kheeva
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kheeva last won the day on September 2
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The concern about "protecting privacy and security" doesn't feel entirely convincing, given that the current hot-seat setup already leaves privacy and security largely in the hands of the players. For instance, anyone hosting a game can see connecting IP addresses and can already run the game on a modified host anyway. As for the second account, it didn't seem like uff was trying to hide anything, especially since the username was so similar to his main one. It looks like he only did it to work around current system limitations so he could actually host and play at the same time. I actually had similar ideas about setting up my own hosts, but I didn't want to pay for a GPU-enabled hosting service, and I haven't yet found the time to modify the engine. Specifically, it requires decoupling XMPP from the GUI in C++, exposing the Lobby API to headless mode, and writing an autostart JS script to manage the server without rendering. IMHO, volunteer-run hosts significantly improve matchmaking queue times, ultimately making the game much more accessible to everyone.
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i've written about intentional resign, when a player pushes resign button. u r talking about another case..
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I'm sure the subj is an old idea. Why its not implemented like a host option? dirty players abuse ability for attacking a teammate. it could be easely stopped via the subj u can leave here names of dirty players: duck__ Ghm. and that i collected only during several playing days upd: uff I'm sorry, u resigned without sending army to a CC, so it was wrong to include u.. but we unraveled side effect of non-dirty resign when close units attack ur mate not intentionally
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image u joined as a new player. u should install feldmap, extraplayers, otherverycoolmodfromnowhere. cool if mods dont break ability to play without them, otherwise this mods considered harmful
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the more mods the less new players. i couldnt spec Appa02's 1v1 coz of unknown network error. He had this mod installed. I think mods should not break back compatibility, otherwise they kill this game.
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Elo vs Actual Ability | How Do You See It?
kheeva replied to AlexHerbert's topic in General Discussion
i never written that. i clearly wrote that i wanted to stimulate active players to play 1v1, so their rating will be more accurate. losing rating of complete inactive is side effect not more, for example borg is 1st on ratings board, but he is not active, so move him from throne is not bad idea.. I wasn’t proposing a radical change to the rating system that many players are already used to. I suggested adding a small new feature alongside it.This isn’t a drastic change — it’s actually quite mild. In the first month, a player would lose only 4 Elo. I didnt catch ur arguments about some problem (whats the problem actually?). u operated with a lot of terms, but without solid idea, i understand only that my solution not matched with patterns u have ever seen. but it is not an argument. and btw my solution also kinda smooths out some of the unfair rating inflation from smurf accounts, where rating basically gets transferred between accs. the rating decay would partially offset points coming from accounts that just log in, dump rating, and then never play again just look how easily some high lvl smurf can get to 1700 elo. i can understand concerns about rating becoming too scarce, that’s why i said right away the formula is debatable. you could cap the max decay even lower than 300, like 150 elo for example. but obviously if a player hasn’t played for a month, their actual rating already isn’t the same as it was before -
Elo vs Actual Ability | How Do You See It?
kheeva replied to AlexHerbert's topic in General Discussion
Whats u think change the current rating system: make rating lower for inactive players. for example use Fibonacci sequence per week: 1st week inactive -0 elo 2th -1 3th -1 4th -2 5th -3 6th -5 we can stop here. also can decrease maximum 300 elo and make not lower 1200 that way. the formula is discussable, just the idea to stimulate players make their rating more actual via regular 1v1 games -
how fixed the issue?
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It would be useful if in Ui we could see which bonuses were applied to some price/time
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make sense, didn't check seleucids bonus
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In a nomad game I played as the Macedonians, I started building my CC almost as soon as I spawned—just after walking a short distance to an apple tree. My Persian opponent didn’t start building their Town Center until about 30 seconds after I did, yet they finished earlier than I did. I checked the civilization overview and saw that Persians get a 20% reduction in build time for Barracks and Stables—but not for the CC. He had athenians team bonus, but again athenians bonus should give only tech upgrades bonuses, not building according to civ overview. Additionally, during local testing, I noticed that the construction bonus is implemented by speeding up the countdown timer—meaning that when construction starts, the initial build time in seconds is the same as for other civilizations, but the timer ticks faster. This is misleading. It would be clearer if the game instead recalculated the build time in seconds at the moment construction begins (applying the civilization bonus upfront) and then applied any additional bonuses.
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1-st map autoselected by the game, tried also mainland with the same result. the game installed via .dmg file.
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@Stan` I've updated to 26.2 and really sounds are working now! Thank you! Speaking about Germans civ. I could not start game. <p>'art/terrains/terrains.xml' does not exist. Using previous properties.</p> <p class="error">ERROR: RelaxNGValidator: Validation error: special/players/germ:1: Invalid attribute comment for element GenericName</p> <p class="error">ERROR: RelaxNGValidator: Validation failed for '(null)'</p> <p class="error">ERROR: Failed to validate entity template 'special/players/germ'</p> <p class="error">ERROR: JavaScript error: simulation/components/PlayerManager.js line 20 spam of <p class="error">ERROR: CColor has to be an object</p> <p class="error">ERROR: Error calling component script function GetDisplayedColor</p> <p class="error">ERROR: CColor has to be an object</p> and also this warn <p class="warning">WARNING: GetPlayerByID: no player defined for id '1'
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hi! sounds worked, but i could not start game as germans,coz of some js load error.
