Yes, and your case is not unexpected - with an odd number of players and everybody with one ally and one enemy means that one empire will be left over - so two enemies or two allies/peaceful neighbors (because they are busy with war on the other side).
Eleventh game on the multiplayer slow game server
Moderator: Oberlus
Re: Eleventh game on the multiplayer slow game server
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!
Look, ma... four combat bouts!
Re: Eleventh game on the multiplayer slow game server
Yeah defensive techs vanishing doesn't seem right.Magnate wrote: ↑Mon Aug 31, 2020 8:35 pm I still think we haven't got conceding quite right. It's good that the pops stay and need conquering, but unfortunately defences go to zero, and any remaining ships lose all their tech bonuses (wobbly's lasers suddenly halved in damage), and most importantly, ground troops lose the bunker/fortification bonuses, so they lose 26 troops everywhere, instantly. That made conquering wobbly about five times quicker than it should have been.
So I suggest that conceded empires retain all their tech bonuses on any planets and ships.
How hard would it be to add in a simple AI that just builds ships? So you conceed and any last orders are kept, anything still in research/production queues is kept, and if there's excess RP it buys cheapest (like it does when you don't queue enough) and if there's excess PP it just lines a warship up at one of the shipyards.
Re: Eleventh game on the multiplayer slow game server
My suggestion for an even simpler post-concede AI was to switch all planets to defence focus, which would leave an almost negligible number of PP and RP to worry about...
I think keeping the techs is perhaps the most important.
I think keeping the techs is perhaps the most important.
Re: Eleventh game on the multiplayer slow game server
o01eg, let's concede and start a new game?
Re: Eleventh game on the multiplayer slow game server
There some issues should be fixed in 0.4.10.1 include delegates so I'd like to extend this game until release.
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 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
Re: Eleventh game on the multiplayer slow game server
Yes, like un-nerfing Good Pilots!
Any chance we can get a quick fix for conceded empires before that release? Even if we just kept the troops artificially at pre-concede levels (if it's too hard to implement tech retention), that would make a big difference.
Any chance we can get a quick fix for conceded empires before that release? Even if we just kept the troops artificially at pre-concede levels (if it's too hard to implement tech retention), that would make a big difference.
Re: Eleventh game on the multiplayer slow game server
Besides, I have a ringside seat for Oberlus Doomstack Meets Pirate Doomstack, and I want to see what happens!
Re: Eleventh game on the multiplayer slow game server
Not sure, it requires to enable processing eliminated empires, which is hardcoded in the game code, and I'm not sure what could be broken.
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 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
Re: Eleventh game on the multiplayer slow game server
pilot trait scaling bugfix - some eaxaw still exist?
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!
Look, ma... four combat bouts!
Re: Eleventh game on the multiplayer slow game server
Holy Lord, I've just seen Oberlus's starting system - I don't think I've ever seen one this good - it beats the one L29Ah had in the game he won. Nice!
Re: Eleventh game on the multiplayer slow game server
It wasn't bad, but it's a small and a tiny planets (one good and one adeq.), with one belt but no GG. I've seen many more better.
What was good for me is the abundance of white and blue stars around, although one one large and no huge planets, and I didn't get a system with GG until Ophi quit (and then I didn't use it for 15 turns to not unbalance things too much...).
Judging by your PP and RP figures, I bet your corner of the galaxy was good too.
Re: Eleventh game on the multiplayer slow game server
Bottom right corner, 4 planets + asteroid belt + gg. Danny had almost the same PPs as I did when he was trapped on 4 systems.
Re: Eleventh game on the multiplayer slow game server
Pirates of Hyperant, can we make a deal? We give back to you your former planets and one of our Laenfa worlds, enter an alliance with you, and you declare war on Magnates steamrolling empire. Oh, and we give you lots of homemade mojito and a huge paycheck. And we won't break alliance, never, unless you do.
(I want to make things interesting for a while longer, crashing our fleets for Magnate's amusement would be ephemeral.)
(I want to make things interesting for a while longer, crashing our fleets for Magnate's amusement would be ephemeral.)