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Yekaterina

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Posts posted by Yekaterina

  1. Languages that don't use Latin or Cyrilic or Greek Alphabet fail to display correctly. Currently, there are already many language pack mods, can we implement them into public? That would save many players a lot of hassles, especially people who can't read English. Furthermore, some people would like to talk in their own language but the lobby does not allow it. The most common ones: Persian, Arabic, Chinese, Korean. 

    Currently Chinese has a fully ready modpack to be implemented that has been tested and is compatible with multiplayer. Installiing this mod will allow most Chinese characters to display correctly. We can consider failing to display these characters a bug, so we can do it during feature freeze ;)

    In addition, can we add more possible characters to people's usernames? Would be fun to allow letters like ü,  chars like !"£$%^&*()+=\|/

    as well as Greek and Cyrilic letters. logging into the lobby via a third party like Gajim allows the user to change their name to anything, so it should be technically achievable. 

     

  2. Some quotations from the Mainlog.html:

    nonoli1998 was trying to join my host but failed. He said he experienced a timeout error. This is mainlog.html from my side:

    XmppClient: Received request for connection data from nonoli1998
    
    XmppClient: Received request for connection data from nonoli1998
    
    Net server: upnpDiscover failed and no working cached URL.

    upnpDiscover seems the culprit. What is it?

  3. 1 hour ago, Mentula said:

    Why would one tweak a rating being the only one seeing it... self-motivation?

    Local ratings only takes account of multiplayer games. For players who enjoy playing with the AI, they can't really tell how they have progressed over time or how strong they are compared to their AI friends. Your mod provides graphs and analysis so they can use that feature to look at their performance over time.

    So this is an opportunity to evaluate the human player's performance amongst AIs. 

     

    More shady reasons:

    • I was expecting you to make a feature where others can see your local ratings.
    • Also you can distribute the fake replays to other people, then these fake replays will enter their calculation system and change your result. 
    • Like 1
  4. Just now, ChronA said:

    ? How often are players who control 1/4 the map coming back against someone with 3/4ths?

    Firstly this doesn't really happen often in high level 1v1 unless one side is trolling. If your territory is too large, you are spread out, so you are weak at each point. If you attack your dense enemy, they will certainly beat you then push back. You will have nothing to defend your CCs. I have seen this before; often the player with more territory loses due to poor positioning of troops. The larger your territory the more likely you are to make a mistake. They can attack in any direction and you would either respond or lose something.

    Of course, this is assuming standard settings. If you corner them with no resources then obviously GG

  5. Just now, causative said:

    s a simplified 0ad simulator where you tell it a build order and it instantly tells you when you're going to run out of pop or resources, or have an excess of resources. See the README. It will be a lot more useful to you if you happen to know Python.

    Do you think you can add a feature to analyse replays and point out improvements at each turn?

    • Like 1
  6. One funny thing is, spec some nub's 1v1 from the very beginning, then keep the replay and edit your own name into the victor's slot and put the name of someone you hate into the loser's slot. After that, crop out the last few turns then present it in the Ratings Offence Reportings thread and claim that someone quit without resigning so that user1 will give you some ratings.

    Total Troll move, don't do it! xDDD

     

  7. Did you know that replay files can be edited? You can edit an AI match into a fake multiplayer match, so that mods like localratings take it into account. This allows you to farm localratings easily.

    You can also create history by doing so. You can try to change one turn and see what happens next. Say you were trolled by someone doing dancing, you can edit the dancing turn such that your units don't chase the dancer, hence saving them. If you keep on running the replay from there, you will be able to see an alternate timeline.

    Editing replays have has huge potentials to be discovered. You can easily change names of players involved; you can cut ending parts of the replay off before you send it to a commentary Youtuber. 

    But kids, don't go too far with this. Any inconsistency in the edited replay will cause OOS or crash.

  8. @ChronA nice ideas, but:

    • Eliminating players with too few points automatically will also eliminate the possibility of come-backs, which 0ad already lacks due to units dying too quickly. A seemingly advantageous rusher will suddenly lose to an eco-bot.
    • Territorial gain focused play encourages turtles - Iberians certainly win.
    • There are already game modes of conquest structures or kill hero or conquest units. However, most players prefer the total conquest mode and resign long before they are completely massacred. There are very few trolls who refuse to resign and they are either perma banned from TGs or are reported to user1 in 1v1 games.

    You can make a mod which adds the victory point mode but please keep the conquest units mode as well.

     

     

     

    • Like 1
  9. The Geneva conventions can only be a recommendation; no one would obey it in war.

    War means total commitment to violence against another country. It  is with hatred and malice in nature. If you are not planning to destroy a country, you wouldn't be declaring war on them. The soldiers are fighting for their lives and their country, so you cannot possibly expect them to observe all of these phony protocals that only slow down their advance. Attacking supplies and civilians is inevitable, especially with explosive weapons. Hence war crimes cannot be controlled by Geneva convention or Red cross. We can at most persuade the soldiers to avoid killing unarmed civilians, but no one can guarantee that an explosive missile won't claim any innocent lives.

  10. Firstly, the red cross has no right to forbid the use of red coloured cross symbols in other people's work. We can argue that it is not of identical shape and design.

    Secondly, even if they think we are using their symbol, so what? Prosecute the developers and the entire player base? I've seen red cross sprites in other games, none of them have been prosecuted.

    Thirdly, there are huge differences between a Greek healer or Carthaginian healer and a Red Cross unit. There is no way one can associate 0ad healers with Red Cross. The Red Cross don't pray in temples nor are they trained in temples.

    Lastly, since they cannot trial us: do we even need to take the Red Cross seriously? Their job is to save wounded soldiers on the front line, not staring at people's computer games. Even on the front line: which country has ever obeyed the Geneva conventions in a war?

     

  11. Why should we care about the red cross? What can they do to us? I doubt any red cross members would investigate us. A niche game like this being trialed for war crime while those popular violent games like GTA, Battlefield and Call of Duty stay out of sight is preposterous. Furthermore, these civilisations being depicted in this game don't exist anymore. If anything, we are imagining battles that had never occurred. I can see myself being trialed for war crime for that.

    • Thanks 1
  12. It's easy to avoid war crime accusations. Just claim that your units are using virtual airsoft weapons that are not lethal. Those who get hit are eliminated from the game. Barracks supply new players. You are the captain of the team. 

    To make the argument more convincing, use autociv and set max corps to 0. Then you can say that those who lost enough virtual health instantly quit the game. You can also install no blood mod. 

    Furthermore, PUBG makes the dead player vanish in a smoke and leaves behind a box. 0ad can do the same. Killing is not shown so we can claim that there is none. 

    In the worst case scenario, you can just say that units are depictions of monkeys who look like humans; the battles are basically monkeys killing each other. Stan was too good. 

  13. This happens frequently. Often, units are able to gather from either side of the wall.

    A more severe (funny) bug is stone and metal spawning in walls.

     

    For some reason, the Iberian gates would let their enemy units into their city. When I scout an Iberian enemy, they often open the doors and let my cav inside...

  14. Sometimes the ProGUI causes corruptions in replays, for example random OOS error for the spectator.

    Bugs aside, it's a nice idea that allows you to divert your attention into fighting instead of eco, which can be helpful if you are rushing or fighting. However, it is certainly not a cheat.

    • You cannot generate resources for free using this mod (gift from the gods).
    • You cannot instantly train or build (unlike Han super CC bug).
    • You cannot see anything that you shouldn't be seeing (no revealed enemy chat; no revealing enemy base/stats)

    Therefore it is just a helpful automation.

     

    Regarding AbstractGUI, Mainland and its animals look more alien than Star Wars, but sometimes I have to turn it on if the host decides to use some non-standard map with rampant vegetation or blindingly white snow terrain.

    • Like 1
  15. Some feedbacks:

    • Nice balance between civs
    • Weaker jav cav - good. 
    • Spear dancing and ranged dancing are no longer possible. Hero dancing is risky. 
    • No more firecav spam

    Infantry and melee cavalry's low turn rate and acceleration causes their motion to be particularly jerky when lagging. All you can do is watch them standf there and get shot - retreat is impossible. If you are overwhelmed in a battle, you are dead. 

    In earlier alphas, if you are sandwiched between two players, you can always choose to not fight and run. You would only lose 40 units at most. But now you lose 100. 

    Also you can't rush and escape without losing something. 

     

    Solution:

    • Let turn rate be almost instant - 9999 radians per second (except archer cav)
    • Only archer units get acceleration. Everything else reach top speed immediately. 
    • Decrease damage of all units, especially ranged. 
    • Don't let units squeeze together or overlap. Give everyone some personal space!
    • Decrease the effective size of rams so that they can pass through units easier, instead of getting stuck and causing lag. 

     

    I will attach a mod which fixes these problems later

     

    • Like 1
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