Twentieth game on the multiplayer slow game server

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o01eg
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Re: Twentieth game on the multiplayer slow game server

#241 Post by o01eg »

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 2024-03-15.b3de094.
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Daybreak
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Re: Twentieth game on the multiplayer slow game server

#242 Post by Daybreak »

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.
Last edited by Daybreak on Fri May 13, 2022 12:59 pm, edited 1 time in total.

o01eg
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Re: Twentieth game on the multiplayer slow game server

#243 Post by o01eg »

Daybreak wrote: Fri May 13, 2022 12:55 pm is there a timer at all? I seem to remember 48 hours?
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 2024-03-15.b3de094.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm

wobbly
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Re: Twentieth game on the multiplayer slow game server

#244 Post by wobbly »

Oberlus wrote: Wed May 11, 2022 9:05 am
LienRag wrote: Wed May 11, 2022 6:32 am But with it, getting rid of early Maintenance Ships is much more difficult, for example.

Another thing : on many of the test games either me or other players were boxed in a small subset of systems, is the starting position generator well calibrated ?
That'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.
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.

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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#245 Post by Oberlus »

That would be cool to have, allowing more control of randomness.

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LienRag
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Re: Twentieth game on the multiplayer slow game server

#246 Post by LienRag »

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 ?

wobbly
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Re: Twentieth game on the multiplayer slow game server

#247 Post by wobbly »

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 a penalty to stealth based on fleet size.
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

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LienRag
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Re: Twentieth game on the multiplayer slow game server

#248 Post by LienRag »

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.

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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#249 Post by Oberlus »

LienRag wrote: Mon May 16, 2022 7:00 am The exact formula might require a bit of tweaking, what I've seen was a bit extreme.
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
Currently, it works like a simple rule: use fleets of 10 or less ships for full stealth, and fleets of up to 34 ships if you are winning the stealth vs detection race.

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

Endhu
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Re: Twentieth game on the multiplayer slow game server

#250 Post by Endhu »

My connection attempts time out. Is the server okay?

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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#251 Post by Oberlus »

Endhu wrote: Mon May 16, 2022 6:24 pm My connection attempts time out. Is the server okay?
I just connected with no delays.

Endhu
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Re: Twentieth game on the multiplayer slow game server

#252 Post by Endhu »

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

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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#253 Post by Oberlus »

Endhu wrote: Mon May 16, 2022 7:06 pm Strange. [...]
Tomorrow I can try to connect from a different network and see if that changes anything
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.

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LienRag
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Re: Twentieth game on the multiplayer slow game server

#254 Post by LienRag »

Oberlus wrote: Mon May 16, 2022 7:49 am
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

There seems to have a problem, I had a -35 value while leaving a system that had (IIRC) less than 20 ships...

wobbly
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Re: Twentieth game on the multiplayer slow game server

#255 Post by wobbly »

LienRag wrote: Mon May 16, 2022 10:14 pm
Oberlus wrote: Mon May 16, 2022 7:49 am
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

There seems to have a problem, I had a -35 value while leaving a system that had (IIRC) less than 20 ships...
There is a stealth penalty on systems with dark star/no star. Are you certain you aren't mixing the 2?

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