Eleventh game on the multiplayer slow game server

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o01eg
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Re: Eleventh game on the multiplayer slow game server

#31 Post by o01eg »

Magnate wrote: Tue Jun 30, 2020 8:16 am I'd rather not download and manually patch/install anything if we can help it - I'm happy updating to each weekly build but could we limit it to that?
Yes, we aren't going to test anything except upcoming 0.4.10 release.
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LienRag
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Re: Eleventh game on the multiplayer slow game server

#32 Post by LienRag »

o01eg wrote: Mon Jun 29, 2020 11:39 am The only thing I can say you should be able to make a turn each 23 hours, or you can ask to set up delegate who can play your empire while you're unable to play.
I'll probably be able to do that, but it may happen that one day or another even this will be impossible.
Would that be bothering the other players or just dooming my own empire ?
I don't want to be a burden to the game...

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Oberlus
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Re: Eleventh game on the multiplayer slow game server

#33 Post by Oberlus »

LienRag wrote: Tue Jun 30, 2020 11:45 am I'll probably be able to do that, but it may happen that one day or another even this will be impossible.
Would that be bothering the other players or just dooming my own empire ?
I don't want to be a burden to the game...
A single turn in which you can play is bad only sometimes, e.g. by delaying one turn a building, a colonization or the such. But it can be very bad if you lose your fleet due to not fleeing when you should.
Playing a single turn per day on a daily basis is annoying for other players willing to play faster. We are used to play on average 3 turns per day. When one is the last one to play her/his turn, two turns can be played in a row.

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LienRag
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Re: Eleventh game on the multiplayer slow game server

#34 Post by LienRag »

Oberlus wrote: Tue Jun 30, 2020 11:49 am Playing a single turn per day on a daily basis is annoying for other players willing to play faster. We are used to play on average 3 turns per day. When one is the last one to play her/his turn, two turns can be played in a row.
Thanks for the info, I'll have to pass then.
I hope I'll be able to play the 12th !

wobbly
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Re: Eleventh game on the multiplayer slow game server

#35 Post by wobbly »

I would like to play too. Though I may need instructions on how to connect up to the server. Do we have a rough estimate on how long a game lasts? How long did the 10th take?

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Oberlus
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Re: Eleventh game on the multiplayer slow game server

#36 Post by Oberlus »

wobbly wrote: Wed Jul 01, 2020 4:29 pm I would like to play too. Though I may need instructions on how to connect up to the server. Do we have a rough estimate on how long a game lasts? How long did the 10th take?
Last game lasted 7-8 weeks. First player eliminated by conquest was around a month from start.

Send a PM to o01eg with your email and/or XMPP account and your player name you want.
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o01eg
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Re: Eleventh game on the multiplayer slow game server

#37 Post by o01eg »

wobbly wrote: Wed Jul 01, 2020 4:29 pm I would like to play too. Though I may need instructions on how to connect up to the server.
You need to send me PM with your e-mail or XMPP address so I'll register you on the server.
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o01eg
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Re: Eleventh game on the multiplayer slow game server

#38 Post by o01eg »

The test game was started! Use version 2020-07-01.b4f9ea1to connect.
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Re: Eleventh game on the multiplayer slow game server

#39 Post by Oberlus »

Server crashed maybe. Time out connecting.

o01eg
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Re: Eleventh game on the multiplayer slow game server

#40 Post by o01eg »

I've restarted test game to add new player.
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Ophiuchus
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Re: Eleventh game on the multiplayer slow game server

#41 Post by Ophiuchus »

Just had a moment to log in. Wont we go for the four combat bouts damage and structure rescaling?
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!

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Re: Eleventh game on the multiplayer slow game server

#42 Post by Oberlus »

Ophiuchus wrote: Thu Jul 02, 2020 9:03 pm Just had a moment to log in. Wont we go for the four combat bouts damage and structure rescaling?
o01eg set it to 4 bout combats but didn't change structure/damage factors. What were the right values?

o01eg
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Re: Eleventh game on the multiplayer slow game server

#43 Post by o01eg »

Ophiuchus wrote: Thu Jul 02, 2020 9:03 pm Just had a moment to log in. Wont we go for the four combat bouts damage and structure rescaling?
I thought rescaling depends on combat bouts value. Which rules should be changed?
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Re: Eleventh game on the multiplayer slow game server

#44 Post by Oberlus »

o01eg wrote: Fri Jul 03, 2020 6:27 am I thought rescaling depends on combat bouts value. Which rules should be changed?
Here: viewtopic.php?f=2&t=11274&p=101801#p101797

o01eg
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Re: Eleventh game on the multiplayer slow game server

#45 Post by o01eg »

Oberlus wrote: Fri Jul 03, 2020 8:07 am
o01eg wrote: Fri Jul 03, 2020 6:27 am I thought rescaling depends on combat bouts value. Which rules should be changed?
Here: viewtopic.php?f=2&t=11274&p=101801#p101797
I suppose I should choose 4-8-6-6, which rules I should tune?
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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