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Yekaterina

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Everything posted by Yekaterina

  1. Yes. 0ad would be boring without smurfing. the game itself is already boring. It's the human interactions that entertain me.
  2. That number next to people's name mean nothing nowadays. I see 1500s getting beaten up by 1200s and 1300s. A few of the best players are unrated, probably because of smurfing. Ginungagap Inlard ooo ... You can also farm rating or give away ratings. so yeah gg for the ratings system. It's fun. Also I needed people to defend my smurf accounts. Other smurfs used me to defend their accounts.
  3. I have no idea. I took too many breaks in between. I am especially not familiar with these weird A26 metas. Please explain to me how to estimate someone's rating. For example, what's JC's rating? What calculations should I do to reach that answer? Also pls give me a rating as well, I need one. Old players do get rusty if they don't play for a long time.
  4. @Stan` @vladislavbelov is unit overlap a primary cause of lag, or any other major bugs? Just would like to confirm. Also which file in the engine should I change to disable unit overlap, just for myself?
  5. @vinme frankly I can't understand the ratings anymore, since A25. Please define 2200, 2000, 1700, 1500 and 1300. I have no idea what they stand for nowadays. I don't even know my own rating, if a single real positive integer can describe me at all.
  6. Nice idea. But I am on Linux. I want the game to look for mods and load from a different directory, say ~/projects/0admods. Currently it only looks at .local/share/0ad. Also I want to put 0ad configuration file on the desktop to change settings easily. Is it possible to tweak 0ad so that it looks for user.cfg on the Desktop?
  7. From my observations in the template files and pathfinder, the units have a minimum size, a finite volume. So they are not infinitely compressible. When a unit pathfinds through the crowd, they still have to take account of the size of other units around it. The difference is the unit footprint parameter, which is just 2 different constants (with unit squeezing having a smaller value), but it doesn't change the number of calculation work that the CPU does. A24 lagged because of many other issues, which were resolved since A25. One of the causes was low refresh rate, which has now been fixed. Unit overlap was not really the absolute main cause. Another problem with A24 was the slow turn rate. This made units look stupid in dense crowds, especially at forests, also which caused the boom rate to be slow. Many were reaching city phase and full pop by minute 14 back then. Nowadays everyone has full pop by 12:00. Think back further to A23. There was no unit overlap and there was not a lot of lag. At least less lag than A24. Lag can be reduced using other methods such as lowering the details of units and other graphics.
  8. Please explain how unit overlap solves lag. I don't understand. I already tried to make a mod which partially disables unit overlap (doesn't overlap unless I do the formation trick), and I noticed no change in frame rate.
  9. Amazingly, disabling unit overlap can reduce toxicity and arguments in the lobby. The reasoning is as follows: Observation: Many arguments are caused by teammate not being able to come help in time. One player's army has been wiped out completely when the other has just arrived. Reason: units die too fast. Even if the other ally was on their way before the battle started, their border allies can't even live long enough for them to walk through their base, especially in the case of 2v1. We shouldn't make a 2v1 situation a certain death sentence for anyone. Currently one person can't survive for more than one minute in 1v2. @Norse_Harold witnessed such a case between JC and sanafur yesterday. Now, if the kill rate has been decreased, sanafur and JC wouldn't have lost everything in that short 2v1 moment, hence there wouldn't be the argument. Same applies for Ivaylo. He arrived 30 seconds late and I lost 80 units in less than a minute. Due to the extremely quick death, players have to rely on others to arrive in time. If they fail, an argument breaks out. This is also why many new players are excluded because people fear that they couldn't arrive in time to solve 2v1. Disable unit overlap is one way to slow down death rate.
  10. The advantages of no unit overlap: Formations become more relevant. Currently, when your units are ordered to attack, the melees stick themselves into a ball and chases the enemy melees. It doesn't matter what formation you were using; everything is permeable and no-one maintains your formation after attack move. Without unit pushing, you can't move melee through yours and your enemy's lines so easily, so whichever formation you go in with will be maintained. And it's necessary to go in with formations now because your melee can't automatically emerge at the right places if you misplaced them. Better-looking battles. Right now everything is very dense, chaotic projectiles fly everywhere and many units die in just one second. You can't see anything clearly apart from your rapidly falling population count. This is especially bad in 4v4 battles, where 400 units are involved at one place. AI players might not realise this because the AIs always commit a small number of units and never attack move or use formations. Less lag experience. The game turn counter is moving slowly but you miss less things that took place so you don't feel lag and stutter. You feel like a long story. Less frustration, anger and toxicity in the lobby.
  11. Unit overlapping: elephant inside ram... This small group is 33 spearmen. The overlap happens when you attack move in formation. In the most extreme cases, n1met was able to cram 100 units into the size of around 4 spearman. It's totally insane. I'm not sure which file to edit to disable this, or if it's inside the engine already.
  12. Units in A26 and A25 can squeeze themselves into tiny singularities which causes many problems. This screenshot is one example (it's not even the worst case, I missed the worst moment). Inside this picture are 76 spearmen, all crowded into this one small area. As you can see, the middle ones are overlapping each other with body parts inside their friends. This is bad. The results of this is 30 or 40 spearman all focusing on one enemy while leaving the rest of your units unattended. It causes very quick death rates and the melees are not doing their job of shielding their ranged units. It is actually less efficient in battles and causes chaos, but hurting both sides. Quick death rate is bad and is the hidden cause of many other problems. I understand that this feature was implemented in A25 for smoother and more efficient pathfinding. However, it is now just ridiculous and unrealistic to cram dozens of units into such a small area. I propose we let units have their own rigid personal space, no entering your friend's bodies. Now, I know it's too late for A27 vanilla, so can someone teach me how to make a mod that disables the squeeze? So that there is a chance that community mod will have this problem fixed. Thanks.
  13. гондурас? Why can't you just be nice like defc0n @rossenburg
  14. Your patch must be approved by other programmers, like Vlad and Stan. But if you come up with good excuses then they will approve of it. The Han getting sword cav from the start was my idea. I made a patch and they committed it.
  15. It's normal. Very few things get done after being proposed on the forum. Your best bet is to make a mod then a patch. Maybe one of the Devs will commit it for you. I've been proposing the same thing for 2 years and always ignored. You must take action and not just say things
  16. нет не по теме прекрати это, пожалуйста!
  17. @Sun Wukong please stop the argument. If you want, make your Cossacks mod. That would be grrat. It's been more than 2 pages and lion is not from Spain. Nub just click on his profile and you see where he is from. Spanish speakers aren't always from Spain. @Stan`i think the last 2 pages can be deleted @Lion.Kanzeni recommend ignore this Cossacks troll and go to sleep
  18. Sun Wukong is a fictional character from the the Chinese book "西游记". It is an upgraded monkey who spawns from a rock in the sky and is destined to escort the monk to India to bring back Buddhist texts. https://en.wikipedia.org/wiki/Monkey_King I was surprised when I saw this username. But the profile picture is not quite the common depiction:
  19. The spartans don't have walls because they don't need to. They have no long range units except a boltshooter, so the walls really can't help them. Stone walls appear very very rarely in high level games. Most Spartan players tend to boom and push early, overwhelming the enemy with superior infantry.
  20. No. it's all JC's imagination. There is no auto snipe script of any kind. Sniping had existed since last alpha but people really overused it nowadays.
  21. one has to be very careful with playing with these values, as they can easily tip the balance what we can do is to have the same overall dps, but some civs' archers shoot at higher rate with lower damager per arrow. Other civs have very hurtful arrows but shoot slowly. Armour stats are in the forge already. But we can give someone and additional tech. For example, we can claim: "the kush archers look pretty muscular, so they should have 60 health instead of 50". Maybe we can make the Carthaginian archers walk super quickly (same speed as javs) so that they can retreat in time. Excuse: Hannibal and the other Carthaginian commanders were very vigilant; they always order their troops to retreat in time.
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