Eleventh game on the multiplayer slow game server

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Ophiuchus
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Re: Eleventh game on the multiplayer slow game server

#46 Post by Ophiuchus »

o01eg wrote: Fri Jul 03, 2020 8:13 am
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?
General: Combat Rounds: 4

Balance:
  • Ship Structure Scaling: 8
  • Ship Weapon Damage Scaling: 6
  • Fighter Damage Scaling: 6
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!

o01eg
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Re: Eleventh game on the multiplayer slow game server

#47 Post by o01eg »

Ophiuchus wrote: Fri Jul 03, 2020 8:23 am
o01eg wrote: Fri Jul 03, 2020 8:13 am
Oberlus wrote: Fri Jul 03, 2020 8:07 am Here: viewtopic.php?f=2&t=11274&p=101801#p101797
I suppose I should choose 4-8-6-6, which rules I should tune?
General: Combat Rounds: 4

Balance:
  • Ship Structure Scaling: 8
  • Ship Weapon Damage Scaling: 6
  • Fighter Damage Scaling: 6
Restarted the test game with new rules.
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

o01eg
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Re: Eleventh game on the multiplayer slow game server

#48 Post by o01eg »

New game is 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 2024-03-15.b3de094.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm

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Hyperant
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Re: Eleventh game on the multiplayer slow game server

#49 Post by Hyperant »

Not getting an email with the OTP any time i try to join...

EDIT: Nvm now it decided to send it after my like 15th try
Monarch of the following realms:
-Lumin Federation
-Gamma Republic
-Holy Commune
-Supreme League
-Frost Syndicate

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Hyperant
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Re: Eleventh game on the multiplayer slow game server

#50 Post by Hyperant »

The Frost Syndicate

pirate.PNG
pirate.PNG (62.16 KiB) Viewed 1184 times

"All your merchant ships are safe no more, for we are a hefty gang of intergalactic space pirates who will stop at nothing to plunder your gold and wealth. We can however charge protection for your ships and systems, with some upfront and daily compensation of course. Failure to pay tribute will lead to forced assets acquisition where not even your planets will be safe!."
Monarch of the following realms:
-Lumin Federation
-Gamma Republic
-Holy Commune
-Supreme League
-Frost Syndicate

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Oberlus
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Re: Eleventh game on the multiplayer slow game server

#51 Post by Oberlus »

Eaxaw?

Magnate
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Re: Eleventh game on the multiplayer slow game server

#52 Post by Magnate »

Morning all, I can't d/l b4f9ea1 from SourceForge, the svwh server appears to be down and it's not offering me any other mirrors. I will turn as soon as I can download it. If anyone knows of another link, or can temporarily host it for me, please say.

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Re: Eleventh game on the multiplayer slow game server

#53 Post by Magnate »

On a different topic, where are we at with combat bouts and damage scaling. Are weapons and fighters really 6x as powerful as they were, and ship hulls 8x stronger? So a small hull has 40 structure not 5, and mass drivers do 18-24-30-36 damage?

Is there any more additional complexity than that? Do we have ship ranges yet? What's this about stealthed ships being hit in the fourth bout? Last time I played stealthed ships got one free attack and then got hit in the second and third bouts - has that changed? Is AGGRESSIVE_SHIPS_VISIBLE still a thing, and is it FALSE?

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Oberlus
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Re: Eleventh game on the multiplayer slow game server

#54 Post by Oberlus »

Magnate wrote: Sat Jul 04, 2020 9:21 am Morning all, I can't d/l b4f9ea1 from SourceForge, the svwh server appears to be down and it's not offering me any other mirrors. I will turn as soon as I can download it. If anyone knows of another link, or can temporarily host it for me, please say.
https://sourceforge.net/projects/freeor ... autoselect

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Oberlus
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Re: Eleventh game on the multiplayer slow game server

#55 Post by Oberlus »

Magnate wrote: Sat Jul 04, 2020 9:24 amAre weapons and fighters really 6x as powerful as they were, and ship hulls 8x stronger?
Yes. It all cancels out, and a one-on-one combat will always have the same results for both 3-bout without scaling and 4-bout with the scaling.

No ship ranges yet.
What's this about stealthed ships being hit in the fourth bout?
I don't know where did you get that from. Stealth ships are hit from bout 2 and onwards, that hasn't changed.
Is AGGRESSIVE_SHIPS_VISIBLE still a thing, and is it FALSE?
Yes and yes. That is, aggressive ships with more stealth than enemy's detection are undetected and can't be targetted on bout 1.

Magnate
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Re: Eleventh game on the multiplayer slow game server

#56 Post by Magnate »

Thank you, all good on the config. Unfortunately that link is still timing out for me (it's the one I have been using).

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Oberlus
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Re: Eleventh game on the multiplayer slow game server

#57 Post by Oberlus »

Magnate wrote: Sat Jul 04, 2020 11:29 am Unfortunately that link is still timing out for me (it's the one I have been using).
WTF... it's working for me, when I posted it and now.
Some UK problem? Hmpf... I'm eager to play next turn!

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Re: Eleventh game on the multiplayer slow game server

#58 Post by Magnate »

Some very weird browser issue - could not reach it with Chrome or IE, but got it with wget. Thanks - turning now.

Magnate
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Re: Eleventh game on the multiplayer slow game server

#59 Post by Magnate »

Oh dear. I can connect and get my OTP but when I put it in I get a black window forever. No crash, nothing.

Magnate
Space Dragon
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Re: Eleventh game on the multiplayer slow game server

#60 Post by Magnate »

Sorted. My server rebooted the other week and the ipv6 MTU got reset to 1500 instead of 1280, so ipv6 wasn't working properly. All sorted, sorry for the delay.

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