If you link me a game, Ill watch it. I took the advice of previous posters and watched some Hidden cup BF TGs.That's one solution. I won't presume to know whether it's the correct one or not.
That's great, the rematch will be on Voobly, PM me when you can. I was ramping up to 40 trade carts in both games, they simply ended at 40 minutes and 50 minutes. I don't print trade carts, as everyone has said they are ideally produced gradually, in line with military unit requirements. On Voobly, I'll be impressed if you win one 'game'. Then in the interests of the experiment, we can also play a timed game, and see who can delete the most units in that timeframe, say mangudai, as they've been bandied about so often. The rec will show who was able to upgrade them and when, and what the k/d ratios are at any particular stage of the game. This will entirely remove unit micro and decision-making, as I suggested before.
Again, to clarify, as you seem unable to grasp this, no-one is denying trading costs you resources in the short-term. The argument is that the resource deficit will not threaten a player's ability to survive until they can push back when their trade has fully kicked in.
As far as I'm aware you haven't watched any relevant pro games. Check out MBL's latest Twitch VOD if you want. He played a few decent BF games, and his trade investment didn't endanger anything.
I dont have voobly and for a 1v1 the lag isnt an issue, plus we have a scenario created already that we know sort of works. I vote HD. Id be curious to see someone, you or someone else run the blue side to say 25 minutes of standard boom and then save. Then, run a continuing boom to say 125 pop of vils for test A, then run a boom from that same 25 minute save to 125 pop with 30-50 trade carts (so less vils) for test B. Simply tracking resources every say minute should let us easily pinpoint the moment where in simulation the trader pulls ahead in total resources.
I love the unit deleting theory actually, but it sounds super messy. Are we going to pauses every 5 minutes starting at say 35 minutes and do a kill off? Then keep track I guess. Heres what I can do, and if you think it provides useful info let me know: Ill boom as blue (ie your side from our games) to 125 pop as I described above to test A vs B. Ill jot down the total resources for every minute and then add the results to my google doc. Thoughts?
Edit: i might still have the 8p map scenarios that I used for my video, with each teammate having 20 carts and villagers/bldgs/military to really simulate the real world bumping. That might be more relevant than our smaller map with limited bumping obstacles.
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