Thirteenth game on the multiplayer slow game server

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wobbly
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Re: Thirteenth game on the multiplayer slow game server

#61 Post by wobbly »

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.
supply3.png
supply3.png (499.86 KiB) Viewed 1643 times
Edit: Sorry about the terrible screenshot, hard to get an informative version, that doesn't reveal info from a current game.

wobbly
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Re: Thirteenth game on the multiplayer slow game server

#62 Post by wobbly »

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.

ThinkSome
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Re: Thirteenth game on the multiplayer slow game server

#63 Post by ThinkSome »

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)

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Oberlus
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Re: Thirteenth game on the multiplayer slow game server

#64 Post by Oberlus »

Ophiuchus wrote: Fri Nov 06, 2020 4:14 pm I think I miss my turn
90' to miss next turn. Maybe delegate on one of your allies?

ThinkSome
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Re: Thirteenth game on the multiplayer slow game server

#65 Post by ThinkSome »

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.
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.

Ophiuchus
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Re: Thirteenth game on the multiplayer slow game server

#66 Post by Ophiuchus »

ThinkSome wrote: Sun Nov 08, 2020 8:24 pm
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.
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.
Seems miscommunication evens out in average :)
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!

ThinkSome
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Re: Thirteenth game on the multiplayer slow game server

#67 Post by ThinkSome »

Ophiuchus wrote: Sun Nov 08, 2020 9:56 pm 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.
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.

wobbly
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Re: Thirteenth game on the multiplayer slow game server

#68 Post by wobbly »

Hi Oberlus
squidheadman wrote: It's a trap!

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Oberlus
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Re: Thirteenth game on the multiplayer slow game server

#69 Post by Oberlus »

Chato intelligence officers are asking around who to blame.

wobbly
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Re: Thirteenth game on the multiplayer slow game server

#70 Post by wobbly »

Oberlus wrote: Mon Nov 09, 2020 8:23 am Chato intelligence officers are asking around who to blame.
Queue picture of Darth Vadar strangling people.

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Oberlus
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Re: Thirteenth game on the multiplayer slow game server

#71 Post by Oberlus »

We don't strangle our damned, we don't breath. We prefer dissolution.

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Oberlus
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Re: Thirteenth game on the multiplayer slow game server

#72 Post by Oberlus »

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 :mrgreen: :mrgreen: :mrgreen:

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Oberlus
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Re: Thirteenth game on the multiplayer slow game server

#73 Post by Oberlus »

Oberlus wrote: Mon Nov 09, 2020 4:22 pm We don't strangle our damned, we don't breath. We prefer dissolution.
https://www.youtube.com/watch?v=BTI4Y6KWQsg

It's funny 'cause it's true.

ThinkSome
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Re: Thirteenth game on the multiplayer slow game server

#74 Post by ThinkSome »

Oberlus wrote: Tue Nov 10, 2020 4:18 pm no teams
Three times as fast when I'm not playing!

On the other hand, you might get Hyperant and Magnate ;)

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Oberlus
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Re: Thirteenth game on the multiplayer slow game server

#75 Post by Oberlus »

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.

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