
RangerK
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Posts posted by RangerK
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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.-
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Turn 6766 →
22:33.2 Garrisons 0.2 seconds after attack.
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Turn 6784 →
22:36.8 Garrisons 0 seconds after attack (at the same time).
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Turn 6799 →
22:39.8 Garrisons 0.6 seconds after attack.
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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
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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"}
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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,
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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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1 hour ago, real_tabasco_sauce said:
What you have identified as a cheat in the above is consistent with proGUI. The version of proGUI that you see in the mod downloader is required to have compatibility checks on, so all players must have the mod. This was required for the mod to be signed and allowed on mod.io AFAIK.
The individual behind proGUI has a github where you can get the version that has these checks turned off. This is the version that you see individuals using when they are playing against players that don't have the mod.
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.
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So let's talk about this controversial topic.
FIRST RECENT INCIDENT
I recently got crushed in a 4v4 at the 12-minute mark. I watched the replay and popped back into the game before if finished. I said about my opponent: "It looked like he used a start script, and possibly auto-queuing too. His start was sick."
He said that I'm a sore loser, which isn't entirely wrong -- I was sore about losing so quickly and decisively. And he said that he wasn't cheating, though I didn't quite use the word "cheating" in my comment. I'm not 100% sure that such mods are cheating. I'm probably only 80% sure.
When I asked him how it's possible to get all units into the TC, and then simultaneously send them to three different locations, he responded that used some start script, which was exactly what I had said. I didn't press about auto-queuing, as I wasn't completely sure about it from the replay. If it wasn't auto-queuing, he was just extremely precise and efficient. There were only two barracks going at the same time, which is within a good player's ability to do manually, though the timing and rhythm seemed uncanny.
SECOND RECENT INCIDENT
About a week ago, I got crushed in another game. (Yes, that's a recurring theme in my 0ad experience.) Except this time I wasn't sore at all, because it was at the hands of an elite player who often plays in top games. This time, I watched the replay not out of frustration, but to learn how these top players do it.
To my great disappointment. It was completely obvious that he was auto-queuing. There were multiple barracks producing at the same time but all of them out of sync, and the instant one batch finished, another would form with some different amount -- depending on available resources and house limits. Also, he had turned on the auto-queuing for javs too early, and the TC production of women was briefly interrupted by javs.
Anyway...
I'm curious what the status of this startup mod is, and what's going on with the controversial "Pro GUI" mod.I tried installing the Pro GUI mod, but it doesn't seem to be compatible with any hosted games. Is the incompatibility a new development? I remember checking out the mod a year or two ago, and though it was confusing, it worked. What happened?
Also, I can't can't find any start-up script mod at all. And the guy I played just today said he was using one.
What are your thoughts?
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Advice for 0ad players, while Borg smashes some cosmic nub.
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On 16/07/2024 at 5:49 PM, real_tabasco_sauce said:
ok, today version 10 is out! Be sure to check out the new sparta content and the updated values for naval units.
What is the best place to see release notes?
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Hungry Horses is now available on IOS - https://apps.apple.com/ua/app/hungry-horses-chess-puzzles/id6479247240
(FYI - @ShadowOfHassen )
Let me know what you think. -
My friends,
Please check this out - Hungry Horses is live on Android:
https://play.google.com/store/apps/details?id=com.storytellerstudio.knightstourI've been working on this with a couple other folks for about six months. It's a chess puzzle game that aims, to improve your ability to visualize the knight. I think it's beautiful, and funny, and engaging.
IOS version coming soon. Feedback welcome.
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@ShadowOfHassen - it was randomly generated mainland.
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In the replay, this guy who destroyed everybody did something strange. Before even minute 2, he sent a batch of women to the border of his area. It was unexplored. It turned out that there were berries right there.
What might be an explanation for this? -
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How many workers is enough to boom?
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That's Rule #5.
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Rule #1: Have the most Cavalry and you'll win (if you can micro).
Rule #2: If not, have the most Barracks and you'll win.
Rule #3: If not, have the most fields, and win.
Rule #4: The Rules don't apply to top players like borg, vali, vinme.-
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RangerK's 0ad and Chess
in Gameplay Discussion
Posted
PIKES versus SPEARS!