I connected just fine. Another thing to check is that you have the right capitalization of your user nameEndhu wrote: ↑Mon May 16, 2022 7:06 pm 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
Twentieth game on the multiplayer slow game server
Moderator: Oberlus
Re: Twentieth game on the multiplayer slow game server
Re: Twentieth game on the multiplayer slow game server
can you dump the turn number if you observe unexpected things happen (first here; and if we cant rule it out maybe open an issue so we can look at it after the game is finished?)
is the UI not explaining the effects?
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: Twentieth game on the multiplayer slow game server
AFAIK it's a problem mostly in transit.
How is calculated the "number of ships in location" when a ship is in transit ?
How is calculated the "number of ships in location" when a ship is in transit ?
- Attachments
-
- fleet unstealthiness.png (1.31 MiB) Viewed 553 times
Re: Twentieth game on the multiplayer slow game server
OK but the turn before it wasn't in a crowded place anyway.
Re: Twentieth game on the multiplayer slow game server
What does this return:
InSystem id = Target.SystemID
when a ship is on a starlane?
InSystem id = Target.SystemID
when a ship is on a starlane?
Re: Twentieth game on the multiplayer slow game server
Everything worked fine now, even very fast, so I guess it was a temporal issue..
Re: Twentieth game on the multiplayer slow game server
that condition should match for a current candidate if it is in the same system as the target. that condition has to be part of an effect (else there is no target).
Last edited by Ophiuchus on Tue May 17, 2022 8:57 pm, edited 2 times in total.
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: Twentieth game on the multiplayer slow game server
I'm refering to this here:
Code: Select all
EffectsGroup
scope = And [
Ship
OwnedBy empire = Source.Owner
]
accountinglabel = "FLEET_UNSTEALTHINESS"
effects = SetStealth value = Value - (NamedReal name = "FLEET_UNSTEALTH_SHIPS_SCALING" value = 5.0) *
floor(
max(
0,
(Statistic Count condition = And [
Ship
InSystem id = Target.SystemID
OwnedBy empire = Source.Owner
]) - (NamedReal name = "FLEET_UNSTEALTHY_SHIPS_THRESHOLD" value = 10)
) ^ 0.5
)
// large fleets only start affecting stealth when there are more than the threshold of ships in a single system
]
Re: Twentieth game on the multiplayer slow game server
lets consider are we talking about the candidate or the target?
if target is not in a system i think the SystemID will be -1 / INVALID_OBJECT_ID (and i would expect the condition not to match for any candidate).
if the candidate is not in a system i would also expect this never to match.
looking at code this is not as i would expect. if a candidate is not in a system (has SystemID -1) it matches nothing. Buut the -1 as target is used to signal "match any system" (i.e. an SystemID but -1).
not sure this a bug or if it is correct and simply not helpful/not intuitive. Not Not InSystem id = xxx probably has to be the same as InSystem id = xxx for all xxx .
so for fleet unstealthiness code. the ship the stealth effect applies to is the target. the ships which are counted are the candidates.
according to my code dive the stealth of a ship on a starlane would be decreased depending on the count of all ships which are not on a starlane - which is clearly a bug.
the scope condition needs an InSystem condition (without id).
see PR-3839
if target is not in a system i think the SystemID will be -1 / INVALID_OBJECT_ID (and i would expect the condition not to match for any candidate).
if the candidate is not in a system i would also expect this never to match.
looking at code this is not as i would expect. if a candidate is not in a system (has SystemID -1) it matches nothing. Buut the -1 as target is used to signal "match any system" (i.e. an SystemID but -1).
not sure this a bug or if it is correct and simply not helpful/not intuitive. Not Not InSystem id = xxx probably has to be the same as InSystem id = xxx for all xxx .
so for fleet unstealthiness code. the ship the stealth effect applies to is the target. the ships which are counted are the candidates.
according to my code dive the stealth of a ship on a starlane would be decreased depending on the count of all ships which are not on a starlane - which is clearly a bug.
the scope condition needs an InSystem condition (without id).
see PR-3839
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: Twentieth game on the multiplayer slow game server
So, basically, no point in trying to be stealthy in this game ?
Except if one is certain to never leave a stealthy ship in transit ?
Except if one is certain to never leave a stealthy ship in transit ?
Re: Twentieth game on the multiplayer slow game server
yes, but that is not broken currently. dont have the time to add and test (also my build machine is broken)
sadly I think you are right. you could confirm the fix works though using the snap edge build
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: Twentieth game on the multiplayer slow game server
Changes are focs only.
Re: Twentieth game on the multiplayer slow game server
Does "Automatic Turn advance" work in multiplayer?
In other words does it automatically Tick I am ready for next turn?
For example, currently the game is progressing at 1 tick every 24 hours. If I loaded up my queues, chose Automatic Turn advance, and went away for a 4 days, would the game advance by 4 turns while I was away.
In other words does it automatically Tick I am ready for next turn?
For example, currently the game is progressing at 1 tick every 24 hours. If I loaded up my queues, chose Automatic Turn advance, and went away for a 4 days, would the game advance by 4 turns while I was away.