, that he didn't create quickstart. Then the oddity detector came out and he slowed his local quickstart down by one turn just enough down not to get detected by it, but not as slow as a real player.
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Also the aura of heroes stack. Notice these techs aren't that popular on the competitive player base, see here. Hero aura is very good as it heals a lot of units right at the battle field and also while retreating a bit. Healing helps that units gain in rank. That's why Hippocrates is so strong.
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Yes. What does not stack is when you have the healing aura of 2 temples very near, that aura only adds once.
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Your user.cfg has not set gpuskinning. The default value is true. When I activate it I get nightmare fuel as well. I use arch on my laptop with AMD Ryzen 7 5700U and a AMD gpu. Does it help to set it off? headless.mp4
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Indeed Boudica. Not even the market exploit is considered a cheat. Reza knows about quickstart, Seleucids knows reza considers it a cheat. I think its quite distasteful bringing up war or PTSD here. Reza had this stance before the war already. Reza probably doesn't really care but bringing this up does not show a interest in a reasonable discussion. Instead the sanity of the conversational partner is attacked.
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Motivate and help the new players to get better and stay in 0ad
ffm2 replied to Akentas's topic in Gameplay Discussion
Some quiz could also be fun and help to learn some specific things. Team boni of civs or catafalques. For catafalques you are hit with a wall of text and don't have time to read in game anyway, so it could help to learn them. But then one needs to maintain this each balance as well. -
I just meant the pattern that the amazon bots show. Incoming and outgoing trade ships have the same direct line as path and tried to avoid each other by going left and right. But I'm not sure on that either as I don't play naval voluntarily. Ships in general still block a lot. Players are incentivized to squeeze as many ships in the channel as they can. What works a bit against this are champion archer taking them out from a distance.
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Too many ships on the same route could also block each other. I think it doesn't happen in 0 A.D. anymore, but I had a little deja vu when I saw this pathfinder bug in amazon robots
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Motivate and help the new players to get better and stay in 0ad
ffm2 replied to Akentas's topic in Gameplay Discussion
Some fighting scenarios where - Units walk under fire, which could be fixed by pressing H (stop). So the units attack the nearest units. - Units walk to a fight in a row like ducklings, which need the action to gather together before entering a fight. - Appropriate reaction to 3 cavs running around a base searching for weak spots (garrison women only on one side of farms) -
Motivate and help the new players to get better and stay in 0ad
ffm2 replied to Akentas's topic in Gameplay Discussion
A bit derived brainstorming: Some mini-challenges would be nice. The unknown player could do this challenge to prove a bit game knowledge. I think of it like this: 1. Host sets up a game in the lobby 2. A few players join, one is unknown 3. Unknown player gets the mini-game to solve 4. The unknown player plays the game and parallel the host could set up the game, balance the teams, new players can join As a side effect one could also test the connection between host and unknown player. -
I just installed it because it shows up on top right when you open synaptic (package manager on ubuntu some time ago) alphabetic listed. But I admit I rarely type it the correct way "0 A.D." This is written in the English Wikipedia article citing websites from 2010, so I doubt it's the current plan. The current civilizations and heroes are from 500 B.C. to 500 A.D. afaik. E.g. Boudica reigned from 60 - 61 A.D. and she doesn't look older than 60 in game. I don't think the game needs fancy advertisement, articles or such. Just focus on quality of the game and community.
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Scripting a RAM Garrison? Probably not, but check this out.
ffm2 replied to RangerK's topic in Gameplay Discussion
The replay does not start from turn 0 and can't be replayed sadly. This happens on late joins. As real_tabasco_sauce said, the turn length can vary highly. In the oddity_detector the duration of the turn is computed, but not logged for replays (which could help a lot in those cases). Although it could vary for spectators again in comparison to the players. They can delay or speed up, so the players have less lag. A indicator for lag (or pause) is when more players than one have lots of commands during a turn. The reaction to garrison the ram is one a normal player would anticipate and focus on, so a fast reaction seems plausible. Same turn could also be for fast ungarrison and garrison. This is the case here. There is also some variance to see: turn 6776 is a ungarrison and 8 turns (1.6 in game seconds) later a garrison command is send. Ram attack interval is 1.5 seconds. Then turn 6793 is ungarrison and 6802 is garrison (9 turns). Turn 6776 sends the same command twice, which a program wouldn't (if it's not extra programmed to mix in slight variances to hide itself). Does someone else have the complete replay? With this doubt in mind you could check other games of Zekromus. I plead for not guilty. -
cmd 1 {"type":"tribute","player":1,"amounts":{"food":100}} so cmd X ... "player":X
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You can sent yourself resources through a command. This might seem useless, but It is not cleanly programmed You can obfuscate the statistics
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Atm. for me it depends. Ideally, long time ago when I could out-boom other players it's not necessary and slows you down (hence turtling). I prefer amoebae-style reach for extra res. or be near the front player. That again makes my base a bit weaker. House walls in combination with surrounding hills and just some gates are a good compromise. Especially if you expect another player to come with lots of cavs or siege maps (Corinthian isthmus, ambush) I get infuriated when I see teammates building huge stone walls, indicating they have no intention in joining a fight anytime soon (except they communicate before, "I turtle you can help on the other side") Another huge priority is that workers should not walk across your base a lot. So if you think on that side could fit some wall/building use only a few workers and preferably ones from nearby or maybe don't at all. That also goes for amoebae-stretch for res, it could be bad to stretch for some berries if you're exposed there and don't have any other business there.
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Do Archer's Add Extra Arrows to a Buildings Defense?
ffm2 replied to Thales's topic in Gameplay Discussion
Your horse doesn't fit in a tower. In the cc or fort it's ok. Except when the game setting is regicide and hero garrison is off, then also no additional arrows. Maybe just change the tooltip to "it's complicated". -
One of the worst things about this game the lack of balanced games
ffm2 replied to Foxooo's topic in General Discussion
There are some efforts. The 1v1 rating in the lobby is a elo rating which could help to some point. A strong player in 1v1 is not weak in team games. Weaknesses: Not everyone plays regularly rated 1v1s and some have low elo on purpose (for fun). Smurf accounts start again at 1200 or they gained their elo years ago and don't play rated again. Local ratings mod rates the players based on their scores. This score usually is skewed for some players. ValihrAnt e.g. is one of the best and rated mediocre. One could develop this further and check where the score lacks. But it would always be a system where you expect a player to act in a way and not rate how successful the team actually is. Local ratings with elo or glicko-2 rating based on pure wins of teams do not get enough games to divide good and bad players from 4v4 games. I did a sketch of this, the results weren't satisfying. Maybe it would work if the databases of 4 heavy players join their databases. A team lobby rating like the 1v1 might work, is untested though. This would also require that games are often labeled as rated. Some players do indeed complain a lot until their team is very unlikely to lose. Ideally the player would lose and win 50% of the games and just rank up in the rating.
