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    Nooby

    @Nooby

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    Best posts made by Nooby

    • In game chat dump from 631 711 replays and 23 929 players

      here is a folder of 23 929 user ids and what they have said in the last 631 711 FAF games.

      this was parsed with askaholics tool and some custom python sciripting
      https://forum.faforever.com/topic/1551/faf-scfa-replay-parser-library

      From this data you can infer some useful information.

      UserID is used, because unlike username, it does not change. The "notify" messages have been excluded.

      like which players get fed the most mass
      who uses the most AI taunts
      who is the most toxic (probaly best to define toxic to a script, hard to do)

      https://drive.google.com/file/d/1hKd671xIQoE92zB27PCdjB4uqBucu39g/view

      Unzipped size is ~ 120mb

      all the user ids are in one folder, windows may struggle.

      I plan to do more replay analysis including node graphs of who plays with who, who plays on what map,

      correlation between:
      map and rating
      country and rating
      map and country

      I also plan an analyse the notify dataset (not included in this chat dataset) and get information on upgrade timings, of acu also per faction and all of them per rating group and map.

      any others you can think of.

      Please download yourselves and anaylse

      posted in General Discussion
      N
      Nooby
    • RE: FAF/SCFA Replay Parser Library

      I have downloaded a few thousand replays and used your python libary to parse all chat in them. 12MB of text was parsed for this.

      I have quite a big text file for each FAF username. I know it would be better to use userID and I will in future things. Does anyone want this data?

      The chat has been filtered to remove "notify" events and also "Units / Mass / Power sent"

      I do plan to do some kind of node analysis on who plays with who next
      who is associated with which map
      association of maps with ratings

      20211020_12MB_wordcloud_thousands_recent_games.png

      posted in Blogs
      N
      Nooby
    • Change SACU explosion sound

      Currently the ACU and SACU explosion sound is identical, it would be good if there was a slight difference between them

      posted in Suggestions
      N
      Nooby
    • RE: I feel like T3 Air rush is too easy, but maybe I'm missing something

      The issue is map design that has a dedicated "air slot" that allows this.
      Balancing air for allowing a player to do nothing but eco and build T3 air, while keeping T3 air balanced on maps without a dedicated air slot is an issue.

      posted in General Discussion
      N
      Nooby
    • Unit Logger mod

      I have created the "Unit Logger" mod. It is in the mod vault. It is a UI mod.

      It logs information on every unit in the game log of the focus army every 10 game ticks, configureable in main.lua
      Information logged:
      "UL02","GameTick","EntityId","Army","UnitId","FractionComplete","Position.x","Position.y","Position.z","MaxHealth","Health","ShieldRatio","IsIdle","MassKilled"

      Log size for long games is normally a few MegaBytes

      It works in replays if you select the army of the player you require logging.

      It requires UMT / UI Mod Tools / ui-mod-tools-4z0t-v12

      Thanks for @Ctrl-K / 4z0t for some of the code that makes this work

      This data is not in an compact format. It will compress at around ~ 8>1 ratio

      Build order can be extracted from this data - and not just the time units / buildings are started or commands given but when units are finished and where they actually are on the map.

      using an external tool unit icons could be plotted onto a map with this data for a kind of "replay prieview" function that can be scrolled fowards and back in time, without having to launch the FAF executable.

      Does anyone know about selecting all units while in observer? I would like to convert replay files to this unit position format, and currently I can only run one army at a time.

      Example data:

      info: UL02	GameTick	EntityId	Army	UnitId	FractionComplete	Position.x	Position.y	Position.z	MaxHealth	Health	ShieldRatio	IsIdle	MassKilled
      info: UL02	1350	321	1	uea0303	1	171.915	35.555	717.439	2300	1550	0	0	180
      info: UL02	1350	421	1	uea0303	1	231.838	34.695	652.384	2300	300	0	0	482
      info: UL02	1350	344	1	uea0303	1	109.883	35.376	720.888	2300	2050	0	0	45
      info: UL02	1350	369	1	uea0303	1	142.596	38.140	688.592	2300	1300	0	0	45
      info: UL02	1360	736	1	uea0303	1	111.701	36.286	717.892	2300	1550	0	0	270
      info: UL02	1360	0	1	ual0001	1	108.207	25.830	920.259	11000	11000	0	1	0
      info: UL02	1360	262	1	uea0303	1	98.083	37.232	730.919	2300	1550	0	0	450
      info: UL02	1360	280	1	uea0303	1	97.939	36.571	708.237	2300	1050	0	0	90
      info: UL02	1360	364	1	uea0303	1	145.077	37.485	686.651	2300	1800	0	0	225
      info: UL02	1360	318	1	uea0303	1	142.312	37.525	684.928	2300	1550	0	0	360
      info: UL02	1360	438	1	uea0303	1	196.809	37.850	668.522	2300	1550	0	0	433
      

      An example log from a high ranked setons game
      replay ID 22654992
      from the south air player from 0 mins to 20 mins in
      20 mins of a setons game is now only 1.6MB log size with the floating point decimal trimming
      test.log

      posted in Modding & Tools
      N
      Nooby
    • RE: Novax needs to be nerfed, here's why.

      @comradestryker
      First of all, its 1200 mass per point defended (UEF t2 shield) as novax kill anything under a single t2 shield. It also required buildpower being avalable at every one of these points on the map, this takes time and increases cost.

      You should have a look at how the novax was used in that replay. No other unit in the game can replace the novax in that situation. A first novax on setons is always cost effective (The same can be said with nuke)

      The game would not have been won without the novax. T3 arty is almost always worse, not better than novax on setons. The novax were more effective than the mavor at less cost. and had greater impact on game outcome.

      Comparing the two once a single shield is up against a shielded base is stupid, they are for differrent things, and the novax is too good in its niche . T3 arty does not kill expanding engineers or moving cruisers. T3 arty does not snipe thigs like stealthed pgens built across the map. T3 arty does not provide omni vision and scouting. T3 arty does not have infintite range. T3 arty is more eggs in one basket making it easier to snipe. T3 arty takes longer to payoff and longer to build, making it easier to scout and counter. T3 arty cannot be split against multiple targets around the map. It is not cost effective to fire t3 arty at single mexes, but it is with novax.

      posted in Balance Discussion
      N
      Nooby
    • RE: Weekly Discussion #18 - Making Hydro more interesting

      The use of a hydro in the late T2 stage to rest of game is in its ajacency. Building your T2 air factories / shield / nuke / nuke defence / radar near it is absolutley worth it, as you cant use the space for anything else and its not explosive

      posted in Weekly Discussions
      N
      Nooby
    • RE: Add a latest replay URL

      I have created the "Unit Logger" mod. It is in the mod vault. It is a UI mod.

      EDIT - V2 Released with reduced decimal places and unit masskilled added

      Logs information on every unit of of focus army every 10 game ticks, configureable in main.lua
      Information logged:
      "UL02","GameTick","EntityId","Army","UnitId","FractionComplete","Position.x","Position.y","Position.z","MaxHealth","Health","ShieldRatio","IsIdle","MassKilled"
      WARNING: If you have 1500 units and an hour game expect gigabyte size logs.
      It works in replays if you select the army of the player you require logging.
      It requires UMT / UI Mod Tools / ui-mod-tools-4z0t-v12
      Thanks for 4z0t for some of the code that makes this work

      This data is not in an eficcient format at all - that can be done after the game has ended.

      I need to look at logging all units from all armies at once when observer. i dont know if this is possible with a UI mod.

      Example data:

      info: UL02	GameTick	EntityId	Army	UnitId	FractionComplete	Position.x	Position.y	Position.z	MaxHealth	Health	ShieldRatio	IsIdle	MassKilled
      info: UL02	1350	321	1	uea0303	1	171.915	35.555	717.439	2300	1550	0	0	180
      info: UL02	1350	421	1	uea0303	1	231.838	34.695	652.384	2300	300	0	0	482
      info: UL02	1350	344	1	uea0303	1	109.883	35.376	720.888	2300	2050	0	0	45
      info: UL02	1350	369	1	uea0303	1	142.596	38.140	688.592	2300	1300	0	0	45
      info: UL02	1360	736	1	uea0303	1	111.701	36.286	717.892	2300	1550	0	0	270
      info: UL02	1360	0	1	ual0001	1	108.207	25.830	920.259	11000	11000	0	1	0
      info: UL02	1360	262	1	uea0303	1	98.083	37.232	730.919	2300	1550	0	0	450
      info: UL02	1360	280	1	uea0303	1	97.939	36.571	708.237	2300	1050	0	0	90
      info: UL02	1360	364	1	uea0303	1	145.077	37.485	686.651	2300	1800	0	0	225
      info: UL02	1360	318	1	uea0303	1	142.312	37.525	684.928	2300	1550	0	0	360
      info: UL02	1360	438	1	uea0303	1	196.809	37.850	668.522	2300	1550	0	0	433
      
      posted in Modding & Tools
      N
      Nooby
    • RE: Telemazer - time for change?

      I dont like the teleport mechanic, but I think it should be left in the game. I think that a good way to balance it would be that enemy teleports within omni range it is pinged as a nuke ping would be, rather than just the visual icon. This would give a few more seconds of time to move units into position.

      Teleport in higher rated teamgames does not improve the game, does not require much skill and does not carry much risk.

      posted in Balance Discussion
      N
      Nooby
    • RE: 403s when trying to load replays with ID #16999999 and older

      I have this same problem. Any updates from server admin?

      I do have a local copy of most of the replays ~ 750 GB

      posted in I need help
      N
      Nooby

    Latest posts made by Nooby

    • RE: Faction win rate?
      posted in General Discussion
      N
      Nooby
    • Unit Logger mod

      I have created the "Unit Logger" mod. It is in the mod vault. It is a UI mod.

      It logs information on every unit in the game log of the focus army every 10 game ticks, configureable in main.lua
      Information logged:
      "UL02","GameTick","EntityId","Army","UnitId","FractionComplete","Position.x","Position.y","Position.z","MaxHealth","Health","ShieldRatio","IsIdle","MassKilled"

      Log size for long games is normally a few MegaBytes

      It works in replays if you select the army of the player you require logging.

      It requires UMT / UI Mod Tools / ui-mod-tools-4z0t-v12

      Thanks for @Ctrl-K / 4z0t for some of the code that makes this work

      This data is not in an compact format. It will compress at around ~ 8>1 ratio

      Build order can be extracted from this data - and not just the time units / buildings are started or commands given but when units are finished and where they actually are on the map.

      using an external tool unit icons could be plotted onto a map with this data for a kind of "replay prieview" function that can be scrolled fowards and back in time, without having to launch the FAF executable.

      Does anyone know about selecting all units while in observer? I would like to convert replay files to this unit position format, and currently I can only run one army at a time.

      Example data:

      info: UL02	GameTick	EntityId	Army	UnitId	FractionComplete	Position.x	Position.y	Position.z	MaxHealth	Health	ShieldRatio	IsIdle	MassKilled
      info: UL02	1350	321	1	uea0303	1	171.915	35.555	717.439	2300	1550	0	0	180
      info: UL02	1350	421	1	uea0303	1	231.838	34.695	652.384	2300	300	0	0	482
      info: UL02	1350	344	1	uea0303	1	109.883	35.376	720.888	2300	2050	0	0	45
      info: UL02	1350	369	1	uea0303	1	142.596	38.140	688.592	2300	1300	0	0	45
      info: UL02	1360	736	1	uea0303	1	111.701	36.286	717.892	2300	1550	0	0	270
      info: UL02	1360	0	1	ual0001	1	108.207	25.830	920.259	11000	11000	0	1	0
      info: UL02	1360	262	1	uea0303	1	98.083	37.232	730.919	2300	1550	0	0	450
      info: UL02	1360	280	1	uea0303	1	97.939	36.571	708.237	2300	1050	0	0	90
      info: UL02	1360	364	1	uea0303	1	145.077	37.485	686.651	2300	1800	0	0	225
      info: UL02	1360	318	1	uea0303	1	142.312	37.525	684.928	2300	1550	0	0	360
      info: UL02	1360	438	1	uea0303	1	196.809	37.850	668.522	2300	1550	0	0	433
      

      An example log from a high ranked setons game
      replay ID 22654992
      from the south air player from 0 mins to 20 mins in
      20 mins of a setons game is now only 1.6MB log size with the floating point decimal trimming
      test.log

      posted in Modding & Tools
      N
      Nooby
    • RE: Add a latest replay URL

      I have created the "Unit Logger" mod. It is in the mod vault. It is a UI mod.

      EDIT - V2 Released with reduced decimal places and unit masskilled added

      Logs information on every unit of of focus army every 10 game ticks, configureable in main.lua
      Information logged:
      "UL02","GameTick","EntityId","Army","UnitId","FractionComplete","Position.x","Position.y","Position.z","MaxHealth","Health","ShieldRatio","IsIdle","MassKilled"
      WARNING: If you have 1500 units and an hour game expect gigabyte size logs.
      It works in replays if you select the army of the player you require logging.
      It requires UMT / UI Mod Tools / ui-mod-tools-4z0t-v12
      Thanks for 4z0t for some of the code that makes this work

      This data is not in an eficcient format at all - that can be done after the game has ended.

      I need to look at logging all units from all armies at once when observer. i dont know if this is possible with a UI mod.

      Example data:

      info: UL02	GameTick	EntityId	Army	UnitId	FractionComplete	Position.x	Position.y	Position.z	MaxHealth	Health	ShieldRatio	IsIdle	MassKilled
      info: UL02	1350	321	1	uea0303	1	171.915	35.555	717.439	2300	1550	0	0	180
      info: UL02	1350	421	1	uea0303	1	231.838	34.695	652.384	2300	300	0	0	482
      info: UL02	1350	344	1	uea0303	1	109.883	35.376	720.888	2300	2050	0	0	45
      info: UL02	1350	369	1	uea0303	1	142.596	38.140	688.592	2300	1300	0	0	45
      info: UL02	1360	736	1	uea0303	1	111.701	36.286	717.892	2300	1550	0	0	270
      info: UL02	1360	0	1	ual0001	1	108.207	25.830	920.259	11000	11000	0	1	0
      info: UL02	1360	262	1	uea0303	1	98.083	37.232	730.919	2300	1550	0	0	450
      info: UL02	1360	280	1	uea0303	1	97.939	36.571	708.237	2300	1050	0	0	90
      info: UL02	1360	364	1	uea0303	1	145.077	37.485	686.651	2300	1800	0	0	225
      info: UL02	1360	318	1	uea0303	1	142.312	37.525	684.928	2300	1550	0	0	360
      info: UL02	1360	438	1	uea0303	1	196.809	37.850	668.522	2300	1550	0	0	433
      
      posted in Modding & Tools
      N
      Nooby
    • RE: Add a latest replay URL

      I am trying to understand how to make a mod that captures information about units through the replay

      Looking at the LUA documentation:
      https://supcom.fandom.com/wiki/LUADOC_1.5.3599#User
      https://github.com/FAForever/fa/blob/develop/engine/User/UserUnit.lua

      does using User.UserUnit make it a UI only mod?

      For the dump to file script

      if unit is alive (using IsDead)

      if it is dump a line to log that contains

      GetGameTick
      GetArmy
      GetUnitId
      GetPosition
      GetOrientation
      GetVelocity
      GetMaxHealth
      GetHealth
      GetShieldRatio
      IsIdle
      UserUnit

      repeat every X seconds.

      Could dump some unit types info at a faster rate than others, depending on unit speed, or importance for instance.

      Do sim mods have access to any files that are not the game log?
      Could just add an identifier start charicter to each line of the game log however.
      Data could then be put into a better datasctructure and compressed using other external tools / scripting

      Is this much script to write? is anyone here able to do so? @maudlin27

      posted in Modding & Tools
      N
      Nooby
    • RE: Add a latest replay URL

      Thanks for all the info @maudlin27

      While I am sure I could figure out some python scripting around launching the faf.exe and replays automatically
      The exporting information to a text file is beyond my skillset
      Is it possible to run the FAF EXE in a windowless or headless graphics free mode?
      Is there a documented list of command line options avalable to the executable?

      posted in Modding & Tools
      N
      Nooby
    • RE: Add a latest replay URL

      @sainserow said in Add a latest replay URL:

      @nooby The first part is probably possible, Kazbek faf analysis was doing something similar. You could scroll the entire game directly on the website in 15-30 seconds and units were displayed at yellow dots. The more units in the same area, the bigger the dots. You could basically see map control. But it didn’t distinguish t1 scout and gc in these dots.

      I think it was analysing commands, as Askaholic stated, rather than where the units actually were.

      I dont understand what you mean by creating a new replay from the old one?

      The purpose is to generate unit position, identifcation and time data that can be used to get some insight into the way the game is played with other tools.

      posted in Modding & Tools
      N
      Nooby
    • RE: Add a latest replay URL

      thanks for all this info - It was very easy to get the AI automation script running.

      To use this script to anaylse replays could some LUA script get all the existing units and there locations every 10? seconds and dump it to a text file?

      And then just modify the script to run replays instead of make new games?

      posted in Modding & Tools
      N
      Nooby
    • RE: Add a latest replay URL

      I would like to automatically review some replays (units built, when they were built) in certian rating brackets on certian maps using askaholics python replay parser and get a win / loss from each one using the API. Is there no way to do this now?

      posted in Modding & Tools
      N
      Nooby
    • RE: Add a latest replay URL

      is there a guide on this anywhere?

      posted in Modding & Tools
      N
      Nooby
    • RE: Add a latest replay URL

      @brutus5000 said in Add a latest replay URL:

      No it would not be good to add logic to this endpoint. Nobody is supposed to filter on the replay.faforever.com domain.
      Just (learn to) use our api instead.

      https://api.faforever.com/data/game?filter=replayAvailable==true&sort=-id&page[limit]=1 gives you the latest present replay in the replayUrl field.

      Has the API been locked down? I am getting a permissions error on this link.

      posted in Modding & Tools
      N
      Nooby