RangerK
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RangerK last won the day on December 6 2023
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My takes on TEAM BONUSES https://www.youtube.com/watch?v=zbTjnx3sNX0
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Check out CHESS VISION RUSH, and other unique chess adventures for casual play: https://chessalicious.com/ (iOS and Android)
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SPEED MISMATCHES with Seleucid Heroes: FIRST ISSUE - Seleucid Elephant Hero (Seleucis I) He moves at 9.0, but he boosts Elephant movement to 10.8, so he can't keep up with the elephants he's boosting. There is still some advantage to having him boost the elephants for local movement, even if he can't keep up, but I think it would be overall better to increase his speed to 10.8. SECOND ISSUE - Seleucid Cav Hero (Antiochus III) This one is more debatable. He moves 18, which is the standard for Hero melee cavalry. However, in 0.28, Seleucid Cataphract speed has been nerfed to only 14.4, and Jav Cav speed is 16.2, which is the fastest cavalry unit of the Seleucids. So the Hero is always outrunning the units he's supposed to be boosting by a ridiculous margin. Historic context: Possible solutions: 1. Do nothing. Keep everything the same. 2. Keep him as a melee cavalry hero, but nerf his movement to 15 or maybe 16.2, matching the jav cav. This would reduce the issue of him outpacing the cav he is commanding, but it might be strange for him to be unique melee cav hero with a slower speed. 3. Instead of giving him "spear cav" speed, create a new category of "cataphract speed" and use this to justify the reduction in speed. 4. (my suggestion) Change him to a jav cav hero, and lower his speed accordingly. While the historic record most strongly suggests that he be a melee cav hero, I think there's enough diversity in his history that you can justify him being a jav cav hero. It would also be cool to have a javelin cavalry hero, as I think he'd be the only one.
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I want to bump this issue. I'm not sure if it was a deliberate decision or not, but the loss of the Roman fertility fest perk takes away some interesting gameplay strategies. It makes the Roman more plain.
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Thanks, @guerringuerrin I may be missing something, but the description there isn't very clear. It doesn't really say the over-all goal of the PR, so I'm a little disoriented. It also doesn't describe how targets are selected within the group. I think it would have to be an extremely clever system to completely eliminate the advantage of auto-sniping.
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The Attached Screen shot is analysis from a recent TG. You can see a HUGE disparity in the frequency and intensity of concentrated attack commands. This can be evidence of Sniping, as I see @SaidRdz do manually in many of his Youtube videos. Or it can evidence of using some game mod to automatically snipe for you. Tatyana17's 13 attack commands per second isn't necessarily evidence of cheating, as game seconds are longer than real seconds, also, maybe all the commands were given during a pause in the game, though I don't remember having one. Regardless, it's a little sus. Playing with even the possibility of cheaters is very demoralizing. I suggest TWO features: 1) Throttle the # of allowed attacks per second which the game will accept. Either 3 or 4 seems good. And if there are additional attack commands, they are either ignored or processed in the following second. 2) Show statistics exactly like those in the image as part of the post-game data.
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Thanks Atrik! I finally got this working.
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Smoother transitions to new updates. For 27, it look a lot of searching and trail and error figure out how to install auto civ. Now there's 28, and auto civ is broken again, and I can't see basic statistics displayed while I play. Very basic stuff like # of laborers. I'm playing blind. I can't be the only one with this issue. I'm curious how others handle it.
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Linux Download page is still not working, btw: https://play0ad.com/download/linux/ If someone wants to look at the code to start modding I assume you can start here: https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructionsGettingTheCode ? Is that right?
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AlexHerbert started following RangerK
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Hey, I've gotten back into coding a little bit, and I'd like to try to make a cool bot for the game lobby (not the general lobby). Does anyone have any hello-world lobby bot to help me get started? My idea is make something for choosing teams. An initial version might work like this: The host writes "/captains <user1> <user2>" The bot gives feedback listing all the users and asking user1 to choose someone. Then the bot asks user2 to make TWO choices of team members. Then it alternates until the teams are full. After every choice, the bot lists the teams, and the available spectators. Edge cases: If the host gives the command again, the process starts again. If a chosen team member leaves the process starts again. (or else we can rely on the host re-starting the selection) That's about it for version 1. The host can be burdened with setting the actual teams. The bot can simply produce text output. If anyone can point me in the right direction, I'd appreciate it.
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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.
