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Everything posted by Mentula
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I updated ResetQueue to version 0.26.2. The main change is a new hotkey that clears the trail of production queues: in other words, all but the current item are removed from the production queue. This hotkey is in addition to the existing one, that completely clears the production queue (including the current item). Further, with the new version, hotkeys are not mapped by default to pre-set keybindings; I noticed that some users find conflicts with existing keybindings, so it's better to leave the choice open. Cheers. ResetQueue.pyromod ResetQueue.zip
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Hello everyone, I recently had a few conversations with players on the lobby about "how to improve". When I am being asked, I usually reply with: 1. watch replays 2. watch ValihrAnt videos 3. read this file. This file is what I am presenting in this thread: it's a collection of tips & tricks I initially shared with my friends and then made it public on my GitLab page. It might be incomplete, it might be wrong in some of its parts, it might give importance to aspects that are not or viceversa, etc... I am not in the position of claiming this is a manual to become a good player. However, it might be useful to somebody and I'm happy to share if it helps. The file is divided into three sections: 1. Interface, 2. Logistics, 3. Fighting. Each section contains a list of tips & tricks in sparse order; each tip comes with an extra tip. Cheers Source: https://gitlab.com/mentula0ad/0ad-tips-and-tricks
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Hello 0 A.D. friends, I have been thinking about the possibility of making a mod implementing macros and came to the conclusion this is feasible, albeit complicated. Despite my good intentions, I will be in shortage of time very soon, and this is the kind of project that takes a while to be developed. Perhaps, this is also the kind of project that triggers the interest of some of you smart guys populating the forum. If so, this is the topic for you. If any of the developers has considered this before, I'd be curious to hear from them. This might not be a new idea after all. This post is organized in sections, so a reader can skip the parts they're not interested in. 1. What are macros? 2. Why do 0 A.D. players need macros? 3. Why macros, when there are mods around? 4. What's the proposal? 5. How can a player define a macro? 6. Implementing macros can be complicated
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It's on the FAQ page. In short, the page says: For a general overview on the ELO rating system(s), Wikipedia offers a good explanation. As you will notice by looking into elo.py, the adjustment of a player's rating mostly depends on the difference between that player and their opponent. The stronger your opponent is, the more your rating will increase in case of victory. Similarly, the weaker your opponent is, the more your rating will decrease in case of defeat. Therefore, having played hundred of games does not say much on the player's ELO rating. Winning/losing "quality" games is what affects the rating most.
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@maroder's solution is correct. For your information @Thales, you can achieve the same, but without entering the Game Lobby. Just do the following: one of the players hosts the game: from the main menu choose "Multiplayer" and then "Host Game"; the other players join the game: from the main menu choose "Multiplayer" and then "Join Game". The joining players just need to enter the IP address of the hosting computer in the prompt. If playing with people you know, this alternative solution has some benefits: no need to register/authenticate with a lobby account, no need to set a password when creating a game, no information on your games are made public, risk to be DDOSed is reduced.
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@poised you can toggle the summary charts by pressing "Ctrl+Tab" at any time while watching a replay. I know this is not exactly the solution to what you are asking for, but it's a good approximation and a viable solution that does not require tweaking the code. In my opinion, this is satisfactory enough.
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Colors are obtained from the player name by applying a specific function. The function is described here. The function's documentation also refers to this page on StackOverflow.
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default.cfg is the right file for default configuration parameters such as keybindings. Your default.cfg file should look like this one; as you can see, all keybindings are listed there. local.cfg should be used for custom configuration. This file is possibly empty and you can edit it at your own needs.
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Good to hear you solved! Don't delete this post, other users can have the same issue.
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To de-activate a mod, you can follow this (pretty simple) alternative way. Locate a configuration file on your computer named user.cfg. This page will help you locating this file, depending on the Operative System you use. Open the user.cfg file with a text editor and look for a line starting with mod.enabledmods. Delete the name of mods that give you troubles from this line. Save user.cfg and restart 0 A.D. Not all mods are cross-compatible. It might be that you have installed two (or more) mods that don't work well together.
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Huge amount of resources added on begin - cheat ?
Mentula replied to BeTe's topic in General Discussion
Cheats are not allowed in rated games. This is a general recommendation: -
Huge amount of resources added on begin - cheat ?
Mentula replied to BeTe's topic in General Discussion
Cheats are allowed for this game. If you look into the metadata.json file you attached you can see: "cheatsEnabled":true You can also notice from the commands.txt file you attached: cmd 1 {"type":"cheat","action":"addresource","text":"wood","player":1,"parameter":1000,"selected":[]} which confirms that your opponent used cheatcodes. Double-check game settings before starting a game, especially if rated. ;) -
mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
This question deserves attention. Due to the way LocalRatings is structured, this is slightly similar to asking: what summary scores describe players' skills best? I am not aware of any (recent) related topic on the forum; if anyone knows, please link it. I personally find the default weights quite reliable, albeit not perfect. Any of the experienced players has a better clue? -
mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
Yes. It's the total amount of resources sent to allies. -
mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
You should run a "Rebuild List" after editing/deleting replays. See also the FAQs (from the mod or here). -
mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
I am not planning to release a new version soon, unless some important bug is spotted. All changes and additional features will have to wait for a while. However, I opened an issue on the GitLab repository following your suggestion: https://gitlab.com/mentula0ad/LocalRatings/-/issues/30. That means that, if nobody works on it before the next release, I will (probably) add it. Sure, you can do that. All are welcome to modify the project at their own needs, long live to free software! The feature should be easy to implement, but if you find difficulties, feel free to PM me. -
I award @kun0 with the "Most Improved Player" prize on Alpha 25. This is kun0's rating evolution chart based on the 30 games I've played with them. Impressive!
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mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
I happily announce that LocalRatings (current version 0.26.1, see previous post) is now available for download from the game mod downloader. For reference, here is the page on mod.io. -
mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
Cheers and... WELCOME TO ALPHA 26! The newest version of the LocalRatings mod (v0.26.1) is attached to this post. Major new features: Automatic (and much faster!) list update. New per-civ rating chart. Ratings of players visible in the lobby page. Documentation, including the rating system and F.A.Q. is now available (clicking on the "Info" button). New match filter: starting resources. .. and other little perks: Player names colored as in lobby. Hovering on evolution chart shows detailed information. More statistical data (e.g. standard deviation). Release notes: the attached new version of LocalRatings v0.26.1 is compatible with Alpha 25. Installation: see the first post of this thread for instructions. Have fun! LocalRatings.pyromod LocalRatings.zip -
mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
It likely seems to be an issue of StarGui mod introduced between StarGui4 and StarGui7. Maybe @Sevda can take a quick look? It's not the first time I find incompatibility issues across different 0 A.D. mods. Most of the times this is due to modders not proxying existing functions, but overwriting them. I don't know if this is the case... if time allows I can help looking into StarGui. -
The rating system is explained here. Notice, in particular, the "There is no unique rating" section.
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mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
@seehat a first glance the issue does not seem to be related with the LocalRatings mod, but arising from somewhere else. I am not using any of the mods you listed but I'll give them a look to see where the issue is originated. One thing you can try to do is to run mods in a different order, 0 A.D. allows to do that (from the Mod Selection page). If this works for you, please leave a comment, other people might be affected too. -
Hello 0 A.D. friends! Now that Alpha25 is about to be replaced by the new Alpha 26, I want to share my LocalRatings data from Alpha 25 with you, I believe all of us can benefit from it. Feel free to do the same if you wish so! I include a picture of my TOP 30. Further, I attach the entire database (JSON format) for those of you who want to see the bigger picture. Since the ratings depend of the user-defined weights and filters, I declare mine: Score Weights -> default; Match filters -> default; Player Filters -> minimum number of games played = 5. Enjoy! Additional info the forum thread of the LocalRatings mod is here. if you wish to share your entire database as I did, look on your computer for a file named ratingsDatabase.json. ratingsDatabase_Mentula_A25.json
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mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
Hi everybody, no version update here, just a little piece of information from the author of the LocalRatings mod (me). The next LocalRatings version (v0.26.1) will be released as soon as the new 0 A.D. Alpha 26 is out. I am impatient to play the new Alpha26 and to see how players' statistics change. As you may know, there will be a new civilization, the Han Chinese and it will be interesting to see how players perform with it. And speaking of civilizations... here's a preview of what you will find in the next LocalRatings version! Yes, per-civ statistics. Cool, isn't it? This is one of many new changes and features I have been working on. It will help giving a more concrete idea on civilization balance and I'm very curious to see what the Han Chinese civilization will reveal! I will provide a full list of new features when the release day comes. For the moment, if any of you wants to try it in advance, you can download the zip file of the development version (or download it manually from the GitLab page). It runs on both A25 and A26. I appreciate any feedback, in particular regarding the new explanatory page, that can be opened from the "About Local Ratings" button on the top of the page. Surely more content can be added and the English might not be perfect (my mother tongue is not English), so I appreciate any suggestion in that sense. Other type of feedback is welcome too. Should you have any thought, feel free to send me a private message. Thanks and... see you on A26!- 77 replies
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