Thirteenth game on the multiplayer slow game server
Moderator: Oberlus
Re: Thirteenth game on the multiplayer slow game server
Seen through ally vision. It is still (yellow) swaq with a yellow supply circle, even though it is owned by thinksome (blue). The stealthed since, is obviously when it changed hands.
Edit: Sorry about the terrible screenshot, hard to get an informative version, that doesn't reveal info from a current game.
Edit: Sorry about the terrible screenshot, hard to get an informative version, that doesn't reveal info from a current game.
Re: Thirteenth game on the multiplayer slow game server
As an addition to this, I think if allied vision is going to continue working the way it does, "you see what your ally sees", then you really need to be able to see your allies combat reports in the sit rep. It gets really confusing when allies fight an enemy and you're unsure whether the enemy ships moved out of sight or were destroyed.
Re: Thirteenth game on the multiplayer slow game server
In this game I also got a prediction of +2 population growth on a 1.00 planet... (it was really +0.14 as it should be)
Re: Thirteenth game on the multiplayer slow game server
There, we lost 3 ships and are bound to lose 3 more because of miscommunication of intent and orders. Had the game shown planned ally moves, this would have been prevented.wobbly wrote: ↑Fri Nov 06, 2020 8:05 pm As an addition to this, I think if allied vision is going to continue working the way it does, "you see what your ally sees", then you really need to be able to see your allies combat reports in the sit rep. It gets really confusing when allies fight an enemy and you're unsure whether the enemy ships moved out of sight or were destroyed.
Re: Thirteenth game on the multiplayer slow game server
Seems miscommunication evens out in averageThinkSome wrote: ↑Sun Nov 08, 2020 8:24 pmThere, we lost 3 ships and are bound to lose 3 more because of miscommunication of intent and orders. Had the game shown planned ally moves, this would have been prevented.wobbly wrote: ↑Fri Nov 06, 2020 8:05 pm As an addition to this, I think if allied vision is going to continue working the way it does, "you see what your ally sees", then you really need to be able to see your allies combat reports in the sit rep. It gets really confusing when allies fight an enemy and you're unsure whether the enemy ships moved out of sight or were destroyed.
You only jumped with half the fleet? Too bad i am not there to see it - i delegate from this turn to swaq so i am able to address other stuff. So wish you an interesting game for the time being, I hope I will be back soon.
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: Thirteenth game on the multiplayer slow game server
the second batch of orders (when I realised that you had warships parked above) was to pile everything at dry heat. But it was not applied and the empty carriers jumped anyway.
Re: Thirteenth game on the multiplayer slow game server
Hi Oberlus
squidheadman wrote: It's a trap!
Re: Thirteenth game on the multiplayer slow game server
Chato intelligence officers are asking around who to blame.
Re: Thirteenth game on the multiplayer slow game server
We don't strangle our damned, we don't breath. We prefer dissolution.
Re: Thirteenth game on the multiplayer slow game server
For next game, I propose no teams, forbidden diplomacy, disabled chats, temporal bans from the forum, bot networks for DDoS attacks on the email servers of anyone playing the game. That way I think we could make ThinkSome turn twice as fast than currently
Re: Thirteenth game on the multiplayer slow game server
Re: Thirteenth game on the multiplayer slow game server
Now, seriously, for 14th game I'd like a substantially bigger galaxy.
o01eg, how big a galaxy can be for it to run in your server without causing trouble? 500 systems? Whatever it is, I'd like a game with systems per empire = that number divided by number of players.
o01eg, how big a galaxy can be for it to run in your server without causing trouble? 500 systems? Whatever it is, I'd like a game with systems per empire = that number divided by number of players.