Thirteenth game on the multiplayer slow game server

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o01eg
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Re: Thirteenth game on the multiplayer slow game server

#16 Post by o01eg »

ThinkSome wrote: Thu Oct 15, 2020 1:41 pm I would like to try something: apply a random multiplier between -25% and 50% (to be determined) to each individual tech and production cost. How hard would it be to implement this?

If possible, apply this for each tech/prod per player, so that everyone has different costs. Might make things much more interesting.
It's hard even equal values for all empires because you need to distribute chosen values to players. Current implementation will require to generate game rule per tech.

If we want separate values for each player I don't even have ideas about possible implementation.
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Ophiuchus
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Re: Thirteenth game on the multiplayer slow game server

#17 Post by Ophiuchus »

ThinkSome wrote: Thu Oct 15, 2020 1:41 pm I would like to try something: apply a random multiplier between -25% and 50% (to be determined) to each individual tech and production cost. How hard would it be to implement this?

If possible, apply this for each tech/prod per player, so that everyone has different costs. Might make things much more interesting.
o01eg wrote: Thu Oct 15, 2020 1:56 pm If we want separate values for each player I don't even have ideas about possible implementation.
Probably would need to expand FOCS randomness conditions with a supplied seed (and then use player id and game seed to get consistent results over the game for a single player).
o01eg wrote: Thu Oct 15, 2020 1:56 pm It's hard even equal values for all empires because you need to distribute chosen values to players. Current implementation will require to generate game rule per tech.
that would be the scripting-lang/KISS implementation I think.
randomness with supplied game seed would also work here.

too wonky for mainline i guess and too much work for a prototype?
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

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o01eg
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Re: Thirteenth game on the multiplayer slow game server

#18 Post by o01eg »

Ophiuchus wrote: Thu Oct 15, 2020 2:06 pm
ThinkSome wrote: Thu Oct 15, 2020 1:41 pm I would like to try something: apply a random multiplier between -25% and 50% (to be determined) to each individual tech and production cost. How hard would it be to implement this?

If possible, apply this for each tech/prod per player, so that everyone has different costs. Might make things much more interesting.
o01eg wrote: Thu Oct 15, 2020 1:56 pm If we want separate values for each player I don't even have ideas about possible implementation.
Probably would need to expand FOCS randomness conditions with a supplied seed (and then use player id and game seed to get consistent results over the game for a single player).
o01eg wrote: Thu Oct 15, 2020 1:56 pm It's hard even equal values for all empires because you need to distribute chosen values to players. Current implementation will require to generate game rule per tech.
that would be the scripting-lang/KISS implementation I think.
randomness with supplied game seed would also work here.

too wonky for mainline i guess and too much work for a prototype?
If we use seed then order of processing MUST be same on the server and all clients. Rules are little simpler to manage as we can automatically generate rule when parse tech.
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Re: Thirteenth game on the multiplayer slow game server

#19 Post by Oberlus »

o01eg wrote: Mon Oct 12, 2020 6:35 pm What do others think? I'll found it interesting to try 3vs3 with random teams when we find 6th player.
Ophiuchus, would you like to join knowing that someone from your alliance would be able to take over your account if you need a leave?

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Re: Thirteenth game on the multiplayer slow game server

#20 Post by Ophiuchus »

o01eg wrote: Thu Oct 15, 2020 2:50 pm If we use seed then order of processing MUST be same on the server and all clients. Rules are little simpler to manage as we can automatically generate rule when parse tech.
I don't agree on seed and order, probably I miscommunicated.

Generating rules and values at parse time would indeed be trivial and ok for a prototype
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

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Re: Thirteenth game on the multiplayer slow game server

#21 Post by Ophiuchus »

Oberlus wrote: Thu Oct 15, 2020 3:12 pm
o01eg wrote: Mon Oct 12, 2020 6:35 pm What do others think? I'll found it interesting to try 3vs3 with random teams when we find 6th player.
Ophiuchus, would you like to join knowing that someone from your alliance would be able to take over your account if you need a leave?
Yes, 3vs3 fixed alliance s also means basically no diplomacy, so I would like to join
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

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Re: Thirteenth game on the multiplayer slow game server

#22 Post by Oberlus »

Ophiuchus wrote: Fri Oct 16, 2020 10:34 am Yes, 3vs3 fixed alliance s also means basically no diplomacy, so I would like to join
YES.

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Re: Thirteenth game on the multiplayer slow game server

#23 Post by Oberlus »

So... o01eg, when do we start? :D

o01eg
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Re: Thirteenth game on the multiplayer slow game server

#24 Post by o01eg »

Oberlus wrote: Fri Oct 16, 2020 5:26 pm So... o01eg, when do we start? :D
I'll back Monday to my PC so tomorrow I'll start a test game and next day will be a actual game.

If someone else want to join this game you need find a pair to have even count of players.
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swaq
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Re: Thirteenth game on the multiplayer slow game server

#25 Post by swaq »

It seems I lost the ability to connect to my XMPP account so I made a new one: <redacted>
Last edited by swaq on Tue Oct 20, 2020 11:29 pm, edited 1 time in total.

o01eg
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Re: Thirteenth game on the multiplayer slow game server

#26 Post by o01eg »

Test game is started! Check if you could login, don't have checksum mismatch and so on.
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Re: Thirteenth game on the multiplayer slow game server

#27 Post by Oberlus »

o01eg wrote: Tue Oct 20, 2020 9:17 am Test game is started!
Are teams definitive or these in the test game are just random?

o01eg
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Re: Thirteenth game on the multiplayer slow game server

#28 Post by o01eg »

Oberlus wrote: Tue Oct 20, 2020 11:04 am
o01eg wrote: Tue Oct 20, 2020 9:17 am Test game is started!
Are teams definitive or these in the test game are just random?
Teams are randomly assigned at start.
Gentoo Linux x64, gcc-11.2, boost-1.78.0
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Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-04-14.ad50e93.
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Re: Thirteenth game on the multiplayer slow game server

#29 Post by Oberlus »

o01eg wrote: Tue Oct 20, 2020 11:06 am Teams are randomly assigned at start.
So when we start the real game teams will be shuffled again, right? Cool.

ThinkSome
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Re: Thirteenth game on the multiplayer slow game server

#30 Post by ThinkSome »

Sitrep "Last" button is broken. Current turn is 165, but it takes me to sitrep for turn 164.

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