Aside from the interface being confused about where fleets can / can't move, would it make sense to not allow ships with different blockade status (allowed lanes to exit by) to be put into the same fleet?Ophiuchus wrote: ↑Sun Dec 27, 2020 8:13 pmYes, such an inconsistency is definitely a bug. Blockade is still an opaque topic for me. I think the idea of creating a corridor through a blockade by coming from two sides nice for strategical options/purposes. The current implementation AFAIK looks simply where each blockaded ship was entering the system from and allows that ship to go back there.wobbly wrote: ↑Sun Dec 27, 2020 2:50 amTurns out you can't but the interface tells you you can, then a bunch of your ships get blown up if you believe it. It specifically listed both systems as possible retreat squares, but the ships didn't move.
I'm not majorly fussed which way it works, but the interface saying one thing and the game behaving another way is definitely a bug.
Fourteenth game on the multiplayer slow game server
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- Geoff the Medio
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Re: Fourteenth game on the multiplayer slow game server
Re: Fourteenth game on the multiplayer slow game server
Definitively. Great idea.Geoff the Medio wrote: ↑Tue Jan 05, 2021 11:00 am Aside from the interface being confused about where fleets can / can't move, would it make sense to not allow ships with different blockade status (allowed lanes to exit by) to be put into the same fleet?
It also makes sense: I can't move my ship through that lane, because I can't reach its entrance (I'm blockaded to reach it), so it makes sense I can't place the ship together with my fleet in that entrance.
Re: Fourteenth game on the multiplayer slow game server
@o01eg The FreeOrion client is crashing on me when I try to connect to the server (tried two different Windows computers).
Code: Select all
06:26:47.144925 {0x000041b4} [info] log : logger.cpp:200 : Added logger named "network"
06:26:47.144925 {0x000041b4} [info] log : logger.cpp:338 : Setting "network" logger threshold to "debug".
06:26:47.144925 {0x000041b4} [debug] log : loggerwithoptionsdb.cpp:105 : Configure log source "network" from optionsDB using threshold debug
06:26:47.144925 {0x000041b4} [debug] network : clientnetworking.cpp:350 : Attempt to connect to server at one of these addresses:
06:26:47.155893 {0x000041b4} [debug] client : humanclientapp.cpp:381 : HumanClientApp exited cleanly.
06:26:47.191146 {0x000041b4} [debug] client : universe.cpp:187 : Reset id allocators with highest object id = -1 and highest design id = -1
06:26:47.191146 {0x000041b4} [error] client : chmain.cpp:307 : main() caught exception(std::runtime_error): resolve: No such host is known
Re: Fourteenth game on the multiplayer slow game server
I also can't log in
Re: Fourteenth game on the multiplayer slow game server
Oh...
Then it's a draw
Edit: same, it crashes really fast.
Then it's a draw
Edit: same, it crashes really fast.
Re: Fourteenth game on the multiplayer slow game server
Free DNS issue. Could you use IP 45.43.14.42 for a while?
Gentoo Linux x64, gcc-11.2, boost-1.78.0
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
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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: Fourteenth game on the multiplayer slow game server
Should work again.
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: Fourteenth game on the multiplayer slow game server
Did swaq and hyperant manage to turn? Do we need to go back 1?
Re: Fourteenth game on the multiplayer slow game server
I would like to revert to the previous turn.
Re: Fourteenth game on the multiplayer slow game server
Restored previous turn.
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: Fourteenth game on the multiplayer slow game server
So both Hyperant and Ophi left the game mostly through evac systems, which kept their troop numbers and gave x number of turns to grab as many planets as you can before they disappeared. So I'm wondering if this may be an ok-ish system for conceding if it can be automated? Planets keep their troop tech, start evac-ing, ships keep their tech level and become "monsters".
Re: Fourteenth game on the multiplayer slow game server
Someone would have to script some kind of rudimentary AI for that, to attach to the empire when player concedes. Currently, after player concedes, the empire vanishes and with it all its techs.