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guerringuerrin

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Everything posted by guerringuerrin

  1. IMHO, that would be a more consistent long-term solution. However, considering the technical challenges involved in implementing it, I don’t think it’s a bad idea to add this functionality in the meantime. (Correct me if I'm wrong but) It should be simpler to implement, would address a current need, and would also reduce the workload for the people who have to review replays in the Rating Disputes thread.
  2. I don't know for sure, but my guess is that this behavior wasn’t implemented to allow players the chance to reconnect. In the past, the game may have had more stability issues, and it probably didn’t seem fair to punish players for something that could have been caused by the game itself rather than by them. Yeah, this seems like the most appropriate behavior, since it also allows the disconnected player to rejoin the game. Many times that’s exactly what happens: the player reconnects. Also, since it’s very common to play against people you know, it’s useful to be able to pause the game and wait for the client to reconnect before resuming. On the other hand, if the host disconnects, it’s reasonable to count it as a resignation, since one could argue that the host is responsible for ensuring that their connection is stable. Just brainstorming: Maybe it would be good to have a short grace period before a disconnection counts as a loss. For example, during the first two minutes of the game, if someone disconnects, it wouldn’t count as a loss, since it’s unlikely that the player left because they were losing. Another idea that comes to mind is some kind of “offline timer.” Each player could have, for example, up to five minutes to reconnect to the game. This would give them a fair chance to resume, while also avoiding situations where the remaining player is forced to finish the match alone just to secure the win. The offline timer could continue running even while the game is paused.
  3. Ey, @AlexHerbert and @sarcoma ! I'm yet to port this mod for R28. I'll work on this during this week and I will upload the new version
  4. Thanks and sorry for the inconvinience =) @ffm2 . Then I guess I was wrong about this.... ^ At the risk of sounding silly, I have another question. I ran a small visual experiment, and it looks like a Cow is providing 3 food roughly every ~5 seconds, not every 3 seconds. The same seems to apply to other animals — I see the resource update about every ~5 seconds, which would be around 0.6 food per second instead of 1. Unless this is related to some delay in the GUI update or something similar. I know those 5 seconds might be slightly off due to my slow reaction time, but I don’t think I was off by as much as 2 seconds. Maybe every 4 seconds? Slap me if needed visual test.mp4
  5. I can see it in the list only when I disable valid mods
  6. I'd like to add that this time autociv update was even faster than before. r28 was released this wednesday and we already have compatibily with it
  7. Looks like a very fast p1 unit to rush civic centers. it's same as p2 kushit maceman but weaker Also looks like a good combo using them along with log rams on p2
  8. The balanced version of some maps are nice too, Slopes, Coast range, Foothills, Continent.
  9. It also helps put into perspective how much work went into this release. Thanks a lot to the dev team!!
  10. I miss random positions too (and I also miss allied view disabled btw...) I think lot of players would thanks this to come back. it would be great to add this and then the host could choose between Random or Fixed in Circle but also in Stronghold, River and Grouped Lines.
  11. We are going off topic but I think the best solution would be that if someone leaves the game without resigning, the opponent should still have the possibility to finish the match by eliminating the enemy and earn the points. This way, we don’t remove the possibility that if someone disconnects, the game can remain paused and be resumed once they reconnect.
  12. To use as trickle I think that Goats have the best ROI as they cost 35 and trickle 1 food per second. That represent the 2,85% of the investment while cows give 3 food but cost 150 food, which is only 2% of the total cost of the cow. Also they train faster so they start "trickling" before the cow so the total benefit should be a bit more.
  13. And I guess one could say it's not even worth the effort in a standard game
  14. Haha Yeah, similar thing happening with the Britons Kennel. I wonder if there's an Issue in gitea of this one?
  15. I don’t know much about this stuff, but I feel like the technical challenges of a big player increase might be underestimated, especially given the current resources behind 0 A.D. It’s not just about getting more visibility, scaling and maintaining the infrastructure is a whole different challenge.
  16. I've just realized this was just here at page 3 l didn't remember
  17. @Stan` would it be possible to exclude garrison/ungarrison actions (from buildings and towers) from the CPT/CPM calculation? Since some players use garrison/ungarrison as a way to move units, it can artificially inflate the numbers and arguably distort the spirit of the statistic. That said, I may be mistaken in this assessment and theres other POV to consider.
  18. @diagonalo check this thread. I think this is the right one
  19. @user1@Dunedan(not sure if quote is needed) Ofender: Xmax Reason: after a fail rush end the game without resigning metadata.json commands.txt
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