Gathering rate is not balanced!

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Nauru Dolan
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Re: Gathering rate is not balanced!

Post by Dolan »

Kevsoft wrote:@Dolan

I'm kinda shocked right now, because I haven't tested it for a longer duration. But now having one vill collecting at one mine for like 5 min, that is the result here:
https://pastebin.com/ESqxjUKy

Every time the pos is at 1.59** there will be a duplicate call directly behind it.

Currently tested on RE with Portuguese.

I'll hope that I can get it tested on a MP game.

So it seems that right before the animation ends, there is a function call that handles chaining to the next loop of the same animation. And this timing is slightly out of phase, by just a few milliseconds or a few tens of milliseconds maybe.

So what we have is something like this:

Animation length is 1.6 seconds.
Gathering rate for mine should be 0.6/s
However, at the end of each mining movement, the villager adds +1 coin almost every time. Which is the rounded up value of 0.96 (0.6/1s + 0.36/0.6s), as you'd expect based on the gathering rate.

The problem is that at the first hit, when the animation starts, the villager doesn't add any coin, the coin gadget value stays at 0. And then, after 23 animation sequences are played out, the coin UI gadget freezes its value for another sequence. So the villager hits the mine twice at 23 coin, but the UI doesn't update the coin value. I tried this multiple times and this inconsistency happens every time at 23 coin, after the villager has played the mine-gathering animation 24 times (including the starting animation, from which he gathers nothing). This was tested with a normal Euro settler on a silver mine in the editor.

So yeah, there's something really fishy happening in the game engine. I get this "coin update freeze" at about 47-48coin again, which seems to show some periodicity. I did the computations and if you keep adding 0.96 coin every 1.6 seconds you shouldn't get this coin update freeze.
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Austria Kevsoft
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Re: Gathering rate is not balanced!

Post by Kevsoft »

Well, given that it uses floats internally it can happen that it doesn't update for a swing. I also noticed that if there is that double gather you also hear. Especially on a mine you will hear it twice in a row.
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Nauru Dolan
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Re: Gathering rate is not balanced!

Post by Dolan »

Is self-calc-new-pos the new position from which each animation starts again? Or does the animation sometimes end earlier without completing?

Because my impression was that sometimes the animation is a bit rushed before fully completing, but others didn't agree with my perception.
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Re: Gathering rate is not balanced!

Post by Kevsoft »

Dolan wrote:Is self-calc-new-pos the new position from which each animation starts again? Or does the animation sometimes end earlier without completing?


Totally irrelevant here. The relevant value here is

Code: Select all

pos = x.xxx
.

Concerning MP I did some test with musk. Here is the result:
https://pastebin.com/ChSfbC0f

Good news: Because the clock is dynamic, it doesn't lead to those repeated double gathers after the 2nd/3rd min.
Bad news is that double gathers can still occur.

Here are the instances where it did occur:

Code: Select all

[29.06.2019 19:52:33.319061700 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.02] with [old-pos = 1.5802, pos = 1.5997, old-clock = 267.4647, clock = 267.4846]
[29.06.2019 19:53:37.418674700 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.019] with [old-pos = 1.5812, pos = 1.5996, old-clock = 331.4656, clock = 331.4846]
[29.06.2019 20:02:47.748751800 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.019] with [old-pos = 1.5813, pos = 1.5988, old-clock = 878.6648, clock = 878.6838]
[29.06.2019 20:02:50.952765100 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.019] with [old-pos = 1.5817, pos = 1.5992, old-clock = 881.8652, clock = 881.8842]
[29.06.2019 20:03:22.979062500 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.019] with [old-pos = 1.5825, pos = 1.6000, old-clock = 913.8660, clock = 913.8849]
[29.06.2019 20:03:34.190055300 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.019] with [old-pos = 1.5818, pos = 1.5993, old-clock = 925.0653, clock = 925.0843]
[29.06.2019 20:03:53.404998400 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.019] with [old-pos = 1.5823, pos = 1.5998, old-clock = 944.2658, clock = 944.2848]
[29.06.2019 20:04:15.870101000 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.019] with [old-pos = 1.5811, pos = 1.5990, old-clock = 966.6650, clock = 966.6840]
[29.06.2019 20:05:15.644473400 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5821, pos = 1.5954, old-clock = 1025.8624, clock = 1025.8804]
[29.06.2019 20:05:34.897976400 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5840, pos = 1.5971, old-clock = 1045.0641, clock = 1045.0820]
[29.06.2019 20:05:49.343806500 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5859, pos = 1.5989, old-clock = 1059.4659, clock = 1059.4839]
[29.06.2019 20:05:50.945505200 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5829, pos = 1.5960, old-clock = 1061.0630, clock = 1061.0809]
[29.06.2019 20:05:55.760079500 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5828, pos = 1.5977, old-clock = 1065.8647, clock = 1065.8827]
[29.06.2019 20:06:03.784683200 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5861, pos = 1.5992, old-clock = 1073.8662, clock = 1073.8842]
[29.06.2019 20:06:08.594730700 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5853, pos = 1.5984, old-clock = 1078.6654, clock = 1078.6833]
[29.06.2019 20:06:10.197205400 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5823, pos = 1.5954, old-clock = 1080.2625, clock = 1080.2804]
[29.06.2019 20:06:18.244567200 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5856, pos = 1.5986, old-clock = 1088.2656, clock = 1088.2836]
[29.06.2019 20:06:24.658611200 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5843, pos = 1.5959, old-clock = 1094.6649, clock = 1094.6809]
[29.06.2019 20:06:53.549525400 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5845, pos = 1.5982, old-clock = 1123.4652, clock = 1123.4832]
[29.06.2019 20:06:58.362444700 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5848, pos = 1.5999, old-clock = 1128.2689, clock = 1128.2849]
[29.06.2019 20:06:59.963507300 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5839, pos = 1.5977, old-clock = 1129.8647, clock = 1129.8827]
[29.06.2019 20:07:04.775639700 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5859, pos = 1.5991, old-clock = 1134.6661, clock = 1134.6841]
[29.06.2019 20:07:06.377244400 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5831, pos = 1.5962, old-clock = 1136.2632, clock = 1136.2811]
[29.06.2019 20:07:14.404679800 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5863, pos = 1.5996, old-clock = 1144.2686, clock = 1144.2845]
[29.06.2019 20:07:25.632465700 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5855, pos = 1.5986, old-clock = 1155.4656, clock = 1155.4835]
[29.06.2019 20:07:27.236292800 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5845, pos = 1.5987, old-clock = 1157.0657, clock = 1157.0836]
[29.06.2019 20:07:28.838209100 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5826, pos = 1.5957, old-clock = 1158.6627, clock = 1158.6807]
[29.06.2019 20:07:33.725473400 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5843, pos = 1.5973, old-clock = 1163.4644, clock = 1163.4823]
[29.06.2019 20:07:43.353795000 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5845, pos = 1.5976, old-clock = 1173.0646, clock = 1173.0825]
[29.06.2019 20:08:05.437796300 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5849, pos = 1.5980, old-clock = 1193.8650, clock = 1193.8829]
[29.06.2019 20:08:15.067366400 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5851, pos = 1.5982, old-clock = 1203.4652, clock = 1203.4832]
[29.06.2019 20:08:16.670742000 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5821, pos = 1.5952, old-clock = 1205.0623, clock = 1205.0802]
[29.06.2019 20:08:19.881151200 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5842, pos = 1.5979, old-clock = 1208.2649, clock = 1208.2828]
[29.06.2019 20:08:26.315570600 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5866, pos = 1.5984, old-clock = 1214.6674, clock = 1214.6833]
[29.06.2019 20:08:27.919146200 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5844, pos = 1.5977, old-clock = 1216.2648, clock = 1216.2827]
[29.06.2019 20:08:42.356417200 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5834, pos = 1.5970, old-clock = 1230.6641, clock = 1230.6820]
[29.06.2019 20:08:45.565221400 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5820, pos = 1.5972, old-clock = 1233.8643, clock = 1233.8822]
[29.06.2019 20:08:53.586678900 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5824, pos = 1.5960, old-clock = 1241.8630, clock = 1241.8810]
[29.06.2019 20:09:01.610007900 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5865, pos = 1.5996, old-clock = 1249.8666, clock = 1249.8845]
[29.06.2019 20:09:03.213305400 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5835, pos = 1.5966, old-clock = 1251.4636, clock = 1251.4816]
[29.06.2019 20:09:16.055415300 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5862, pos = 1.5992, old-clock = 1264.2662, clock = 1264.2842]
[29.06.2019 20:09:17.656170500 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5832, pos = 1.5963, old-clock = 1265.8633, clock = 1265.8812]
[29.06.2019 20:09:25.684739200 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5864, pos = 1.5994, old-clock = 1273.8665, clock = 1273.8844]
[29.06.2019 20:09:27.286223300 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5834, pos = 1.5965, old-clock = 1275.4635, clock = 1275.4814]
[29.06.2019 20:09:38.521755000 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.019] with [old-pos = 1.5822, pos = 1.5973, old-clock = 1286.6632, clock = 1286.6823]
[29.06.2019 20:09:55.104078300 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5847, pos = 1.5998, old-clock = 1302.6688, clock = 1302.6848]
[29.06.2019 20:10:16.006874600 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5844, pos = 1.5995, old-clock = 1323.4685, clock = 1323.4845]
[29.06.2019 20:10:36.822089000 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5869, pos = 1.5993, old-clock = 1344.2683, clock = 1344.2843]
[29.06.2019 20:10:44.843779800 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5873, pos = 1.5998, old-clock = 1352.2688, clock = 1352.2848]
[29.06.2019 20:10:52.858297800 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5846, pos = 1.5997, old-clock = 1360.2687, clock = 1360.2847]
[29.06.2019 20:12:16.295834300 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5840, pos = 1.5992, old-clock = 1443.4681, clock = 1443.4841]
[29.06.2019 20:12:38.725060800 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5847, pos = 1.5998, old-clock = 1465.8688, clock = 1465.8848]
[29.06.2019 20:13:11.764646700 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5844, pos = 1.5996, old-clock = 1497.8685, clock = 1497.8845]
[29.06.2019 20:13:35.778277300 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5852, pos = 1.5993, old-clock = 1521.8683, clock = 1521.8843]
[29.06.2019 20:14:04.594097300 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.016] with [old-pos = 1.5844, pos = 1.5995, old-clock = 1550.6685, clock = 1550.6844]
[29.06.2019 20:14:46.570061100 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.022] with [old-pos = 1.5783, pos = 1.5997, old-clock = 1592.2627, clock = 1592.2847]
[29.06.2019 20:16:24.059126800 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.02] with [old-pos = 1.5800, pos = 1.5994, old-clock = 1689.8644, clock = 1689.8844]
[29.06.2019 20:19:47.831836300 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.02] with [old-pos = 1.5844, pos = 1.5998, old-clock = 1891.4647, clock = 1891.4847]
[29.06.2019 20:19:52.641891600 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.017] with [old-pos = 1.5856, pos = 1.5996, old-clock = 1896.2676, clock = 1896.2845]
[29.06.2019 20:20:35.551926200 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.019] with [old-pos = 1.5833, pos = 1.5993, old-clock = 1936.2653, clock = 1936.2843]
[29.06.2019 20:20:41.951760700 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.018] with [old-pos = 1.5829, pos = 1.5989, old-clock = 1942.6659, clock = 1942.6838]


Again, one euro vill on mine for roughly half an hour.
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Nauru Dolan
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Re: Gathering rate is not balanced!

Post by Dolan »

I see. But which one is the current resource store value in those logs? Is it the clock?

If so, this is weird:

[29.06.2019 19:48:38.341937800 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.02] with [old-pos = 0.6593, pos = 0.0145, old-clock = 33.4959, clock = 33.5179]
[29.06.2019 19:48:38.942247700 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.02] with [old-pos = 0.6517, pos = 0.0069, old-clock = 34.1550, clock = 34.1769]

In just 0.6s it adds 0.6 resource? :ohmy:
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Austria Kevsoft
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Re: Gathering rate is not balanced!

Post by Kevsoft »

Sorry, my bad, the first 12 lines were from the walking animation. Skip these. The gathering begins at L13 @

Code: Select all

[29.06.2019 19:48:43.231953800 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.021] with [old-pos = 1.5830, pos = 0.0039, old-clock = 38.6679, clock = 38.6889]
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Nauru Dolan
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Re: Gathering rate is not balanced!

Post by Dolan »

Ok, but which are the gathered resources values here?
Because the first clock values seem to show how the animations are cued. Not sure about the last two clock values, are those resources?
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Austria Kevsoft
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Re: Gathering rate is not balanced!

Post by Kevsoft »

Nah, I didn't capture the gold values here in this log. I'll do a rerun of a test log later with the actual gold current value.

For reference:
Pos is the new anim position between 0 and the animation length.
Clock is the time elapsed since the unit has spawned.

Both values are seconds here as float values.
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Re: Gathering rate is not balanced!

Post by zoom »

Are you saying "nurf gathering rates"??
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Re: Gathering rate is not balanced!

Post by Interjection »

:lol: This shit got real pretty quick
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Re: Gathering rate is not balanced!

Post by VooDoo_BoSs »

Kevsoft wrote:Nah, I didn't capture the gold values here in this log. I'll do a rerun of a test log later with the actual gold current value.

For reference:
Pos is the new anim position between 0 and the animation length.
Clock is the time elapsed since the unit has spawned.

Both values are seconds here as float values.


Any update on this?

Also wondering if there's any impact on the mechanics if another multiplayer is present. Will the animations sync, or is it possible for Player A, villager 1 to gather at a different rate to Player B, villager 1, even if they're both going from the same source?

Is the animation also different for different civs?
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Austria Kevsoft
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Re: Gathering rate is not balanced!

Post by Kevsoft »

VooDoo_BoSs wrote:Any update on this?

Also wondering if there's any impact on the mechanics if another multiplayer is present. Will the animations sync, or is it possible for Player A, villager 1 to gather at a different rate to Player B, villager 1, even if they're both going from the same source?

Is the animation also different for different civs?


Haven't had a chance yet to try out a new MP game yet.

Animations are always in sync. Otherwise it would lead to OOS all the time. But what I did is observing a recorded MP game which had a total of 288 to 455 double gathers at the end:

Code: Select all

[30.06.2019 07:44:52.680122100 +02:00] [thread 19288] [trace] cur-double-gathers = [p0 = 0, p1 = 288, p2 = 455]


I mean it is not too bad in comparison to SP where it is literally broken, but yet still it could lead to unfair advantages. If you're lucky it can happen that you get a few double gathers repeatedly which could make a difference between getting a unit early or not.
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Re: Gathering rate is not balanced!

Post by VooDoo_BoSs »

Kevsoft wrote:
VooDoo_BoSs wrote:Any update on this?

Also wondering if there's any impact on the mechanics if another multiplayer is present. Will the animations sync, or is it possible for Player A, villager 1 to gather at a different rate to Player B, villager 1, even if they're both going from the same source?

Is the animation also different for different civs?


Haven't had a chance yet to try out a new MP game yet.

Animations are always in sync. Otherwise it would lead to OOS all the time. But what I did is observing a recorded MP game which had a total of 288 to 455 double gathers at the end:

Code: Select all

[30.06.2019 07:44:52.680122100 +02:00] [thread 19288] [trace] cur-double-gathers = [p0 = 0, p1 = 288, p2 = 455]


I mean it is not too bad in comparison to SP where it is literally broken, but yet still it could lead to unfair advantages. If you're lucky it can happen that you get a few double gathers repeatedly which could make a difference between getting a unit early or not.


Sorry - can you please explain how to interpret the code? Not sure what it's showing.
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Re: Gathering rate is not balanced!

  • Quote

Post by Mr_Bramboy »

pecelot wrote:false, women gather just as fast as men, they can do anything men could, and have all the right in the world to not be spared in a village raid

Villager raids are against a dozen or so laws of wars and human rights anyways. Those hussars can expect to be trialed at The Hague.
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Re: Gathering rate is not balanced!

Post by Kevsoft »

VooDoo_BoSs wrote:Sorry - can you please explain how to interpret the code? Not sure what it's showing.


If you mean the last log line, it just shows the current number of double gathers per player (p0 = gaia [obviously 0], p1 = player 1, ect...)

If you mean the last log dump:

Code: Select all

29.06.2019 19:48:43.231953800 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.021] with [old-pos = 1.5830, pos = 0.0039, old-clock = 38.6679, clock = 38.6889]

then that's the reference:
clock = 0.021 --> the update length in seconds --> 21 ms here
old-pos = 1.5830 --> the last animation position/offset before the next animation calculation in seconds --> 1.58 seconds
pos = 0.0039 --> the new animation position/offset after the next animation calculation in seconds (should be set to the beginning if new position is bigger than the animation length) --> 0.0039 seconds
old-clock = 38.6679 --> the internal clock of the unit (time since unit has spawned) --> 38.6679 seconds
clock = 38.6889 --> the internal clock of the unit after the animation update --> 38.6889 seconds

If you see the line like:

Code: Select all

[29.06.2019 19:52:33.319061700 +02:00] [thread 24052] [trace] Compute Anim/Finished [clock = 0.02] with [old-pos = 1.5802, pos = 1.5997, old-clock = 267.4647, clock = 267.4846]

You can clearly see that the rounding error lead to this issue as pos doesn't begin at the animation start even though it should (as 1.5802 + 0.02 = 1.6002 and 1.6002 > 1.6).

I hope I could clarify the logs a bit here.
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New Zealand zoom
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Re: Gathering rate is not balanced!

Post by zoom »

I'm saying "nurf Kevsoft"!
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Kiribati princeofcarthage
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Re: Gathering rate is not balanced!

Post by princeofcarthage »

zoom wrote:I'm saying "nurf Kevsoft"!

Holy! Zoooom after so many years!
Fine line to something great is a strange change.
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Re: Gathering rate is not balanced!

Post by zoom »

Only on weekdeis!
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Re: Gathering rate is not balanced!

Post by pecelot »

Mr_Bramboy wrote:
pecelot wrote:false, women gather just as fast as men, they can do anything men could, and have all the right in the world to not be spared in a village raid

Villager raids are against a dozen or so laws of wars and human rights anyways. Those hussars can expect to be trialed at The Hague.

in the 1600s no one can hear you scream
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Re: Gathering rate is not balanced!

Post by Interjection »

@Dawn_ do you feel like this issue has been thoroughly investigated?
Bhutan jgals
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Re: Gathering rate is not balanced!

Post by jgals »

Does vsync in multi make a difference ? By the way according to all tests I've done in editior, berries gather the same as hunts and it doesn't matter how many villagers are on your farm / plantations. Literally not a single food difference over 5 minutes
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Re: Gathering rate is not balanced!

Post by Dawn_ »

Well, i tried a lot and i mean a lot of testings in this. Kevsoft do you have the oppertunity to see the logs in our game?

Especially when bots are in the game the gathering rates rises up in different ages. In szenario or online. Against player's i tried it 5-10 times and it didnt worked out well. It happened only once that my gathering rate for gold was slightly more then usual (12 gold more ~).
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Re: Gathering rate is not balanced!

Post by Kevsoft »

Dawn_ wrote:Well, i tried a lot and i mean a lot of testings in this. Kevsoft do you have the oppertunity to see the logs in our game?

Especially when bots are in the game the gathering rates rises up in different ages. In szenario or online. Against player's i tried it 5-10 times and it didnt worked out well. It happened only once that my gathering rate for gold was slightly more then usual (12 gold more ~).


DM me on discord and I can look what I can do for you regarding the logs.

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