It freezed on connectivity issues when tried to send SMTP notification about new turn (it happens right before turn processing).
Fiftteent game on the multiplayer slow game server
Moderator: Oberlus
Re: Fiftteent game on the multiplayer slow game server
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 2024-03-15.b3de094.
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 2024-03-15.b3de094.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
Re: Fiftteent game on the multiplayer slow game server
In the MMOG I played the most, there was an option to send an in-game "virus" to another player that would prevent him from login for a couple hour. Obviously when you got logged out like that it meant that bad things were coming your way.
So each time I get this black screen/login window when accessing FreeOrion I get scared for half a second...
Re: Fiftteent game on the multiplayer slow game server
It's the whole map. One game against the one of them hat george too. I saw the homeworld right at turn 1.the other George worlds in the proximity (or was it in the whole map
The scaling doesn't change any game mechanics. It's just scaling. So arc-disruptor still hits 3 targets as Oberlus wrote.
To be honest, I don't like this scaling thing. It's just pushing the numbers up, making it harder to calculate with damage a massdriver lvl3 does an what damage a laser lvl2 inflicts. It might have advantages for robo-shields, because the don't absorb anything like 5.34 points of damage...
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Re: Fiftteent game on the multiplayer slow game server
It's also for future planned multishot weapons, to avoid numbers like 2.33 and 2.66.drkosy wrote: ↑Wed Mar 10, 2021 3:43 pm To be honest, I don't like this scaling thing. It's just pushing the numbers up, making it harder to calculate with damage a massdriver lvl3 does an what damage a laser lvl2 inflicts. It might have advantages for robo-shields, because the don't absorb anything like 5.34 points of damage...
I hope it will be polished and let all calculations be easier.
Re: Fiftteent game on the multiplayer slow game server
I thought it was to keep the previous equilibriums when last version went to 4 bouts of combat ?
Because without scaling, a Dyson forest kills a symbiotic outpost with 4 bouts while letting it through when there's only 3 bouts.
Re: Fiftteent game on the multiplayer slow game server
It was necessary for keeping the equilibrium. We also wanted to have finer granularity for adding more kinds of multishot weapons. Arc disruptors was hard to do and there was almost no design space left. So we did the scaling a bit higher than strictly necessary (in order not to have to scale again in the next iteration).
A unintended side-effect of "targeting ranges" (like used by monsters in latest build) is also a lot more design space in that area.
In principle one could do a single-bout 72-shot 1-damage weapon which does the same amount of raw damage combat damage as a basic mass driver in four bouts.
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: Fiftteent game on the multiplayer slow game server
Back to fifteenth game : is the sitrep working fine ?
Aren't we supposed to get a sitrep when a player declares war on us ?
Aren't we supposed to get a sitrep when a player declares war on us ?
Re: Fiftteent game on the multiplayer slow game server
Made it possible to take his empire back to human player from AI.
I don't remember such sitreps exists.
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 2024-03-15.b3de094.
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 2024-03-15.b3de094.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
Re: Fiftteent game on the multiplayer slow game server
I think I remember seeing something like "Fulanito declares war on Menganito" in the messages window, when I was online at the moment of the diplomatic action, and that those messages don't get saved in the messages log (so people offline will not see it) ??
But certainly not a sitrep.
Anyways it would be good to record that info, either with a sitrep or with a chat message that gets stored in chat log.
Re: Fiftteent game on the multiplayer slow game server
Yes, there are those messages:
But upon disconnection they are lost:[11 mar. 17:07:45] LienRag left game
Oberlus and Ophiuchus are now at war.
[11 mar. 17:07:45] LienRag left game
[11 mar. 17:20:56] Oberlus left game
[11 mar. 17:21:02] Oberlus entered game
Re: Fiftteent game on the multiplayer slow game server
Ophiuchus, I will appreciate if you keep your scouts away from my supply lines. But it's not big deal, if your scouts really need to socialize, I'm already placing warships here and there for them to chat with.
Re: Fiftteent game on the multiplayer slow game server
Oh, i missed that one.
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: Fiftteent game on the multiplayer slow game server
Three little spacebirds told me that a Capitol changed hands recently, and in Single Player I definitely get a sitrep message when such things happen.
And here I got nothing...