Twentieth game on the multiplayer slow game server

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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#271 Post by Oberlus »

Daybreak wrote: Wed May 18, 2022 6:02 pm For example, currently the game is progressing at 1 tick every 24 hours. If I loaded up my queues, chose Automatic Turn advance, and went away for a 4 days, would the game advance by 4 turns while I was away.
Only if you keep connected to the game. The auto turn works in the client, sending an order to the server.

o01eg
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Re: Twentieth game on the multiplayer slow game server

#272 Post by o01eg »

Daybreak wrote: Wed May 18, 2022 6:02 pm Does "Automatic Turn advance" work in multiplayer?

In other words does it automatically Tick I am ready for next turn?

For example, currently the game is progressing at 1 tick every 24 hours. If I loaded up my queues, chose Automatic Turn advance, and went away for a 4 days, would the game advance by 4 turns while I was away.
Technically it possible to send such command to the server so it will mark player ready for desired number of turns but it not yet supported in UI: https://github.com/freeorion/freeorion/issues/3182
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Daybreak
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Re: Twentieth game on the multiplayer slow game server

#273 Post by Daybreak »

o01eg wrote: Fri May 20, 2022 6:49 am
Daybreak wrote: Wed May 18, 2022 6:02 pm Does "Automatic Turn advance" work in multiplayer?

In other words does it automatically Tick I am ready for next turn?

For example, currently the game is progressing at 1 tick every 24 hours. If I loaded up my queues, chose Automatic Turn advance, and went away for a 4 days, would the game advance by 4 turns while I was away.
Technically it possible to send such command to the server so it will mark player ready for desired number of turns but it not yet supported in UI: https://github.com/freeorion/freeorion/issues/3182
I would +1 that.

for multiplayer games, especially earliy on, if you could choose 2 or more turns to allow the server to proceed as if you were "ready" it could speed things up, especially if you knew you had a busy day in RL.

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LienRag
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Re: Twentieth game on the multiplayer slow game server

#274 Post by LienRag »

I get time-out when trying to connect to the server, is there a reason for that ?

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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#275 Post by Oberlus »

LienRag wrote: Sat May 21, 2022 8:52 am I get time-out when trying to connect to the server, is there a reason for that ?
I can connect just fine.

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LienRag
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Re: Twentieth game on the multiplayer slow game server

#276 Post by LienRag »

Thanks, it allowed me to understand that it's a DNS problem, so I connect fine using the IP for the server.

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Re: Twentieth game on the multiplayer slow game server

#277 Post by Daybreak »

Ok Funny story

I little bit tired, and thought.... I have all that population on my home planet. why not evacuate some to my other planet.....

Ok not so funny. This is not moo.

Lesson learned.

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LienRag
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Re: Twentieth game on the multiplayer slow game server

#278 Post by LienRag »

Testing the same Snap in Single-player, I found a weird bug : things in the production queue stopped being actually produced : turn after turn they stay at the same level.
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FO no production turn 283 2022-05-20_00-35.png (129.82 KiB) Viewed 636 times

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LienRag
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Re: Twentieth game on the multiplayer slow game server

#279 Post by LienRag »

From what I understand, it's the "Popular terraforming" at Synnax that absorbs an infinite amount of Production, without any UI warning that it does so...

Items in the queue above it work normally, items in the queue below it never get any Production done.

Ophiuchus
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Re: Twentieth game on the multiplayer slow game server

#280 Post by Ophiuchus »

Could you open up a separate thread
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Look, ma... four combat bouts!

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Re: Twentieth game on the multiplayer slow game server

#281 Post by wobbly »

Cycle 27 - Empire of the Sheeple

Violence and conflict has broken out in the galaxy. A corvette of the Sheeple on a routine patrol mission was suddenly confronted by an Earwax attack vessel. Said vessel had attempted to disguise itself as an unarmed scout, but the Sheeple are no fools. We know. WE KNOW.

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LienRag
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Re: Twentieth game on the multiplayer slow game server

#282 Post by LienRag »

Official diplomatic announcement of the Purple Empire : we would have gotten away with it if it were not for those meddling Mu Urshes !

Daybreak
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Re: Twentieth game on the multiplayer slow game server

#283 Post by Daybreak »

so Lienrag is the wolf in sheeple clothing, and the sheep dogs, the Mu Ursh got in the way :)

wobbly
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Re: Twentieth game on the multiplayer slow game server

#284 Post by wobbly »

Mu Ursh are more sheep cats.

LR got a bit lucky there in that I got reamed by a bug in fighter combat. I'm going to have a hard time recovering from that. Doesn't help that I stuffed up the round after. Not sure what I did turn 52, clicked on the wrong fleet or missed a fleet in the list perhaps, was pretty unfocused.

Daybreak
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Re: Twentieth game on the multiplayer slow game server

#285 Post by Daybreak »

wobbly wrote: Wed Jun 01, 2022 6:00 am LR got a bit lucky there in that I got reamed by a bug in fighter combat. I'm going to have a hard time recovering from that. Doesn't help that I stuffed up the round after. Not sure what I did turn 52, clicked on the wrong fleet or missed a fleet in the list perhaps, was pretty unfocused.
It happens - mine was worse, deciding to evacuate my home planet to spread around some population, forgetting that evacuation, drops production and research to zero, and then having to watch them grow back at 1 per turn :roll:

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