AInur
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This player Irina16 is known to be a troll who joins games and quits randomly. I've had one experience with her where she was on my team in a 4v4 TG, then she said something about armour stats change and just left the game... It turned up that she did a suicidal infantry attack on an enemy and lost a few units. When she is hosting, she terminates the host suddenly if something goes wrong. I would recommend avoiding this user. A very similar player is 2fast4me. He quits even more randomly; you don't even need to attack him. When he hosted a 4v4, he terminated the game at minute 8 and started saying random things in French in the lobby. When he plays in your games, he also says random French words and quit for no reason. I really don't want to denounce people here but these two players are repeated offenders and I think I should warn everyone to not waste your precious time on them.
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Default unit behavior: capture or destroy?
AInur replied to Gurken Khan's topic in Gameplay Discussion
Ideally soldiers except siege ignore buildings and only attack enemy units. When force attack buildings, capture is most likely easier because the 0ad buildings have way too much health compared to units and damage done by units. But if it's ungarrisoned, then a capture is quite easy. Ultimately, it should be up to the player so we can keep it like status quo. In any case, you can edit your unit_actions.js to change the behaviour of solder units and their hotkey associations. My recommendation is to decrease the pierce and hack armours of buildings because they are too ridiculous high at the moment. -
A connection to the lobby server stays alive the whole time during pregame, as well as during the game itself. The connection thinks that it is alive even after I have killed all pyrogenesis processes in the system. When I restart 0ad and rejoin the lobby 30 seconds later, there is still no game list (previous session is considered active by the bot). Not sure why that is.
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It's caused by a delay in the lobby bots before it can confirm that a player has quitted. This is common when there are many players joining and leaving at the same time On the client side, the gui has already reached the pregame page but a backend connection might still be alive - bad connection to host, especially intercontinental games - game bug or crash, e.g. suddenly cannot click, OOS, RAM overflow - OS or hardware failure - player is distracted by real life situations
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I'm building the release version A27 and I see the fix has already been applied there 3 days ago by sera. This is the fixed SoundManager.cpp: const ALCchar* devices = nullptr; if (alcIsExtensionPresent(nullptr, "ALC_ENUMERATION_EXT") == AL_TRUE) { if (alcIsExtensionPresent(nullptr, "ALC_ENUMERATE_ALL_EXT") == AL_TRUE) devices = alcGetString(nullptr, ALC_ALL_DEVICES_SPECIFIER); else devices = alcGetString(nullptr, ALC_DEVICE_SPECIFIER); } But after I build this successfully, identical error is produced. Can we do a try exception to skip this?
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Where can I find the fixed and buildable source code for A26? (I've tried to build the released zips and it throws error after error) Are the build steps identical to the A27 under development?
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Unusual high sniping activity of very few players
AInur replied to ffm2's topic in Gameplay Discussion
Apologies, the previous script was designed for moderate replay databases and purely optimised for performance. This version is safer as it counts the number of CPU cores that you have and limits the number of processes to just your core count. Of course it will be slower, but it's safer for low end systems. snipe_analyzer_platinum_safe.py The final process has to do the extra work, which slows down the overall generation. You can of course limit the folders that you want (for example we can have a CLI input for the user). I had no problem with running 100 concurrent processes, but it might be unsafe for some users. We can also try a multiprocessing pool. -
Unusual high sniping activity of very few players
AInur replied to ffm2's topic in Gameplay Discussion
This index error is caused by referencing an index greater than the length of the list. It could either be caused by commands[] being an empty list (your commands file was empty) or if there was no valid players. Given this replay was from 2018, it's very possible that earlier versions of the game stored its replays in different formats, so this heuristic script won't be able to interpret it correctly. Since the analyse_replay function is already in a try-except condition, the analysis for this particular replay failed but the other replays should be analysed correctly. It would be helpful if you can post that particular replay from 2018-04-28_0001 here for me. -
Unusual high sniping activity of very few players
AInur replied to ffm2's topic in Gameplay Discussion
@ffm2 Very nice scripts, thanks! On the first run of snipe_analyzer_platinum.py, there were some errors due to adding numpy arrays of different datatypes. The lines 220-224 have been fixed for you: def eco_scores(seq): score = np.array(seq['resourcesUsed']['food'], dtype='int64') score += np.array(seq['resourcesUsed']['wood'], dtype='int64') score += np.array(seq['resourcesUsed']['metal'], dtype='int64') score += np.array(seq['resourcesUsed']['stone'], dtype='int64') You need to specify the datatype when converting lists to numpy arrays. Also on line 20, you printed the string 'path' instead of the actual path. Both bugs are fixed in this file below: snipe_analyzer_platinum.py Applying your script on my replays: -
Unusual high sniping activity of very few players
AInur replied to ffm2's topic in Gameplay Discussion
Wow you are fast! Using your website, I get between 5 clicks and 9 clicks per second, with a mode of 7. This is consistent with the peaks in the graph from ffm's script. In addition, the simulation lag prolongs the turn times, so it's possible to have values equal or slightly exceeding the score from this website. The highest value seen on sanafur's graph was 17, which is well below his maximum CPS (especially when considering in-game lag), so everything is well explained. -
Unusual high sniping activity of very few players
AInur replied to ffm2's topic in Gameplay Discussion
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Unusual high sniping activity of very few players
AInur replied to ffm2's topic in Gameplay Discussion
What is the advantage of spam clicking so many times ? Do you spam click on just one spot or do you have to select different targets then spam click on every target once? (after trying alt + right click, I still found my queue method more effective at sniping. I just had to remember all of the numbers of archers needed to do an instant kill under different conditions) -
You create diversity by adding more to each faction, not by removing their essentials!
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As I said, most 0ad problems are caused by handicapping civilisations. If every civ has champion melee cavalry then the problem is solved. There are people who want to play Mauryas Athens and Sparta. These civs shouldn't be removed from the game. Your quest for diversity reduced diversity. Sometimes making the base structure tree the same helps a lot In the past you had complaints about slingers, archers, pikeman, skirmisher cavalry, almost every unit. If you had given every civilisation an archer, a skirmisher/ slinger, the problems wouldn't have existed! Everyone can make that op unit and it wouldn't have been a thing!
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Yes, actually I think champion cavalry is weak. But the point of this thread is solving the problem of champion cavalry becoming the one and only solution in all TGs; all other gameplay becomes irrelevant when someone makes 30 champions. The current motion of TGs is a race to spam the most champions. The first to reach 35 champions wins for his whole team. All other units are irrelevant; all you need in your army is the champions. That is the problem right now. The champions themselves are not strong but they monopolise the battlefield. Mauryas , Spartans and Athenians are unplayable in late game due to the lack of this unit We are also seeing middle players letting their borders die just to buy them time for massing up this unit, then one player with 60 champs dominates the map with brainless brute force. This is not a health way of playing