Twentieth game on the multiplayer slow game server
Moderator: Oberlus
Re: Twentieth game on the multiplayer slow game server
I've restarted server with that fix. Affected effects will be calculated incorrectly on the client but the server will generate correct result.
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: Twentieth game on the multiplayer slow game server
is there a timer at all? I seem to remember 48 hours?
BTW policy window is rather annoying, as it will not stay whatever size I dictate. Keeps resizing itself each time you log in.
BTW policy window is rather annoying, as it will not stay whatever size I dictate. Keeps resizing itself each time you log in.
Last edited by Daybreak on Fri May 13, 2022 12:59 pm, edited 1 time in total.
Re: Twentieth game on the multiplayer slow game server
Timer works but sometimes it isn't shown in the client.
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: Twentieth game on the multiplayer slow game server
It is possible to check distance to nearest capital in scripting. In theory you could have a game rule setting the minimum distance for specials/monsters.Oberlus wrote: ↑Wed May 11, 2022 9:05 amThat's as expected. It happens too on SP games. In the last two weeks I started six games (played for 30 to 120 turns), all settings to medium. Sometimes I had plenty of natives around readily accessible, sometimes I had just one in 10 hops around my world and protected by a monster. Only once I had nothing to invade/colonize until I killed a Maintenance Ship, I was Chato and used symb zortrium arc disruptors (level 2), pilling up some troopers in the meantime, then I was able to catch up in the planets race with Colonization policy and quickly invading some natives after freeing myself. I understand players like Magnate being against playing with monsters, when that clashes so hard with their playstyle and don't feel comfortable having to adjust or to face this kind of disadvantage at game start. In my case, I don't mind, it brings spice to the games, whether I am the one with free colonization at start or the one enclosed in a pocket with nothing to colonize. I was more like Magnate a year ago, feeling frustration when I had an unlucky start, but experience in MP games, watching what other players can do, made me change my mind.
Re: Twentieth game on the multiplayer slow game server
That would be cool to have, allowing more control of randomness.
Re: Twentieth game on the multiplayer slow game server
I still don't understand "fleet unstealthiness", and since it can be the difference between victory or defeat (i.e, being detected or undetected in a delicate situation) it clearly is a problem.
At first I thought that it was a malus due to the size of the fleet the ship is (not the organisationnal fleet, the total of ships that are in a same location) and I thought that it was a nice addition.
But apparently that's not what it is ? From what I've seen it seems to nullify the stealth boni when ships are in transit ?
But why and who decided that it was a good idea ?
Or am I still getting the mechanism wrong ?
At first I thought that it was a malus due to the size of the fleet the ship is (not the organisationnal fleet, the total of ships that are in a same location) and I thought that it was a nice addition.
But apparently that's not what it is ? From what I've seen it seems to nullify the stealth boni when ships are in transit ?
But why and who decided that it was a good idea ?
Or am I still getting the mechanism wrong ?
Re: Twentieth game on the multiplayer slow game server
It's a penalty to stealth based on fleet size.LienRag wrote: ↑Sun May 15, 2022 9:19 pm I still don't understand "fleet unstealthiness", and since it can be the difference between victory or defeat (i.e, being detected or undetected in a delicate situation) it clearly is a problem.
At first I thought that it was a malus due to the size of the fleet the ship is (not the organisationnal fleet, the total of ships that are in a same location) and I thought that it was a nice addition.
But apparently that's not what it is ? From what I've seen it seems to nullify the stealth boni when ships are in transit ?
But why and who decided that it was a good idea ?
Or am I still getting the mechanism wrong ?
It's here. No idea why it's in planet stealth, a lot of things are in weird places.
https://github.com/freeorion/freeorion/ ... D.focs.txt
Re: Twentieth game on the multiplayer slow game server
Thanks for the information.
I'll have to test again but it doesn't seem to work like that.
The basic idea is sound, though.
The exact formula might require a bit of tweaking, what I've seen was a bit extreme.
I'll have to test again but it doesn't seem to work like that.
The basic idea is sound, though.
The exact formula might require a bit of tweaking, what I've seen was a bit extreme.
Re: Twentieth game on the multiplayer slow game server
Current formula: 5 * floor(sqrt(max(0,#owned_ships_in_system-10)))
Ships in system | Stealth malus |
0-10 | 0 |
11-13 | 5 |
14-18 | 10 |
19-25 | 15 |
26-34 | 20 |
35-45 | 25 |
46-58 | 30 |
59-73 | 35 |
74-90 | 40 |
91-109 | 45 |
110-130 | 50 |
131-153 | 55 |
154-178 | 60 |
179-205 | 65 |
206-234 | 70 |
235-265 | 75 |
266-298 | 80 |
299-333 | 85 |
334-370 | 90 |
371-409 | 95 |
410-450 | 100 |
… | … |
I'd like a smoother progression in the beginning, the jump between 0-10 to 11-13 is too sharp.
Maybe something like this: 5 * floor(sqrt(max(0,#owned_ships_in_system/2-1)))
Ships in system | Stealth malus |
1-3 | 0 |
4-9 | 5 |
10-19 | 10 |
20-33 | 15 |
34-51 | 20 |
52-73 | 25 |
74-99 | 30 |
100-129 | 35 |
130-163 | 40 |
164-201 | 45 |
202-243 | 50 |
244-289 | 55 |
290-339 | 60 |
340-393 | 65 |
394-451 | 70 |
… | … |
Re: Twentieth game on the multiplayer slow game server
My connection attempts time out. Is the server okay?
Re: Twentieth game on the multiplayer slow game server
Strange. I tried several times over with two different computers but no luck. Connecting to freeorion-lt.dedyn.io, client version 2022-05-09.3abfde4, which should be correct. Maybe it's an internet provider issue? Or a firewall thing (but on two computers? which worked perfectly well before?)? Problem is I have no idea how to troubleshoot that.
Tomorrow I can try to connect from a different network and see if that changes anything
Tomorrow I can try to connect from a different network and see if that changes anything
Re: Twentieth game on the multiplayer slow game server
Yes. I sometimes get a very slow connection to the server while having no issues with anything else and while other players having no issues at all with the server. I guess it's temporal network issues related to where you are and where the server is, or DNS issues. Try finding out the IP and connecting using that instead of the name.
Re: Twentieth game on the multiplayer slow game server
There seems to have a problem, I had a -35 value while leaving a system that had (IIRC) less than 20 ships...