nani Posted January 18 Author Report Share Posted January 18 37 minutes ago, sim4seasons said: Yes, in many ways we can see that a lot of features of the mode are active; I tried to install it via the mod page in the game, and also manually. Both time activated and working in the game, except for that F4 key that should make the hotkeys config menu appears in game... Thanks for your answer ! Guten tag @sim4seasons . Thanks for liking the mod, you are welcome As for the F4 key for shortcuts: it doesn't work because the newest 0ad now has an official hotkey editor, so I removed the one I did to not confused/duplicate functionality. Quote Link to comment Share on other sites More sharing options...
sim4seasons Posted January 29 Report Share Posted January 29 Hello ! Thanks for your answer, that's really great from you to take the time Tell me if I'm mistaken but in the official hotkey editor, we can't allow hotkeys for building creation, am I right ? If yes, how do you do to set up hotkeys for that specific topic ? Thanks again, Sim. Quote Link to comment Share on other sites More sharing options...
nani Posted October 6 Author Report Share Posted October 6 New version 26.4.1 Updates - Added the lobby bots to the pingAll ignore list @Dunedan 3 Quote Link to comment Share on other sites More sharing options...
AInur Posted October 20 Report Share Posted October 20 Hi, I would like to add an units lost counter to the autociv overlay panel: I am trying to do this by appending " Lost": state => state.unitsLost to the stats dictionary of autociv_statsoverlay.js: stats = { " P": state => state.phase, " Pop": state => state.popCount, " Sup": state => state.classCounts_Support, " Inf": state => state.classCounts_Infantry, " Cav": state => state.classCounts_Cavalry, " Sig": state => state.classCounts_Seige, " Chp": state => state.classCounts_Champion, " Food": state => Math.round(state.resourceCounts["food"]), " Wood": state => Math.round(state.resourceCounts["wood"]), " Stone": state => Math.round(state.resourceCounts["stone"]), " Metal": state => Math.round(state.resourceCounts["metal"]), " Tec": state => state.researchedTechsCount, " Kil": state => state.enemyUnitsKilledTotal, " Lost": state => state.unitsLost ?? 0, } But the problem with this code is that the lost number stays at 0 as seen in the screenshot above. Evidently, the name of the units lost attributes is something different. What is name of the attribute counting the units lost? How can I find the list of possible session state attributes to query from? Thanks. Quote Link to comment Share on other sites More sharing options...
ffm2 Posted October 21 Report Share Posted October 21 /gui/session/objectives/autociv_statsOverlay.js gets states from /simulation/components/GuiInterface~autociv.js you need to add something like "unitsLost": cmpPlayerStatisticsTracker?.enemyUnitsKilled.total ?? 0, to ~line 210 except you now don't want enemyUnitsKilled.total but something like unitsLost. What does cmpPlayerStatisticsTracker offer next to enemyUnitsKilled? rg enemyUnitsKilled and find public/simulation/components/StatisticsTracker.js look and find this.unitsLost = {}; this.enemyUnitsKilled = {}; so your gues of the name was right. Just add it to /simulation/components/GuiInterface~autociv.js too. I didn't test it actually but thats the way I gues. Hard for me too to grep the right value. 1 1 Quote Link to comment Share on other sites More sharing options...
ffm2 Posted October 21 Report Share Posted October 21 I messed with autociv stats too. I calculated extra statistics for the currently selected player. Here is the actual gather rate for wood shown incl. the way to the storehouse and collisions. 4 woman + 4 inf have 4*0.7 + 4* 0.75 = 5.8 wood gather rate at 100% set. No upgrades. I made some snapshots to show how the actual gather rate drops with longer distance. Tbh I expected it to be worse. With this value I wanted to make a mod with recommendations on the game play as spectator or in the replay. Like now would be the time for the ax upgrade. But now I am reluctant to share. A) Because of the bad state of abuse of cheats in the community. I don't want to add fuel to the fire. Some would just automate the upgrade. B) It's still a buggy sketch, and because of A i don't know if I continue this. It's not too hard to do if someone wants to, but still a bit more than getting another value from the current statistics. The results are quite interesting though. Also I don't know if it's even intended to know the game so well. Quote Link to comment Share on other sites More sharing options...
AInur Posted October 22 Report Share Posted October 22 16 hours ago, ffm2 said: 4 woman + 4 inf have 4*0.7 + 4* 0.75 = 5.8 wood gather rate at 100% set. No upgrades. Thank you ffm2, I have got it working! With regards to calculating the gathering rate, could we save the total resources on the previous turn, then do a gradient calculation: gathering_rate = (current_count + spending - previous count) * turns per second This allows us to ignore the details of upgrades, unit types and other factors. We need to account for the resources spent between the turns, e.g. the player gathered 20 wood in 200ms but spent 200 wood for a barrack. In your screenshot, what are the Hou, Bar, Fiel and Civ values? What are the average % values? Quote Link to comment Share on other sites More sharing options...
AInur Posted October 22 Report Share Posted October 22 16 hours ago, ffm2 said: With this value I wanted to make a mod with recommendations on the game play as spectator or in the replay. Like now would be the time for the ax upgrade. But now I am reluctant to share. I think this is a great idea! I have thought about it as well and I've made a simple script to analyze the replay commands. I think it would be possible to make an in-game service which advises the player what they should do. This would be very helpful for new players (such as myself) to improve their skills! Regarding your cheating concerns, I found that replay files are not fully written to the replay folder until the game has finished. Therefore you can go ahead with your replay analysis mod without worries Quote Link to comment Share on other sites More sharing options...
ffm2 Posted October 22 Report Share Posted October 22 8 hours ago, AInur said: In your screenshot, what are the Hou, Bar, Fiel and Civ values? What are the average % values? It's number of houses, barracks, fields and civilizations and has nothing to do with the second line. In the second line are only the gather rates (incl. way) lined under and attached debugging info for me. The last % is the gather rate in relation to the maximum of 5.8. The replay file is written instantly. When spectating a live game I regularly use it to check out the replay to see which player uses quickstart, which some players use in even in rated 1v1s. I think it would be a great analysis tool, like a chess engine (although this wouldn't cover all strategies). But chess engines are also used for cheating. So I'd rather have no analysis and no more added cheating than more analysis incl. more cheats. 1 Quote Link to comment Share on other sites More sharing options...
AInur Posted October 23 Report Share Posted October 23 @ffm2 In the counters panel, do you think it is possible to display the count of each unit type? For example, accurate to the number of spearman and the number of archers? If so, how would I be able to retrieve the stats? 15 hours ago, ffm2 said: The replay file is written instantly. For multiplayer, yes that is the case. However, the singleplayer games are not written instantly, from what I have seen. Maybe my file manager didn't refresh quickly enough. Quote Link to comment Share on other sites More sharing options...
ffm2 Posted October 29 Report Share Posted October 29 Couldn't find it in a reasonable time. It's maybe feasable, maybe hard with extra code. I don't see the benefit with all subtypes like pikemen, slingers of each civ. You have to dig through the code, that's why I've written my procedure to grep above. Quote Link to comment Share on other sites More sharing options...
Dunedan Posted October 31 Report Share Posted October 31 On 06/10/2024 at 2:51 PM, nani said: New version 26.4.1 Updates - Added the lobby bots to the pingAll ignore list Can you also please upload the new version to mod.io (https://mod.io/g/0ad/m/autociv), so it's available directly in game? 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 31 Report Share Posted October 31 1 hour ago, Dunedan said: Can you also please upload the new version to mod.io (https://mod.io/g/0ad/m/autociv), so it's available directly in game? It has compat check off Quote Link to comment Share on other sites More sharing options...
Dunedan Posted October 31 Report Share Posted October 31 56 minutes ago, Stan` said: It has compat check off What does that mean? Quote Link to comment Share on other sites More sharing options...
Vantha Posted October 31 Report Share Posted October 31 On 23/10/2024 at 11:19 AM, AInur said: In the counters panel, do you think it is possible to display the count of each unit type? For example, accurate to the number of spearman and the number of archers? If so, how would I be able to retrieve the stats? Sorry for the late answer, but, yes, that is possible. Look for the "typeCountsByClass" in the playerstates (part of the simulation state). It stores how many units of each template a player currently controls. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 31 Report Share Posted October 31 1 hour ago, Dunedan said: What does that mean? This means that autociv doesn't appear in mod checks. And with the new rule about signing mods we can no longer do that since it touches the simulation codes https://gitea.wildfiregames.com/0ad/0ad/wiki/Mod_Verification_Processee Just like ProGUI, users will want to keep the mod hidden because an incorrect order such as users having community mod enabled first and autociv second while others have autociv first will cause players to not be able to join games with each others. 1 1 Quote Link to comment Share on other sites More sharing options...
nani Posted October 31 Author Report Share Posted October 31 As Stan said, the new rules for mod.io uploads don't allow mods with the compatibility flag off and that change the simulation folder (even if they preserve gameplay simulation untouched). 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted October 31 Report Share Posted October 31 (edited) maybe the most popular autociv items can just be merged to 0ad: the building placement and selection hotkeys, in-game mute, /link, and gamesetup functions. Edited October 31 by real_tabasco_sauce 2 Quote Link to comment Share on other sites More sharing options...
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