Sixth game on the multiplayer slow game server (0.4.9)

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JonCST
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Re: Sixth game on the multiplayer slow game server

#16 Post by JonCST »

JonCST wrote: Sat Nov 09, 2019 2:04 pm Let me try again.
I was able to get the login screen, but 3 successive attempts returned "wrong password". Since i was cutting/pasting each time, i doubt i mistyped it.

I have to be at work for the next 6 hours. I'll check back here when i return.

Jon

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swaq
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Re: Sixth game on the multiplayer slow game server

#17 Post by swaq »

JonCST wrote: Sat Nov 09, 2019 2:04 pm So, i assume game #5 has been terminated?
I can log in to the server with game #5 still running.

Magnate
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Re: Sixth game on the multiplayer slow game server

#18 Post by Magnate »

swaq wrote: 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?
Something like that. And IMO that was way too quick to meet neighbours. No fun with exploration and scouting.

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alleryn
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Re: Sixth game on the multiplayer slow game server

#19 Post by alleryn »

Magnate wrote: Sat Nov 09, 2019 11:59 am 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 had a recollection that these were already two separate options, but now that i'm looking i can't find one. Can someone confirm (or deny) that whether the graphs are displayed is controlled by RULE_SHOW_DETAILED_EMPIRES_DATA?

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Oberlus
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Re: Sixth game on the multiplayer slow game server

#20 Post by Oberlus »

Magnate wrote: Sat Nov 09, 2019 2:37 pm
swaq wrote: 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?
Something like that. And IMO that was way too quick to meet neighbours. No fun with exploration and scouting.
Oh... I counted ~95 systems in swaq's screenshot, +5-10 from the unseen Swiss space, say 105/6 ~= 17-18 systems per player.
To get to 140, o01eg's must have, he alone, over 45 systems, more than twice anyone else. Wow.

Anyway, then I'd be happy with 20 (or even 25) systems per player. More time to get to late-game techs, which would be good also for bug-hunting.

Magnate
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Re: Sixth game on the multiplayer slow game server

#21 Post by Magnate »

alleryn wrote: Sat Nov 09, 2019 3:04 pm
Magnate wrote: Sat Nov 09, 2019 11:59 am 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 had a recollection that these were already two separate options, but now that i'm looking i can't find one. Can someone confirm (or deny) that whether the graphs are displayed is controlled by RULE_SHOW_DETAILED_EMPIRES_DATA?
i can confirm that that rule controls the graphs. I say we play with it off and remain mindful of the upgraded weapons bug (which I might try to fix with a PR)

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swaq
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Re: Sixth game on the multiplayer slow game server

#22 Post by swaq »

Oberlus wrote: Sat Nov 09, 2019 3:35 pm
Magnate wrote: Sat Nov 09, 2019 2:37 pm
swaq wrote: Sat Nov 09, 2019 2:08 pm
I think it ended up being ~23, right? Weren't there 140 systems for 6 players?
Something like that. And IMO that was way too quick to meet neighbours. No fun with exploration and scouting.
Oh... I counted ~95 systems in swaq's screenshot, +5-10 from the unseen Swiss space, say 105/6 ~= 17-18 systems per player.
To get to 140, o01eg's must have, he alone, over 45 systems, more than twice anyone else. Wow.

Anyway, then I'd be happy with 20 (or even 25) systems per player. More time to get to late-game techs, which would be good also for bug-hunting.
There are unseen systems in Magnate's area too. The [Game - Systems] Pedia page has 102 entries for me. So maybe it's 110-120 systems total then (18-20 per player)? I could have sworn I saw a 140 number at some point. I think 25+ systems per player would be nice.

o01eg
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Re: Sixth game on the multiplayer slow game server

#23 Post by o01eg »

alleryn wrote: Sat Nov 09, 2019 3:04 pm
Magnate wrote: Sat Nov 09, 2019 11:59 am 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 had a recollection that these were already two separate options, but now that i'm looking i can't find one. Can someone confirm (or deny) that whether the graphs are displayed is controlled by RULE_SHOW_DETAILED_EMPIRES_DATA?
No, It controlled by separate option network.server.publish-statistics: https://github.com/freeorion/freeorion/pull/2280
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o01eg
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Re: Sixth game on the multiplayer slow game server

#24 Post by o01eg »

JonCST wrote: Sat Nov 09, 2019 2:11 pm I was able to get the login screen, but 3 successive attempts returned "wrong password". Since i was cutting/pasting each time, i doubt i mistyped it.

I have to be at work for the next 6 hours. I'll check back here when i return.

Jon
Do you get OTP in e-mail?
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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o01eg
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Re: Sixth game on the multiplayer slow game server

#25 Post by o01eg »

swaq wrote: Sat Nov 09, 2019 4:20 pm There are unseen systems in Magnate's area too. The [Game - Systems] Pedia page has 102 entries for me. So maybe it's 110-120 systems total then (18-20 per player)? I could have sworn I saw a 140 number at some point. I think 25+ systems per player would be nice.
I suppose Pedia page shows "Number of Systems: 108" - 18 per player.
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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Oberlus
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Re: Sixth game on the multiplayer slow game server

#26 Post by Oberlus »

o01eg wrote: Sat Nov 09, 2019 4:47 pmI suppose Pedia page shows "Number of Systems: 108" - 18 per player.
Then can we have at least 20 systems per player this time? I do think it would be a good idea to reach more late game techs for bug-hunting.

o01eg
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Re: Sixth game on the multiplayer slow game server

#27 Post by o01eg »

Oberlus wrote: Sat Nov 09, 2019 4:50 pm
o01eg wrote: Sat Nov 09, 2019 4:47 pmI suppose Pedia page shows "Number of Systems: 108" - 18 per player.
Then can we have at least 20 systems per player this time? I do think it would be a good idea to reach more late game techs for bug-hunting.
For late game techs I can reduce tech cost.

Also there still more systems. Three remaining alive players still need to research more.
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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JonCST
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Re: Sixth game on the multiplayer slow game server

#28 Post by JonCST »

o01eg wrote: Sat Nov 09, 2019 4:30 pm Do you get OTP in e-mail?
Yes indeed. Three times in a row.

J.

o01eg
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Re: Sixth game on the multiplayer slow game server

#29 Post by o01eg »

JonCST wrote: Sat Nov 09, 2019 7:36 pm
o01eg wrote: Sat Nov 09, 2019 4:30 pm Do you get OTP in e-mail?
Yes indeed. Three times in a row.

J.
Maybe you miss correct e-mail and tried to enter previous non-actual password?
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

JonCST
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Re: Sixth game on the multiplayer slow game server

#30 Post by JonCST »

And it looks like it finally worked: i'm in.

Thanks for your patience, all.

Jon

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