Sixth game on the multiplayer slow game server (0.4.9)

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o01eg
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Sixth game on the multiplayer slow game server (0.4.9)

#1 Post by o01eg » Fri Nov 08, 2019 7:25 pm

Sixth game will be with free diplomacy (no teams, alliance of two can win).

As fifth game will be finished soon I'm preparing the next game. I'm going to launch test run with 5 minutes turns after next weekly test build on the 12th November and actual game on the 13th November. If current game won't end to this date I'll shift schedule to next week.

Planned changes:
  • 18 systems per player.
  • Tech cost factor decreased and set to 1.
  • Production cost factor decreased and set to 0.5.
  • Show detailed empires data: Yes
  • Monsters: Low
  • Natives: Low
Currently there are 8 registered players and there still time to register:
o01eg
Magnate
Oberlus
TheSilentOne
JonCST
alleryn
swaq
L29Ah
Last edited by o01eg on Sun Nov 24, 2019 4:32 pm, edited 5 times in total.
Gentoo Linux x64, gcc-9.2, boost-1.71.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to slow multiplayer game at freeorion-lt.dedyn.io. Version 2019-12-08.203bc4c.
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Oberlus
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Re: Sixth game on the multiplayer slow game server

#2 Post by Oberlus » Fri Nov 08, 2019 7:33 pm

o01eg wrote:
Fri Nov 08, 2019 7:25 pm
o01eg
Magnate
Oberlus
TheSilentOne
JonCST
alleryn
swaq
L29Ah
WOWOWOW! Mytical L29Ah has joined! I'm exhilarated! Seriously, what a dream team!

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swaq
Space Kraken
Posts: 127
Joined: Tue Aug 20, 2019 1:56 pm

Re: Sixth game on the multiplayer slow game server

#3 Post by swaq » Fri Nov 08, 2019 8:00 pm

o01eg wrote:
Fri Nov 08, 2019 7:25 pm
If current game won't end to this date I'll shift schedule to next week.
The game ended on turn 100 but I think no one but Oberlus read my resignation in the other thread.

o01eg
Programmer
Posts: 570
Joined: Sat Dec 10, 2011 5:46 am

Re: Sixth game on the multiplayer slow game server

#4 Post by o01eg » Fri Nov 08, 2019 8:08 pm

swaq wrote:
Fri Nov 08, 2019 8:00 pm
o01eg wrote:
Fri Nov 08, 2019 7:25 pm
If current game won't end to this date I'll shift schedule to next week.
The game ended on turn 100 but I think no one but Oberlus read my resignation in the other thread.
The first is there no sense to shutdown the server, and the second is "Concede" button is unlocked.
Gentoo Linux x64, gcc-9.2, boost-1.71.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to slow multiplayer game at freeorion-lt.dedyn.io. Version 2019-12-08.203bc4c.
Donates are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK

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JonCST
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Re: Sixth game on the multiplayer slow game server

#5 Post by JonCST » Fri Nov 08, 2019 8:16 pm

o01eg wrote:
Fri Nov 08, 2019 7:25 pm
Sixth game will be with free diplomacy (no teams, alliance of two can win).
Would it be possible to set the first turn to double-length? In the current game, something went weird with the server and i wasn't able to log on and enter orders until the second turn.

I'd like to make sure that doesn't happen next time.

Thanks.

Jon

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swaq
Space Kraken
Posts: 127
Joined: Tue Aug 20, 2019 1:56 pm

Re: Sixth game on the multiplayer slow game server

#6 Post by swaq » Fri Nov 08, 2019 8:19 pm

JonCST wrote:
Fri Nov 08, 2019 8:16 pm
o01eg wrote:
Fri Nov 08, 2019 7:25 pm
Sixth game will be with free diplomacy (no teams, alliance of two can win).
Would it be possible to set the first turn to double-length? In the current game, something went weird with the server and i wasn't able to log on and enter orders until the second turn.

I'd like to make sure that doesn't happen next time.

Thanks.

Jon
I never received a message/e-mail for the start of turn 1 but I did for turn 2. I only knew the game had started because I checked the forum. Is that what happened to you or were you trying to log in during turn 1 and it was failing?

o01eg
Programmer
Posts: 570
Joined: Sat Dec 10, 2011 5:46 am

Re: Sixth game on the multiplayer slow game server

#7 Post by o01eg » Fri Nov 08, 2019 8:20 pm

JonCST wrote:
Fri Nov 08, 2019 8:16 pm
o01eg wrote:
Fri Nov 08, 2019 7:25 pm
Sixth game will be with free diplomacy (no teams, alliance of two can win).
Would it be possible to set the first turn to double-length? In the current game, something went weird with the server and i wasn't able to log on and enter orders until the second turn.

I'd like to make sure that doesn't happen next time.

Thanks.

Jon
It will be a test run before the actual game to test it.
Gentoo Linux x64, gcc-9.2, boost-1.71.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to slow multiplayer game at freeorion-lt.dedyn.io. Version 2019-12-08.203bc4c.
Donates are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK

o01eg
Programmer
Posts: 570
Joined: Sat Dec 10, 2011 5:46 am

Re: Sixth game on the multiplayer slow game server

#8 Post by o01eg » Fri Nov 08, 2019 8:30 pm

swaq wrote:
Fri Nov 08, 2019 8:19 pm
I never received a message/e-mail for the start of turn 1 but I did for turn 2. I only knew the game had started because I checked the forum.
I will add notification about new game started.
Gentoo Linux x64, gcc-9.2, boost-1.71.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to slow multiplayer game at freeorion-lt.dedyn.io. Version 2019-12-08.203bc4c.
Donates are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK

Magnate
Dyson Forest
Posts: 231
Joined: Sat Nov 08, 2014 3:44 pm

Re: Sixth game on the multiplayer slow game server

#9 Post by Magnate » Sat Nov 09, 2019 11:59 am

Why go down to 17 systems per player? It takes about 90 turns to get past robotic or static multi hulls and it's a whole different experience bumping into people three jumps from your homeworld (or two in TSO's case), compared with having some space to expand and think, and not have any idea how far extended the person you meet is.

Please can we consider a bigger galaxy for a change, like 30 per player? It makes scouting so much more useful.

I like the other settings, but I feel a bit bad about the detailed empires data - it would be really nice if we didn't have graphs, but without that nasty bug/outcome where you can't see if your enemy has upgraded his weapons until you've researched them. I guess I'd be willing to play again with detailed data off, and just pay careful attention to combat logs. Or maybe I'll just get off my ass and rush plasma cannons this time.

JonCST - you're the last to turn in the fifth game - we're about two turns from a couple of really interesting developments, so if you wouldn't mind it would be nice to see those before the game ends!

o01eg
Programmer
Posts: 570
Joined: Sat Dec 10, 2011 5:46 am

Re: Sixth game on the multiplayer slow game server

#10 Post by o01eg » Sat Nov 09, 2019 12:04 pm

Magnate wrote:
Sat Nov 09, 2019 11:59 am
Why go down to 17 systems per player? It takes about 90 turns to get past robotic or static multi hulls and it's a whole different experience bumping into people three jumps from your homeworld (or two in TSO's case), compared with having some space to expand and think, and not have any idea how far extended the person you meet is.

Please can we consider a bigger galaxy for a change, like 30 per player? It makes scouting so much more useful.
I will after release. Now I want to have more smaller games to catch bugs.
Gentoo Linux x64, gcc-9.2, boost-1.71.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to slow multiplayer game at freeorion-lt.dedyn.io. Version 2019-12-08.203bc4c.
Donates are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK

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Oberlus
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Re: Sixth game on the multiplayer slow game server

#11 Post by Oberlus » Sat Nov 09, 2019 12:57 pm

I'm more than happy with 17 systems per player. How many were for fifth game? 15?

Magnate
Dyson Forest
Posts: 231
Joined: Sat Nov 08, 2014 3:44 pm

Re: Sixth game on the multiplayer slow game server

#12 Post by Magnate » Sat Nov 09, 2019 1:31 pm

No, 20, and we met each other almost immediately.

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JonCST
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Re: Sixth game on the multiplayer slow game server

#13 Post by JonCST » Sat Nov 09, 2019 2:02 pm

swaq wrote:
Fri Nov 08, 2019 8:19 pm
I never received a message/e-mail for the start of turn 1 but I did for turn 2. I only knew the game had started because I checked the forum. Is that what happened to you or were you trying to log in during turn 1 and it was failing?
I believe there was an issue with maximum number of e-mails? Therefore, i could not receive the password to log in. Due to my time zone vs. server time zone, i was unable to log in for the first time until after the deadline had passed.

The request for the extra time during the first turn was to allow for time zone difference in case something like this comes up again.

Jon

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JonCST
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Re: Sixth game on the multiplayer slow game server

#14 Post by JonCST » Sat Nov 09, 2019 2:04 pm

Magnate wrote:
Sat Nov 09, 2019 11:59 am
JonCST - you're the last to turn in the fifth game - we're about two turns from a couple of really interesting developments, so if you wouldn't mind it would be nice to see those before the game ends!
Did i mention about time zones? I just tried to log on, and it presented me with the new game screen.

So, i assume game #5 has been terminated?

Let me try again.

Jon

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swaq
Space Kraken
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Joined: Tue Aug 20, 2019 1:56 pm

Re: Sixth game on the multiplayer slow game server

#15 Post by swaq » Sat Nov 09, 2019 2:08 pm

Magnate wrote:
Sat Nov 09, 2019 1:31 pm
No, 20, and we met each other almost immediately.
I think it ended up being ~23, right? Weren't there 140 systems for 6 players?

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