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kheeva

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Everything posted by kheeva

  1. 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
  2. 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
  3. It would be useful if in Ui we could see which bonuses were applied to some price/time
  4. make sense, didn't check seleucids bonus
  5. 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.
  6. 1-st map autoselected by the game, tried also mainland with the same result. the game installed via .dmg file.
  7. @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'
  8. hi! sounds worked, but i could not start game as germans,coz of some js load error.
  9. Thanks for joining in! I’ve actually gotten used to playing without background sounds — as long as I can hear when the enemy attacks, that’s what really matters. The loud cavalry spawn sound is still there; would be nice if it disappeared with the rest About running the Intel build — it’ll work through Rosetta, which means a bit of a performance hit. Not sure exactly how much, maybe around 20%, but that’s still pretty playable overall.
  10. Hi! After updating macOS to Tahoe 26.0.1, some sounds—like unit commands and selections—stopped working. UI panel clicks still work, and the music is fine. I tried reinstalling all dependencies, reinstalling the game, and changing a lot of settings, but nothing helped. tried 0ad v27 and 27.1
  11. I spent 30 minutes and couldn't find out how to apply the mod! some games are grey colored and so unplayable for me. I just enter to loby an can not join games. sad. this mods have unfriendly interface to use it right now. could u plese just write in README on github how to use it
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