Tenth game on the multiplayer slow game server

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Moderator: Oberlus

How big alliance will be allowed to win the game?

Poll ended at Thu Apr 30, 2020 6:22 pm

1
4
31%
2
4
31%
3
3
23%
4
1
8%
5
1
8%
 
Total votes: 13

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swaq
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Re: Tenth game on the multiplayer slow game server

#181 Post by swaq »

Hyperant wrote: Tue Jun 16, 2020 6:35 pm
swaq wrote: Tue Jun 16, 2020 3:07 am
Voker57 wrote: Mon Jun 15, 2020 11:47 pm Cubics are cowering under hastily thrown together cloud cover, their planetery shields and fleet decimated, and a vengeful white kraken is about to put down the rest of miserable Cubic fleet. That's probably not how they imagined the end of their invasion of Chato lands.
The Kraken doesn't stand a chance. But no, I definitely imagined our end would come with the previous assault. But the premature attack by L29Ah resulted in huge losses for the offensive side.
That aged well
Haha, the Kraken had help.

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Voker57
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Re: Tenth game on the multiplayer slow game server

#182 Post by Voker57 »

The Daily Gormoshk, Cycle 115


War Review

The events are proceeding at frantic pace. Hyperant's self-gravitating hull ships, deployed loosely but very plentifully, seemingly have finaly overwhelmed Querens-O01eg alliance. In a counterattack near Uluru Gamma they inflicted heavy casualties on Hyperant forces. Despite that effort, Uluru Gamma was lost and Querens-Oleg forces are pulling back. The population on endangered planet appears to work themselves into frenzy to give all the industry for resistance forces and not to be captured alive.

In the north, Swaq has evacuated all his planets and appears to give up. The kraken was a very effective moral-damaging weapon if anything. Now it appears it'ss up to L29ah to stand up to the might of all the planets donated to Hyperant.
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Oberlus
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Re: Tenth game on the multiplayer slow game server

#183 Post by Oberlus »

Querens is donating planets to L29Ah or there is war in there too?

Edit: donating for sure, they are not at war.

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Voker57
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Re: Tenth game on the multiplayer slow game server

#184 Post by Voker57 »

The Daily Gormoshk, Cycle 120


Reinforcements

L29Ah empire appears to have reinforced Querens after negotiating control transfer of several systems in cluster known as Oberlus's Anus. Combined forced have swiftly dispatched an Hyperant group without meaningful losses and appear to be here to stay.
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Hyperant
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Re: Tenth game on the multiplayer slow game server

#185 Post by Hyperant »

The trap has been sprung


Part I


Interstellar News Corporation



The Battle of the Ceti Cluster

Analysis

grandebattle.png
grandebattle.png (116.1 KiB) Viewed 1665 times


The choreography around the cluster continued until the decision was made to carry out the next phase of the operation by launching an massive assault on the supply system of Ceti Alpha. Not unexpected, the combined fleets of the Potians and the Vinites in turn responded to this move by moving to intercept the fleet and to try to prevent the ground invasion of the swampy planet. However, due to our maneuvering, their forces were unable to anticipate the move and in turn would be too far from the system, allowing a small brigade group to storm the planet rapidly. Such was the pace of the invasion that the Potians were unable to sabotage the infrastructural complexes such as the shipyards and the space drydocks. However, this small celebration would not last as with the Potian-Vinite combined fleet coming in fast, work quickly started on laying a vast and extensive minefield around the system, as well as rudimentary repairs being carried out on some of the battle damaged ships within the fleet.

While the mines were still being laid, the fleet organized into the optimal defensive positions, and eventually, the combined fleet would arrive in the system. Interestingly their fleet wasn't as coherent as thought, with their ship coming in from two main attack vectors. As they made a beeline straight for the captured planet unknowingly unaware of the minefields that had been laid, the League fleet held its positions firmly, waiting for the optimal time to strike. As the two massive wall of ships began clashing, firing direct energy weapons as well as scrambling an assortment of fighters and bombers, the system quickly lit up with combined laser and plasma fire. It seemed like it was just going to be another slug fest when suddenly, the first few mines started detonated as the ships passed over them. Almost immediately, the League Fleet jumped into action, firing up their sub light engines and diverging away from the holding positions. Before the combined fleet had any idea what was going on, they had become encircled within the minefield! They had just walked right into a trap!

With their maneuverability being heavily restricted due to the minefield, they found themselves unable to move around effectively, with their escape route being blocked off as well. The trap had been sprung and the battle outcome has been decided right then and there in the moment. With ships being shot down by the dozens, the combined fleet's morale broke, and attempted to disengage from the battle. However, due to the minefields as well as the encirclement, the disengagement quickly devolved into a full blown rout as all fleet order broke down and it became every ship for itself. Out of a staggering 101 ships among the combined fleet, with 59 Potian and 42 Vinite ships against only 32 League navy ships, only an estimated 3 would be able to withdraw from the battle, for the loss of mostly outdated and obsolete escort carriers and a few semi-modern line ships.

Despite being outnumbered over 3 to 1, due to a combination of superior ship design, superior leadership as well as superior tactics, the League Navy would deliver a swift and devastating victory against both the Vinite Cluster and the Potians, annihilating both of their navies and irreversibly crippling the interstellar projection capabilities of both realms.

With the crushing victory, the road to the Potian Capital System laid wide open, ripe for the picking, with the major obstacles sitting within the Ceti Alpha system, floating around as debris.


"This is for not compensating the realm for the loss of our exploration ship, Potians. This is revenge for the fallen warriors, Vinites"


To be continued
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Re: Tenth game on the multiplayer slow game server

#186 Post by o01eg »

The server was updated to new pre-release test build 2020-06-16.e352120.
Gentoo Linux x64, gcc-11.2, boost-1.78.0
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-03-15.b3de094.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm

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Hyperant
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Re: Tenth game on the multiplayer slow game server

#187 Post by Hyperant »

The Fallout


Part II


Interstellar News Corporation



After the decisive Battle of the Ceti Cluster which saw League forces utterly rout the combined Potian-Vinite fleet, assault brigades rapidly stormed through the cluster, quickly seizing the systems of Ceti Gamma and Uluru Gamma in hard fought extensive ground battles. While the invasion of the small desert planet of Uluru Gamma I was wrapping up, it was found that the Potian Regime has instituted a series of forced labour camps hell bent on attempting to maximize industrial output by any means possible, even if it meant taking a toll on the planetary population, and took a toll it is. Out of an estimated 12 billion pots that used to be on the planet, over 83% of them, over 10 billion pots,were killed us over the course of several days as the ground forces lead an extended campaign high in the northern arid highlands where a majority of the camps were held. Despite the numerous security forces present at the camps, they too would fall and the camps would be dismantled. Unfortunately that won't be the only thing that was dismantled, as vast ruins of mighty shipyards were found on the desert bed, with several battlecruiser hulls littered around the remains in half finished construction stages.

This unethical treatment of beings was not only found on Uluru Gamma I, as when the brigades stormed the remaining planets in the system, they laid utterly desolated, with camps full of beings who were forced against their will to work themselves to death. Even more damning, the "good journalism" from the now reestablished "Daily Gormoshk" attempts to portray this act as a patriotic last stand against the big bad guys. Between this and their "analysis's" of our battles, it is clear that this media outlet is nothing more than one that tries to push an agenda in order to secure additional funding from the beneficiaries. What a sellout.

With the complete conquest of the Ceti-Uluru cluster, the League's sight were immediately set on the heartlands of the Potian Regime, Kilja Prime. Within a few weeks, a major detachment of the league navy arrived and bombarded the planet into submission. However with most of the shipyard facilities out of reach, they occasionally attempt to break the blockade by trying to ram our fleet with barely finished battlecruisers launched straight from the slipways. Needless to say, they aren't very effective. It is estimated that their capital will fall to our ground forces in only a matter of days, dealing another critical blow to the already weakened realm.


While all of this was happening, concurrently it is with some sadness that we announce that our close ally and economical power to the far north, the Cubic Collective, has officially collapsed under the strain from the ruthless attacks from the Mole Kingdom. Billions of their civilians have began evacuating their planets, with the goal of living to fight another day and thus aims to set foot on our soil, assuming they don't get intercepted by Mole patrols. While the moles sweep through the northern regions, it would appear that they are intervening in our conflict against the Potians and the Vinites by providing extensive military aid to the Potians in exchange for a lucrative black hole power generator. In an act of outrage, the Moles have decided to attack a small border detachment fleet, which proved themselves during the battle but were forced to fall back. It would appear that the Moles have devised a strange kind of strategy, something which the High Command is working to decipher at this moment.

Finally, occurring just last night, GDP output has dropped again for no explicable reason, falling by an estimated 16% overnight. Research bureaus, feeling the sudden strain due to the evaporation of funds, also had its research output decline as well. Many radical spiritualists had taken to the streets, preaching and trying to convince the public of their utterly foolish ramblings, something about simulations and divine interventions. Those radicalists were prompted jailed by the military for disrupting the peace. Divine justice indeed.
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-Supreme League
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Voker57
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Re: Tenth game on the multiplayer slow game server

#188 Post by Voker57 »

We the people who actually play Freeorion have to decide how to fix https://github.com/freeorion/freeorion/issues/3059. Please post your preferred way of solution and Geoff will implement it

My proposal is to drop player once they lose all population, another example that I like is to allow them 7 turns if they have a colony ship, O01eg's straightforward one is no ships and no populated colonies.
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L29Ah
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Re: Tenth game on the multiplayer slow game server

#189 Post by L29Ah »

Voker57 wrote: Tue Jun 23, 2020 11:08 am We the people who actually play Freeorion have to decide how to fix https://github.com/freeorion/freeorion/issues/3059. Please post your preferred way of solution and Geoff will implement it

My proposal is to drop player once they lose all population, another example that I like is to allow them 7 turns if they have a colony ship, O01eg's straightforward one is no ships and no populated colonies.
Both of your proposals LGTM. O01eg's is good as a stopgap solution, but it can be used to exploit the current ship maintenance mechanics in the most effective way.
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Voker57
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Re: Tenth game on the multiplayer slow game server

#190 Post by Voker57 »

L29Ah wrote: Tue Jun 23, 2020 11:26 am
Voker57 wrote: Tue Jun 23, 2020 11:08 am We the people who actually play Freeorion have to decide how to fix https://github.com/freeorion/freeorion/issues/3059. Please post your preferred way of solution and Geoff will implement it

My proposal is to drop player once they lose all population, another example that I like is to allow them 7 turns if they have a colony ship, O01eg's straightforward one is no ships and no populated colonies.
Both of your proposals LGTM. O01eg's is good as a stopgap solution, but it can be used to exploit the current ship maintenance mechanics in the most effective way.
Good catch, now i strongly oppose it. Not that maintenance means anything anyway...
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Re: Tenth game on the multiplayer slow game server

#191 Post by Oberlus »

Voker57 wrote: Tue Jun 23, 2020 11:08 am We the people who actually play Freeorion have to decide how to fix https://github.com/freeorion/freeorion/issues/3059. Please post your preferred way of solution and Geoff will implement it

My proposal is to drop player once they lose all population, another example that I like is to allow them 7 turns if they have a colony ship, O01eg's straightforward one is no ships and no populated colonies.
You keep confusing the problem with "FOCS effects not applying without species in the empire" with the "defeat conditions".

The former has more implications than just the problem with the outposts troops in a species-less empire, and so require its own fix, which is getting a species-less FOCS effect somewhere.

For the latter, there's more discussion needed. What happens if a empire has a strong army (maybe with bombardment ships that can destroy the latest colonies of the enemy), or an ally that can gift him a colony...

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Re: Tenth game on the multiplayer slow game server

#192 Post by Oberlus »

Why is this game stalled? Just because of the outposts problem?
If you are not planning to keep playing, maybe game should be finished. And never again complain if a player needs a break for a bug to be fixed.
Edit: it seems rightful winner is Hyperant.

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Voker57
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Re: Tenth game on the multiplayer slow game server

#193 Post by Voker57 »

Oberlus wrote: Tue Jun 23, 2020 12:19 pm
Voker57 wrote: Tue Jun 23, 2020 11:08 am We the people who actually play Freeorion have to decide how to fix https://github.com/freeorion/freeorion/issues/3059. Please post your preferred way of solution and Geoff will implement it

My proposal is to drop player once they lose all population, another example that I like is to allow them 7 turns if they have a colony ship, O01eg's straightforward one is no ships and no populated colonies.
You keep confusing the problem with "FOCS effects not applying without species in the empire" with the "defeat conditions".

The former has more implications than just the problem with the outposts troops in a species-less empire, and so require its own fix, which is getting a species-less FOCS effect somewhere.

For the latter, there's more discussion needed. What happens if a empire has a strong army (maybe with bombardment ships that can destroy the latest colonies of the enemy), or an ally that can gift him a colony...
Patching FOCS is another valid fix for the problem. I'm not against it.
What happens if a empire has a strong army (maybe with bombardment ships that can destroy the latest colonies of the enemy), or an ally that can gift him a colony...
I don't think gameplay where you can lose empire, get gifted planets, and keep playing as usual, is interesting. If you have a storng army, use it to protect your colonies.
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Voker57
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Re: Tenth game on the multiplayer slow game server

#194 Post by Voker57 »

Oberlus wrote: Tue Jun 23, 2020 12:25 pm Why is this game stalled? Just because of the outposts problem?
If you are not planning to keep playing, maybe game should be finished. And never again complain if a player needs a break for a bug to be fixed.
Yeah L29Ah is giving devs time to figure out the solution to that critical issue which is adversely affecting gameplay for him.
Edit: it seems rightful winner is Hyperant.
Haha, in your dreams.
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Re: Tenth game on the multiplayer slow game server

#195 Post by Oberlus »

Voker57 wrote: Tue Jun 23, 2020 12:28 pm
Oberlus wrote: Tue Jun 23, 2020 12:25 pm Why is this game stalled? Just because of the outposts problem?
If you are not planning to keep playing, maybe game should be finished. And never again complain if a player needs a break for a bug to be fixed.
Yeah L29Ah is giving devs time to figure out the solution to that critical issue which is adversely affecting gameplay for him.
Well, that's quite hypocrite, judging by your past reactions to other players asking for the same.

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