Tenth game on multiplayer game server - in parallel!

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o01eg
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Re: Tenth game on multiplayer game server - in parallel!

#31 Post by o01eg »

Are there news about this game? Looks like the current game soon will be finished.
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Oberlus
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Re: Tenth game on multiplayer game server - in parallel!

#32 Post by Oberlus »

o01eg wrote: Tue Apr 28, 2020 10:48 am Are there news about this game? Looks like the current game soon will be finished.
Magnate and I were talking in the chat about how to disable the "[Game - <stuff>]" Peda pages were you consult sensible stuff about the game. At least I would like to disable:
  • [Game - Galaxy]: well, not anymore since seed can be hidden).
  • [Game - Homeworlds]: it's not cool to know what natives/species are there in the galaxy before scouting.
  • [Game - Empires]: we don't want to be able to check what techs have researched (and when) each empire.
  • [Game - Graphs]: obvious.
And the conclusion of our chatting was "we have no idea how to do it".

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Oberlus
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Re: Tenth game on multiplayer game server - in parallel!

#33 Post by Oberlus »

Magnate wrote: Sat Apr 25, 2020 8:32 am
swaq wrote: Fri Apr 24, 2020 10:59 pmWhat if we reduced the cost of parts to keep total ship cost similar? For example, if we made parts 0.33 and hull cost 2 that would achieve the 6x ratio difference while keeping the cost of building the ships similar to current so tech cost wouldn't need to be increased.
Ah now that's a fine idea, thank you. All I need now is Oberlus's cheaper shields pullreq merged and we're good to go!
Everybody, go play some single player to see the effects and report to the PR so that Geoff can have more confidence that it's safe to merge.

o01eg
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Re: Tenth game on multiplayer game server - in parallel!

#34 Post by o01eg »

Oberlus wrote: Tue Apr 28, 2020 11:09 am
  • [Game - Homeworlds]: it's not cool to know what natives/species are there in the galaxy before scouting.
I've never seen code populates this page.
Oberlus wrote: Tue Apr 28, 2020 11:09 am
  • [Game - Empires]: we don't want to be able to check what techs have researched (and when) each empire.
Known issue with it is incorrect damage value. It should be calculated server-side and send to the clients.
Currently implemented rule only hides unresearched techs from other empires.
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Magnate
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Re: Tenth game on multiplayer game server - in parallel!

#35 Post by Magnate »

o01eg wrote: Tue Apr 28, 2020 11:28 am
Oberlus wrote: Tue Apr 28, 2020 11:09 am
  • [Game - Empires]: we don't want to be able to check what techs have researched (and when) each empire.
Known issue with it is incorrect damage value. It should be calculated server-side and send to the clients.
Currently implemented rule only hides unresearched techs from other empires.
But we've turned that rule off, haven't we, so that we don't get the horrible bug where you're shown incorrect numbers. So we can see the numbers even though we can't see the list of techs - if we can switch that page off.

o01eg
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Re: Tenth game on multiplayer game server - in parallel!

#36 Post by o01eg »

Magnate wrote: Tue Apr 28, 2020 12:32 pm
o01eg wrote: Tue Apr 28, 2020 11:28 am
Oberlus wrote: Tue Apr 28, 2020 11:09 am
  • [Game - Empires]: we don't want to be able to check what techs have researched (and when) each empire.
Known issue with it is incorrect damage value. It should be calculated server-side and send to the clients.
Currently implemented rule only hides unresearched techs from other empires.
But we've turned that rule off, haven't we, so that we don't get the horrible bug where you're shown incorrect numbers. So we can see the numbers even though we can't see the list of techs - if we can switch that page off.
I don't consider this as solution if the server still sends all those data.
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o01eg
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Re: Tenth game on multiplayer game server - in parallel!

#37 Post by o01eg »

o01eg wrote: Tue Apr 28, 2020 11:28 am
Oberlus wrote: Tue Apr 28, 2020 11:09 am
  • [Game - Homeworlds]: it's not cool to know what natives/species are there in the galaxy before scouting.
I've never seen code populates this page.
SpeciesManager::GetSpeciesHomeworldsMap and other same functions accepts encoding empire argument so it's possible to filter out unknown homeworlds and other data.
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Magnate
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Re: Tenth game on multiplayer game server - in parallel!

#38 Post by Magnate »

o01eg wrote: Tue Apr 28, 2020 12:35 pm
Magnate wrote: Tue Apr 28, 2020 12:32 pm
o01eg wrote: Tue Apr 28, 2020 11:28 am Known issue with it is incorrect damage value. It should be calculated server-side and send to the clients.
Currently implemented rule only hides unresearched techs from other empires.
But we've turned that rule off, haven't we, so that we don't get the horrible bug where you're shown incorrect numbers. So we can see the numbers even though we can't see the list of techs - if we can switch that page off.
I don't consider this as solution if the server still sends all those data.
Ooh you cynic! I'm happy to trust my fellow players not to use a hex editor on the data stream!

Obviously I'd be happy to see a proper server-side fog of war solution but that's much further away. In the meantime I'd be happy to amend the SpeciesManager stuff to depopulate the wiki pages of other empires and see how it plays.

ThinkSome
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Re: Tenth game on multiplayer game server - in parallel!

#39 Post by ThinkSome »

Is seeing incorrect damage values on enemy ships even a problem? If the enemy has MD on a ship, then I think the client should display 3-6 (species adjusted) as the damage until first combat is seen. Then the lower bound can be updated.

Actually, should one even be aware of which species is flying that craft?

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Oberlus
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Re: Tenth game on multiplayer game server - in parallel!

#40 Post by Oberlus »

ThinkSome wrote: Tue Apr 28, 2020 5:20 pm Is seeing incorrect damage values on enemy ships even a problem? If the enemy has MD on a ship, then I think the client should display 3-6 (species adjusted) as the damage until first combat is seen. Then the lower bound can be updated.

Actually, should one even be aware of which species is flying that craft?
AFAIK, the problem is that the damage shown is always correct if the perceiver has the same upgrade techs (e.g. MD2), but never shows the right damage if the perceiver lacks some of the upgrades. For example, if you have MD1, Laser 3 and Plasma 4, you will see a MD2-4 as MD1, a Laser 4 as Laser 3, and a DR1-4 as DR1. Regardless of how many times you fight against those weapons. The preferred choice is any of the ones you describe, but it's not clear for us (the ones in this conversation) how to make that happen.

o01eg
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Re: Tenth game on multiplayer game server - in parallel!

#41 Post by o01eg »

I'm going to start next game next week so I'll take tenth number as there no other games are planned soon.
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