
RangerK
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RangerK last won the day on December 6 2023
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PIKES versus SPEARS!
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Scripting a RAM Garrison? Probably not, but check this out.
RangerK replied to RangerK's topic in Gameplay Discussion
metadata.json commands.txt -
Scripting a RAM Garrison? Probably not, but check this out.
RangerK replied to RangerK's topic in Gameplay Discussion
His average time per move for this part of the game was 1.43 seconds, which seems completely human, further pointing to his innocence. Average time per move for the entire game (except the end) for all players: Zekromus (1628) 0.98 sec King_Okocha (1498) 2.38 sec jimo (jimo) 3.49 sec Decger (1623) 1.52 sec Atrik_III 0.91 sec jbc (1532) 0.93 sec acaradeperro (1274) 2.36 sec RangerK (1588) 1.92 sec These stats are so interesting. I've never dug into a game file before. It would be cool to show avg time per command in the stats at the end of a game. -
Scripting a RAM Garrison? Probably not, but check this out.
RangerK replied to RangerK's topic in Gameplay Discussion
Turn 6766 → 22:33.2 Garrisons 0.2 seconds after attack. Turn 6784 → 22:36.8 Garrisons 0 seconds after attack (at the same time). Turn 6799 → 22:39.8 Garrisons 0.6 seconds after attack. -
Player 8 was yours truly. Player 1 was Zekromus. 1) garrison of the unit happens the very TURN AFTER the attack. Too fast for human reaction, right? Because I think a turn is 0.2 seconds. Can anyone confirm? turn 6766 200 ... cmd 8 {"type":"attack","entities":[11066,11525,11526,11529,11740,11741,11742,11744,12119,12389,12973,13259,13261,13264,13265,13266,13269,13270,13271,13276,13437,13438,13439,13440,13495,13517,13518,13519,13625,13627,13653,13654,13655,13656,13710,13711,13712,13750,13771,13841,13842,13843,13971,13973,14059,14060,14061,14620,14621,14632,14633,14654,14714],"target":12240,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} end hash-quick d0874eabce12f2f4dd5b62dd37b0d99b turn 6767 200 cmd 1 {"type":"garrison","entities":[12240],"target":10148,"queued":false,"pushFront":false,"formation":"special/formations/null"} end 2) garrison of the unit happens 3 turns after the attack on the unit. 0.6 seconds. turn 6799 200 cmd 8 {"type":"attack","entities":[11066,11526,11529,11740,11741,11742,11744,12119,12389,12973,13259,13264,13265,13266,13269,13270,13271,13276,13437,13438,13439,13440,13495,13517,13519,13625,13627,13653,13654,13655,13656,13710,13711,13712,13750,13771,13841,13842,13971,13973,14059,14060,14061,14620,14621,14632,14633,14654,14714],"target":12240,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} end hash 144bce974a7c9b445307dceabbc89631 ... turn 6802 200 cmd 1 {"type":"garrison","entities":[12240],"target":10148,"queued":false,"pushFront":false,"formation":"special/formations/null"} 3) but then there's also this. Garrison of the unit happens in the SAME TURN as the attack on the unit. turn 6784 200 cmd 1 {"type":"garrison","entities":[12240],"target":10148,"queued":false,"pushFront":false,"formation":"special/formations/null"} ... cmd 8 {"type":"attack","entities":[11066,11525,11526,11529,11740,11741,11742,11744,12119,12389,12973,13259,13261,13264,13265,13266,13269,13270,13271,13276,13437,13438,13439,13440,13495,13517,13519,13625,13627,13653,13654,13655,13656,13710,13711,13712,13750,13771,13841,13842,13971,13973,14059,14060,14061,14620,14621,14632,14633,14654,14714],"target":12240, ======================= Probably #3 precludes the possibility of a script. Amirite? If so, then it was a coincidence - three times in rapid succession, the moment I attacked, he made the independent decision to disappear? One of you experts please help me with this. I'm 100% certain about all this, but just in case my cheating allegation was false, here you go:
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As we approach the New Year, I want to thank all the developers, designers and everyone else who made this great game and continue to improve it.
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The GREATEST GAME of 0AD Every Played!
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Tips for fighting in the Desert https://www.youtube.com/watch?v=jERiDNarohg
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Hey how do I try out the maps that people occasionally post here, like in this thread. I can't figure out where to put the files or whether to unzip them.
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I agree. I'd go with "Generated Maps."
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Sure, but the great thing about adding a few statistics to the post-game charts and tables is that you wouldn't have to watch a replay. Suggestions: start efficiency commands per second (chart) peak commands per second intensity time - #of seconds in which there were more than, say, 3, commands per seconds barracks idle time in first 12 minutes. I think showing this would be great. Thoughts?
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MOVES PER SECOND - Reacting to @ffm2 's comment on page 1 of this thread. Wouldn't it be cool if after a game, you got see a chart of people's commands per second? That would offer interesting insight not only into skill, but it also might reveal automation. You could publish both peak and average commands per second. Maybe there are some other statics that would put a spotlight on automation - like barracks idle time, resource use efficiency. It seems that making more information public is technically easier than preventing certain behaviors. Also - some unit-idle-time statistics at the very start to reveal start scripts?
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In the SECOND scenario, I'm completely certain there was auto-queuing of unit production. In the first, the only thing which I can say for certain was a startup script that directed the initial units.