cant connect as observer (password wrong for player ophiuchus) using current snap
Twentieth game on the multiplayer slow game server
Moderator: Oberlus
Re: Twentieth game on the multiplayer slow game server
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
Yes, I would like to, thanks.
What is the problem with Flanking FOCS that causes the reduction in Launch capacity ? Is it difficult to solve ?
Re: Twentieth game on the multiplayer slow game server
Restarted test game, should be allowed now for anyone registered on the server to be observer.
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
No idea. Code looks OK, but is a tough one:
https://github.com/freeorion/freeorion/ ... xt#L76-L79
It should increase launch rate of ships with interceptor hangars and left untouched the rest. No idea why it does not work. Quick workaround is removing the launch rate increase altogether (the lines I highlighted), and just keep the damage boosts to striker/bomber/weapons, which makes some sense if we want.
Re: Twentieth game on the multiplayer slow game server
I think we should just play. We've waited long enough
Re: Twentieth game on the multiplayer slow game server
Start the 20th game!
I'm reloading this page every few minutes waiting for o01eg's announcement!
I'm reloading this page every few minutes waiting for o01eg's announcement!
Re: Twentieth game on the multiplayer slow game server
20th game started!
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
i am sure this is a regression (something in the backend changed and broke it), but its hard to pinpoint by just grepping the code (no access to dev machine).Oberlus wrote: ↑Thu May 12, 2022 6:08 amNo idea. Code looks OK, but is a tough one:
https://github.com/freeorion/freeorion/ ... xt#L76-L79
It should increase launch rate of ships with interceptor hangars and left untouched the rest. No idea why it does not work. Quick workaround is removing the launch rate increase altogether (the lines I highlighted), and just keep the damage boosts to striker/bomber/weapons, which makes some sense if we want.
ignoring the details it should increase the current Value, it should not be able to decrease it.
is your workaround necessary? i think actually that the other lines work (if i did not mess up the arc disruptor got the boost)
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
Nothing necessary here. I just suggested a quick workaround (removing the effect that does not work properly, leaving the rest untouched), not a fix. Even quicker is not using Flanking at all. I would prefer code that works, obviously. I'm afraid I can't help debugging that.
Re: Twentieth game on the multiplayer slow game server
Time out when trying to connect...
(I was able to connect prviously from a different computer elsewhere, though)
(I was able to connect prviously from a different computer elsewhere, though)
Re: Twentieth game on the multiplayer slow game server
LienRag playing tons of turns in the test game but delaying the real game from turn 1. Typical.
Re: Twentieth game on the multiplayer slow game server
The snap hadn't refreshed (there was apparently a problem connecting to the snap server).
I played both turns.
I played both turns.
Re: Twentieth game on the multiplayer slow game server
Pretty sure this happened when I extended guard monsters to the resource specials. So on the one hand you are unlucky and getting boxed in, on the other you are lucky and got a resource special.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.