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Seleucids last won the day on May 24
Seleucids had the most liked content!
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First Name
Kate
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Last Name
Sevda Ekaterinescu
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Female
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Behind you!
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0ad strategy
Maths & Physics
Technical challenges
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Ricci-Curvature
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Seleucids's Achievements

Triplicarius (5/14)
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I'm not the same person as Emac2 and I am looking at lobby bot code on GitHub right now, trying to see how it stores info and the possibility of knowing outcomes of TGs
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It was an old joke shared in our Discord server, where we have a pie-chart-slander channel https://discord.gg/kwRvm9kd
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It's not impossibly hard but also not easy, because the way that the current lobby bot decides rating change is by waiting for the simultaneous resignation / victory reports from both players in the 1v1. Then it does a simple comparison and issues a rating change. In a TG, if the reports don't come in simultaneously, I'm not sure how the bot will handle it. This is not a client-side issue but a WFG lobby bot issue which I have no access to. I am not sure what kinds of information are stored for each account by the moderators / lobby servers. If it stores creation dates / total logins etc that would be great.
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Taking account of non-1v1 games would be a very good start, because that can indicate who is truly newbie and who is an unrated player but has played many games (Pandravabal). Sadly this has been discussed for 11 years but still no implementation https://gitea.wildfiregames.com/0ad/0ad/issues/2516
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It's hard to summarise a player in a single number. At this point I would just use LocalRatings. It is not 100% reliable, but it is very good at analysing specific aspects of gameplay, for example the eco skills and fighting skills. You can adjust the weights to see who is the best at each skill. You can also download replays from replay Pallas to get more reliable estimates of each player when you are trying to balance a 4v4
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The content of Public must be balanced, fair and stable for multiplayer games, both 1v1 and team games situations. The MP lobby is the biggest stakeholder of balancing, as they are the most sensible to and dependent on fair balancing. Any small perturbation can ruin an alpha's gameplay. On the other hand, single players can just rig the game settings to whatever they like . If they want some change, just make a mod. It's impossible to distribute a mod to everyone in the lobby. Even community mod and historical mod are still not popularised despite the advertising efforts. It's safe to say that most players will be stuck to whatever the alpha has by default.
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No. This is exactly what makes 0ad different and we would like to keep it that way. Many of your ideas are trivial to achieve with mods which you can make yourself in 10 minutes.
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Why? it is very useful because it allows players to focus on micro instead of checking training at home If we return to the times before autotrain, people will spend way too much attention in building eco and not as much rushing/early engagements. Furthermore, many semi decent players will suddenly become total noobs. Autotrain makes the learning curve of the game less steep so that out player base can grow. In any case, you just don't use the feature yourself
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Looks amazing! What would be the purpose of this building? Some ideas: Train gladiator champions (which exist as templates but are hidden from the main game) Garrison units to rank them up very quickly
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@Jan it's easy to make a mod which changes the food icon. This way you can have it any way you like, immediately, without having to debate or wait till next release. Try it yourself
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Move champion units back to Forts / Special Buildings?
Seleucids replied to Seleucids's topic in Gameplay Discussion
Why nerf the speed of cavs? The whole point of cavs is being fast. If cavs are slow then just use infantry instead. We do need strong units but at reasonable quuantities. -
Move champion units back to Forts / Special Buildings?
Seleucids replied to Seleucids's topic in Gameplay Discussion
Don't you worry, there is so much lag in networked games (especially more than 2 players) that dancing is non-existent. Sadly they do need this speed to counter fire cav and archer. All in all, I think champions occupying 3 population each is probably agreeable. If you want to make 30 champion cavs then you bascially have no pop space for anything else. If there is objection to moving them to fort, maybe we can consider other special buildings. I picked fort because that was the champion building in the past and was expensive enough to counter rich players spamming it. -
Move champion units back to Forts / Special Buildings?
Seleucids replied to Seleucids's topic in Gameplay Discussion
As soon as you nerf the champ cavs, the champ infs will become OP. It's only a matter of time. Naked fanatics are already en route to becoming the next broken unit but it's just that Gaul players have not spammed it enough for people to notice yet. ok this is good idea These are the exact reasons why champion cavs should exist why they should be made in a game. We don't want these strengths to vanish, at any means. My whole idea is to put a soft limit onto the number of these that can appear. That's all. The focus is actually not fortresses but the constraining the rate of production of champion units. -
Release Preparation of A27.1
Seleucids replied to Itms's topic in Game Development & Technical Discussion
The range visualisations shouldn't affect the game state when computing simulations, right? It is a pure visual element. Therefore it shouldn't be a part of OOS. The same applies for alarms suppression queue, which shouldn't be reported as OOS if it's different for each player.