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Everything posted by Seleucids
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One of the worst things about this game the lack of balanced games
Seleucids replied to Foxooo's topic in General Discussion
Solutions: 1. Keep suggesting balance to the host until everyone agrees 2. Don't let trolls in. You question unknown users until you are sure that they are here to play and have a decent level. A good question to ask is " how many pop at min 10" 3. Choose civs wisely. Don't do random civs -
One of the worst things about this game the lack of balanced games
Seleucids replied to Foxooo's topic in General Discussion
There is a huge range of skill levels in the lobby so it's often impossible to balance teams perfectly. Even if the player skills are balanced, civs and counter units screw it up again. Having broken champ cavs doesn't help and civs not having basic counter units make it worse. Furthermore, you get smurfs misreporting their level or noob players claiming to be pro just to be allowed into a game. And then there is Geriatrix trolling you with new accounts every day, in which he plays badly on purpose or throws tantrum and ruins the game for everyone. It's also possible for a theoretically stronger team to lose badly because one guy throws the game or if someone ragequits. -
I prefer this. We make cav because we want speed. Otherwise, who would do cav when inf is cheaper and more useful as workers? Definitely not. Units die too fast now and we just see people getting vapourised. 2v1 or bad fight = instant death -> more demanding on good ally and pocket -> less tolerance and more toxicity -> more DoctorOrgans behaviour + exclusion of newer players @real_tabasco_sauce please reconsider the bonus on spear cav against other cavs. The issue is, most civs don't have spear cav. So as soon as someone makes a dozen spear cav, these civs Gaul, Brits, Athen, Maury, Sele are banned from using cav (unless they spam spear champs in P3). Is this what we want? Suggestion: due to the special nature of spear cav, we should give every civ a counter unit, e.g. fanatic, or just give every civ a spear cav option.
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Occasionally, the Ambush map fails to generate due to javascript out of memory error. This crashes the game. interestinglog.htmlmainlog.html
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3x for whom against whom? Ideally inf spear and inf pike get giant counter against champion cav, like 3x 4x 5x But spear cav shouldn't counter other cavs at this rate, otherwise you are basically banning all cav strategies as soon as someone makes a few spear cav.
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I think Data was programmed with resistance against prompt injection from adversaries. In First Contact, he resisted seduction attempts from the Borg queen
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JagsusIndia (Arup) is a distinguished, experienced 0ad player with extensive knowledge of all aspects of gameplay details. Over the hundreds of matches that I have played with him, he has experimented with every single civ and unit type; he has deployed every known theoretical strategy into real TGs on top of his own innovations. He has unparalleled knowledge of unpopular strategic nuances and gameplay on non-standard, extreme settings, especially about the Wonder. Therefore, he will be an exceptional balancing advisor and I will support him with technical operations. As an ex-balancing advisor, I sincerely believe that he will excel at his role and contribute momentously to fixing the balancing issues for the next release!
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Hey hey hey All I'm trying to do is to make it harder to hack autociv. @wowgetoffyourcellphone if you have a better idea to defend the code than covering up the code, please suggest. As of now I am just brainstorming ideas and obfuscation is the first idea that came to my mind.
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I don't test stuff when I'm playing. I test it when I am spec. I don't have enough apm to type code and play simultaneously
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It can be ruled out for all cases because it's not the host that's relaying messages. I would like to test some features for mods or even future patches in practical conditions, i.e. a 4v4 game. If mod signing prevents me from testing and editing the patch on the fly then that would be annoying. I like the most recent versions of your Oddity detector. It flags out afk players and automation users in a non-offensive way
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I don't understand, what is in violation of the license? At no point did the license mention restrictions on the names of variables and quality of code By introducing waffles and misleading variable names, I'm not denying the user access to anything. I'm just presenting a more messy version of the the product. With enough patience, the user can still understand which variable is which. The source code is freely available as always.
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Unfortunately singleplayer is free cheat. Cheat codes are enabled by default, when you are under attack by the AI, all you need to do is gift from the gods + open developer overlay and win Possibly people are just curious / giddy with this new discovery earlier today. But by later this evening, in the TGs hosted by Chocapoca and Akentas, nobody even bothered to build a market and the thing was forgotten My plan would be to introduce some counter-intuitive names for variables and waffle a lot of irrelevant nonsense in the source code of Autociv to make it harder to pinpoint the important lines.
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After a large increase in cheat accusations between players and Geriatrix's monologue of claims, I think it's necessary for me to debunk the possibility of cheating in A27. I will reference the source code in every one of my statements so that you can peer review what I write and make further studies. 1. Seeing enemy chat and spec chat. This is not possible anymore because all chat messages are sent to only the intended recipients by an engine function. The Engine.SendNetworkChat() function is defined at Line 237 of https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/network/scripting/JSInterface_Network.cpp If you attempt to edit this file, the most you can do is send all of your messages to everyone, but those who use the official release will still be sending messages to the right targets, then you just make a fool of yourself. In A26 and earlier versions, the messages are sent to all players, then the GUI (defined in public mod) selectively displays these messages on the screen. Therefore someone can make a mod which removes the selection process to reveal all chat messages. 2. Revealing the map If you attempt to reveal the map by injecting commands into the console or using some kind of mod, you will get a message saying "Changing the perspective with cheats disabled is prohibited" . See lines 92-95 of https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/ps/scripting/JSInterface_Game.cpp Therefore the reveal map cheat is gone from a mod level. Theoretically, one could edit the engine code to allow this function to be called, then recompile into a different version without causing OOS. However, this is beyond the level of most players. Furthermore, even if you call this function successfully, you will be put into a different player identity and you will not be able to control your own units and buildings. The advantage of the temporary vision is diminished by the need for extra apm and being afk for a bit. Oddity detector will likely pick you up and you might also have an OOS. 3. Seeing enemy stats This may be possible by changing some code in public/gui/ to display information about your enemy in the summary screen but I am not sure about this. One could theoretically edit the Javascript code of a mod with stat panels e.g. autociv, BoonGUI, ModernGUI to reveal enemy stats. However, actually doing it is non-trivial (not a 1-liner change) and most players don't even know where to start. @Atrik could we solidify our mod code to make hacks less easy? 4. Excessive automation It has been demonstrated by ProGUI and Quickstart that automation of commands is possible. Therefore it is theoretically possible to make a mod which does all of the micro tasks for you, or completely take over your eco. The core technology is the function Engine.SendNetworkCommand() which issues a command. This function is normally called after interpreting an user input, but one can also spam call it in GUI code. This is where @ffm2's oddity detector comes in handy: if somebody sends too many commands in a short time, they are automating things. You can also inject commands in via RL interface. However, what's the point ? You play 0ad because you enjoy playing the game and the action. If you automate everything that much, you might as well just stay spec behind some pro player who is actually playing and imagine that you are him. 5. Market exploit - yes this is still going on and we might ban this building / ask spectators to monitor abuse. 6. Biased spectators - some players have a pro friend who is watching and giving advice to them in global chat or voice chat on another platform. Some might make a smurf account which joins as spec to see the game. But this is much of a social issue not a technical issue.
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Under certain conditions, the market can be pumped exploited with OP trades that will generate infinite resources. Below is one example of the exploit: One needs to firstly invest 3000 metal to buy some other resources, e.g. food, to really depreciate the metal value and raise the food value. Then you take 500 food to trade back more than 3000 metal - you end with a net profit in metal. Furthermore, the food is still highly valued and you can buy huge quantities of other resources with food, resulting in resources being generated from nowhere. However, this is not consistently working. I tried to reproduce this but did not get these profitable values like Cube did. After many trades, I was eventually able to generate 10K metal after spending 2000 food and 2500 wood (profit?) Ideally we make changes to the bartering mechanism to prevent this from happening.
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mod LocalRatings mod - evaluate players' skills based on previous games
Seleucids replied to Mentula's topic in Game Modification
How do you account for RD increasing over time? do you factor in the replay date? -
Game 0 A.D. keep stuttering on Linux Debian
Seleucids replied to vacancy843's topic in Help & Feedback
Firstly, you installed the outdated A26 version. This is because Debian always gives you outdated packages. You should download the latest release A27.0 from another source. However, A27.0 also stutters a bit, in which case, you can help by testing the RC version A27.1 at http://releases.wildfiregames.com/rc/ The build instructions is here https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions -
CS jav cav was op in A25. But now they are not as OP because of the acceleration mechanic and the buffed spear cav hard countering them. And speed is exactly why we make cavalry in the first place This is a good idea in my opinion
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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.