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Showing results for 'spam'.
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There is a "rate limiting" to avoid spam, but newcomers don't have a maximum number of posts. Once they post enough (in quantity, but not too fast), they obtain normal limitations.
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Those slingers had magic. Ram spam is still annoying.
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It takes 50 food and 8 seconds to train one woman, not counting batch training. It takes 150 wood and 50 seconds (25 with 2 builders) to make a new house (not counting the factions with small houses, that are also easier to capture). In the meantime, you are most likely housed and can't train anything until you build a house. You can spam women easily. Your women will be safe inside the CC most of the time, anyway. The topic is mostly geared towards walls as a means of solid defense that will take forever to breach (similar to AoE).
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This error spam occured in the middle of a TG. There was a lot of action and a lot of pathfinding happening at the time. Cavalry going through forests etc. ERROR: Error in timer on entity 17694, IID7, function RepeatRangeCheck: TypeError: this.template[type] is undefined Attack.prototype.GetRange@simulation/components/Attack.js:450:12 UnitAI.prototype.GetRange@simulation/components/UnitAI.js:6272:19 UnitAI.prototype.MoveToTargetRange@simulation/components/UnitAI.js:4741:19 UnitAI.prototype.MoveToTargetAttackRange@simulation/components/UnitAI.js:4773:15 enter@simulation/components/UnitAI.js:2321:16 FSM.prototype.SwitchToNextState@globalscripts/FSM.js:366:14 FSM.prototype.ProcessMessage@globalscripts/FSM.js:274:8 UnitAI.prototype.ProcessMessage@simulation/components/UnitAI.js:4385:15 Attack.prototype.StopAttacking@simulation/components/Attack.js:566:14 Attack.prototype.RepeatRangeCheck@simulation/components/Attack.js:468:8 Timer.prototype.OnUpdate@simulation/components/Timer.js:140:44 The game was able to resume with no other visible problems. interestinglog.html
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It's getting out of control. Is it possible to do something about it?
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Hi, I would like to discuss some potential changes to champion cavalry units and their role in the game. Currently, many players dominate by spamming large amounts of spear champion cavalry in late game. It is becoming the common theme and is getting a bit monotonic. This is fine, however, it causes a few issues: Factions without champion spear cavalry suffer in late game: Athenians, Spartans, Mauryas and Britons have little defense against large numbers of spear cavalry champions. More spam and less strategy: early attacks and other creative plays always loose to one player who decides to spam large quantities of champions Monoculture army Champions should be elite, rare and cherished, not spammed en masse. I am not saying they are too OP at all; each single champion unit is not significantly stronger than an infantry unit. The issue is the numbers. My suggestion is to make champions only producible from certain buildings, for example the Imperial Academy of the Han civ, or only allow them to be porduced from fortresses. With this constraint imposed, we can turbo up their stats to even higher values so that they can be used strategically as true distinct champions and not just spammed upgraded soldiers. The late game is still a game of strategic fights and not spam. It also doesn't make sense that the same stable is training units of different classes. Elites need better environments and need longer time, so they should get their own buildings. Same applies for infantry champions. Let me know what you think
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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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Let's have a thread where we can discuss different strategies in TG and 1v1 to make our gameplay more interesting! Some interesting TG strategies that I have observed: 1. Min 11 double push. Two players boom with infantry then suddenly send all to attack the enemy border, causing them to loose huge amount of units and all wood eco. Then the two pull back if the pocket is going to help. To prepare for this, you need to make only 50 women and 4 barracks to spam out infantry so that you get a lead before min11; at the same time you must scout where the enemy woodlines and economy zones are. If the enemies are unaware, you can beat both in one go. You can also set up outposts and palisades beforehands to prevent the pocket from coming to help. 2. Siege Hail. One player makes an insane amount of ram 25~40, then the other comes with infantry for ground support. The siege spammer should garrison their eco infantry into the rams when attacking; the garrisoned units can serve as repairers. They should also research all siege related upgrades. The supporting player should ideally use more ranged inf than melee inf. Entire bases will be obliterated in minutes and the enemy will have to rebuild. If they focus on taking out rams, then they will get killed by the supporting inf. Tough choices. 3. Boltshooters + elephants. Use elephants to protect your boltshooters and do massive damage.
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This mod reports gameplay that should not be possible in 0 A.D. without mods. Currently, in 4v4 matches, new or aspiring players are never informed about which mods are being used or how they affect gameplay. Instead, it’s implicitly assumed that everyone already knows the players and their supporting mods. With these quick in-game messages, players at least receive basic information and can further discuss the implications - whether in the match itself or on the forums. Quick start triggers the chat message: "Units receives automated commands by %(player)s at turn %(turn)s (v01)" Clicking tools like the razor rapid fire triggers the chat message: "Automated clicker makro detected by %(player)s(v01)" If a player does not send a command in 30 seconds triggers the chat message: "%(player)s has not send a command in 30s (v01)" Market Exploit "%(player)s has bought %(buy)s shortly after selling it for %(sell)s (v01)" Elexis set up the mod template for me to fill. Lag is atm. not accounted for, so during heavy lag it could trigger false positives. I tested it in a few games and didn't had false positives. Report if it behaves weird and some thresholds should be changed. Some features that should be added: turning off in game or handle 2 players with the mod to limit spam Current version: 02 oddity_detector.zip oddity_detectorv00.zip oddity_detectorV01.zip oddity_detector V02.zip
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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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A27 is infinitely superior to alphas like 23. The game could be called alpha 23 celtics. If I'm not mistaken, out of every 8 players, 6 were Celts and 2 were Ptols. Slinger + Ram spam. Whoever got to era 3 first won. We've been working hard since then, the game isn't perfect now, it still needs a lot of work, but it doesn't compare in terms of gameplay/balance.
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Gameplay reasons Main cause of champs breaking the game is players being able to spam it too easily. If we move these units back to the fort, they cannot be spammed en mass. We would get a trickle of maybe 3 to 4 champions as an enhancement of our army but the strategy of letting your ally die just to build yourself a full champ army will not be possible. Forts are useless / mostly idle for some civs: Gauls, Mauryas, Persians ... Now we have an use for fortresses. We can keep the OP stats of champs or make them even more OP, because the rate of production of these units is much lower - controls their impact on the game. Han and Carthage seem to have the correct use of champions at the moment. Other civs are just spamming till you run out of resources. Players who want to spam champs have to build extra special buildings which are costly and cannot be used for citizen units - less motivation to spam. Historical / Logical reasons: Hell broke loose when champs were moved to barracks and stables: In A25, they spammed fire cav from stables, in A26 they spammed champ sword cav, in A27 is now spear cav. But in A24 and A23, this problem didn't exist because champs could not be spammed enough to break the game. A23 had too few champs because fort was used for siege. Now we have a siege workshop so fort can be used as champion-special Champions (elite units) are being trained from the same place as pleb citizen soldiers. Not sure if that is accurate. Some civs train from special buildings while others train from barracks - inequality We want to emphasise the elite quality of the units, not just let them be CS Pro plus Proposed changes: Cancel the "unlock champion" upgrade - You can get your champs as soon as you have a fort. Every civ which currently produce champs from barracks and stables get their champs moved to a fort. In detail: Persians: barracks can produce immortals (but after researching an expensive unlock tech 1000 Food). Fortress produce champion cavs Kushites: champ cav back to fort, temple guards can stay in temples Gauls: Fanatics stay as they are or go to taverns; Trumpeter stay at their place; Champ cav and champ sword go to Fort. Mauryas: Yoddha go to forts. Maidens stay where they are. No change to Athenians, Spartans, Han, Carthage I am currently working on a pull request for these changes. Please comment below if you have any objections. Thank you, balancing advisors. @chrstgtr @real_tabasco_sauce @Atrik @borg- @Stockfish
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I am doing some graphics mod and there are error spams. These are false alerts spam and should be ignored by the player. How can I stop them from showing?
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Training Times (Or Why the Fastest Click Wins)
Deicide4u replied to Thorfinn the Shallow Minded's topic in General Discussion
True that, it's an REAL TIME Strategy game. Time is important. Can't really agree with this. There are some issues in the early game that can be addressed, but the strategy is there. You can't just spam random units and win, no matter what APM you have. In the end, your army composition matters. Is a very different game, where attrition warfare can make the matches last for hours. Infinite resources are generally a bad thing. 0 A.D. has infinite food (from farms), but the scarcity of other resources makes sieges and area denial possible (hence more strategic depth) . It is technically possible to have infinite resources in 0.A.D. using long trade routes with lots of traders, but that is a very late game thing offset by the high opportunity costs. I don't know. The last time I checked, Seleucids were still there. -
Training Times (Or Why the Fastest Click Wins)
Servo replied to Thorfinn the Shallow Minded's topic in General Discussion
I used to play multiplayer but I really can’t keep up the pace especially on 1v1 despite knowing the game. Team game is better on 4v4 because the more players the game slows down. But I totally agree that the game is very APM type like AoE and really lacks strategic mechanism. It became very tedious and yes the faster you click the better you are in this game. It’s just build, build, gather, gather and spam units on multiple barracks or stables. Unlike Rise of Nations you have to be strategic on so many aspects that all units up to enlightenment age are very precious despite resources can be gathered infinitely. Units in 0ad are very dispensable and except probably the Iberian champion cavalry it’s really futile to train other champions. Units and buildings don’t increase in price so spamming is prevalent. -
ok earlier raids, but those will not finish game most likely. With less resources, Tier 3 structures, Fortress, unlock champions technologies, Siege units and at the end producing metal-heavy champions will be slower. Maybe women gather rate increase for wood/metal/stone will be required? But yeah, the best to find out is by testing. edit: yeah maybe less spam is even better. Now game is too spammy anyways.
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Roman counter to Selucid elite cavarly?
Dakara replied to Casaul player's topic in Gameplay Discussion
No counter if you play romans , you should find another way than fight Produce gladiator unit, the special unit roman in the secret building ARENA, they have a bonus against all champions but you can only produce 20 by building. --- This Selucid/Persian champion makes no sense. It costs 10 more metal, but it has 3 more range and additional resistances (Kush, Ptol, Macedon, Gauls, Han, Carthage). And since we wanted to unbalance as much as possible, we also added the possibility of having a technology that increases health by 20% for these two civilizations. Their only drawback is their slightly reduced movement speed; I don't think it's enough to balance the unit with other equivalent units. I also won't go into the topic of hero bonuses or population. The Selucids are OP, but the Persians are their OP big brothers in Cav. You can have 20 more guys in your economy to spam the best unit in the game, in addition to having better heroes and discount on stables building. If you play CAVs, the Persians are better; if you don't, Selucid CAVs. So even if you manage to match your opponent's numbers, you'll be at a disadvantage because this poses a major balance issue. This is especially true for maximum population. I've said this before, but knights can overlap excessively and will concentrate their attack on a small number of units. -
Move champion units back to Forts / Special Buildings?
real_tabasco_sauce replied to Seleucids's topic in Gameplay Discussion
Forts should be effective for defense, not an expensive barracks. If they are “useless” right now, work should be done to make their use for defense more effective. Forts should be for defense primarily, with some able to train heroes, unique units (champs), and unique, special technologies. I remember alphas where people would make more than 6 forts just to spam champs, and it became frustrating trying to find space to place them because of the build distance requirement. also let me stress this really important point: there are no complaints about infantry champions, save for immortals being a bit OP in the ranged form. all the complaints are about champcav, so how about we calm down a bit and focus of the specific units that are problematic instead of “moving fast and breaking things” so to speak. why are champcav OP? - high damage, high hp? Sure, but it is not much more than infantry champions, and they cost a lot more. But really the comparison with champion infantry is flawed, champcav will almost never need to fight champion spearmen. - mobility? I think this is the underlying cause as much as others want to deny it. We are talking about units that are double the speed of their supposed counter, units that may not be surrounded, trapped, or outplayed except by a larger or faster cav army. Because you can choose your fights endlessly, champcav players can bank up resources while raiding and retrain fast enough to justify taking bad fights. Additionally, since they move faster, they take less damage from buildings. if you are really adamant to try this, why not set up a PR in the com mod to organize some play testing. I think I’ve seen enough of the current com mod changes to get an idea of what might work in the future regarding capture balance, so we can move forward with a new version if you like. -
Move champion units back to Forts / Special Buildings?
Seleucids replied to Seleucids's topic in Gameplay Discussion
Melee will end you. I would argue that you are not forced into building the fort. If you want to attack early, you push before their fort is up or while they are building the fort. You would have an advantage, because they are investing building labour and huge quantities resources into the fort. Their units would also be in a bad formation and you can melt the builders if they don't react early enough. Since champion spam no longer exists, it's possible to win fights with a CS army + good micro. The champions will just be an icing on the cake for those who had a chance to build it. It would be more attractive to play aggressively, compared to the current meta of waiting for the champion unlock tech then spam broken units. Another idea is we give every civ a special building for them to produce champions from. But that is a lot more work than just moving back to fort. -
Isnt the pop bonus based off historical information regarding the size of empires...... (Rome should have one but would be too OP) Maury spam eles, OP swordsman as well. But then again im mostly thinking about historical and how every civ is somewhat OP but there are still a few that need work or are too OP
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They would be weak otherwise. They really lack damage output: no Javs and no slings. If you calculate dmg per second, the crossbows are just not enough. They don't even have jav Cav and their champions have to be made from the expensive building. They don't even have mercs to save themselves if things go wrong. No. They are not as good as you think, due to relatively worse eco weaker spearman (pathfinder issue). Persians are just right at the moment. Mauryas is truly weak unless you spam elephants. They also need 10% pop. We can just let The other civs have more or less pop bonus. Not 10%, but like 5% or 2%
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Arup replied to wraitii's topic in Gameplay Discussion
I played 3 games booming with the comm mod, alone with no enemy. no problems occured. I tried your wall cheapening with the athens cheapening hero and it could certainly change a wee bit about how you play athens, since you could theoretically spam out palisades in about 3 seconds -
How do the Kushites compare to the other civs?
Seleucids replied to tigerionblack's topic in Gameplay Discussion
In theory, Kushites are one of the most OP civs: Early game: Free healer for exploration and healing your cavs / archers after rushing Booming and eco: The size of storehouse is very small, so that they can be squeezed into clearings inside forests for ultra efficient woodlines. The pyramid might help as well but it's a bit expensive. However, archers walk slowly and have low angular frequency, which does slow down resource gathering. In phase 2 you can make mercenary skirmisher inf, which is useful. Booming with cav is also an option. Early pushing: you will rely on archers and a mix of melee infantry. They are a bit weak unless you have significant numbers of cav and skirmisher infantry (40+ jav units in total). However, the pikeman wall + archer sniping is op if you can micro well. You can also do Blemmye merc raiders. Late game: elephants + pikes at the front. Champion archers + jav cav at the back. Sniping with champion archers is OP. If you are dishonourable, you can spam champion cavs with Nastasen hero. The only imperfection is that champion swordsman can only be trained from temples - you can't spam them. However, in practice: Every time I play Kushites, something goes wrong. Either I get rushed hard or my teammates fail or somebody disconnects. I've had very few successful games with them, but when they are not cursed, they outshine every other civ: https://youtu.be/FpMxIPT42Qw -
Even when it does reach it, it still won't train champions right away. Civs with a lot of mercenary options will spam them, and train champions late and in low numbers. Elephant civs will prioritize them at first, then switch to other champions. They train and use them as siege weapons.