Sixth game on the multiplayer slow game server

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Magnate
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Re: Sixth game on the multiplayer slow game server

#31 Post by Magnate » Sat Nov 09, 2019 11:26 pm

o01eg wrote:
Sat Nov 09, 2019 4:28 pm
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
Ah, thank you. Then let's have graphs off, and detailed data on so we cure the weapon upgrade bug. It doesn't really have any other effect anyway.

Can I just check, are we going to leave AGGRESSIVE_CLOAKED_SHIPS_VISIBLE off? IMO stealth is worthless if it's on...

o01eg
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Re: Sixth game on the multiplayer slow game server

#32 Post by o01eg » Sun Nov 10, 2019 4:42 am

Magnate wrote:
Sat Nov 09, 2019 11:26 pm
Can I just check, are we going to leave AGGRESSIVE_CLOAKED_SHIPS_VISIBLE off? IMO stealth is worthless if it's on...
I didn't plan to change this value. Currently it is off, should it be set to on?
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Oberlus
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Re: Sixth game on the multiplayer slow game server

#33 Post by Oberlus » Sun Nov 10, 2019 9:22 am

o01eg wrote:
Sun Nov 10, 2019 4:42 am
Magnate wrote:
Sat Nov 09, 2019 11:26 pm
Can I just check, are we going to leave AGGRESSIVE_CLOAKED_SHIPS_VISIBLE off? IMO stealth is worthless if it's on...
I didn't plan to change this value. Currently it is off, should it be set to on?
Nope, indeed!

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swaq
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Re: Sixth game on the multiplayer slow game server

#34 Post by swaq » Sun Nov 10, 2019 3:38 pm

o01eg wrote:
Sat Nov 09, 2019 5:31 pm
Oberlus wrote:
Sat Nov 09, 2019 4:50 pm
o01eg wrote:
Sat Nov 09, 2019 4:47 pm
I 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.
This still doesn't solve the problem of running into neighbors in the early game.

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Oberlus
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Re: Sixth game on the multiplayer slow game server

#35 Post by Oberlus » Sun Nov 10, 2019 5:35 pm

swaq wrote:
Sun Nov 10, 2019 3:38 pm
This still doesn't solve the problem of running into neighbors in the early game.
I promise to be a much more diplomatic empire this time (I mean, I hope to not get a xenophobic species this time).

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JonCST
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Re: Sixth game on the multiplayer slow game server

#36 Post by JonCST » Mon Nov 11, 2019 3:20 am

Oberlus wrote:
Sun Nov 10, 2019 5:35 pm
[...] I hope to not get a xenophobic species this time[.]
In my experience, expansion with per-colony learning and production boosts outweighs the losses for Xenophobia even with heterogeneous neighbors. But, i haven't played xenophobes against non-AI players much, so that experience may not carry over to multi-player games.

Jon

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Oberlus
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Re: Sixth game on the multiplayer slow game server

#37 Post by Oberlus » Mon Nov 11, 2019 6:44 am

JonCST wrote:
Mon Nov 11, 2019 3:20 am
In my experience, expansion with per-colony learning and production boosts outweighs the losses for Xenophobia even with heterogeneous neighbors. But, i haven't played xenophobes against non-AI players much, so that experience may not carry over to multi-player games.
Well, the thing is I feel compelled to be a prick (diplomatic-wise) when I get a xenophobic species.

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JonCST
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Re: Sixth game on the multiplayer slow game server

#38 Post by JonCST » Mon Nov 11, 2019 4:43 pm

Oberlus wrote:
Mon Nov 11, 2019 6:44 am
[...] the thing is I feel compelled to be a prick (diplomatic-wise) when I get a xenophobic species.
Are you playing the role, or is the role playing you?

As long as you enjoy it (and you're not my ally!)... :mrgreen:

Jon

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Oberlus
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Re: Sixth game on the multiplayer slow game server

#39 Post by Oberlus » Mon Nov 11, 2019 5:01 pm

JonCST wrote:
Mon Nov 11, 2019 4:43 pm
Oberlus wrote:
Mon Nov 11, 2019 6:44 am
[...] the thing is I feel compelled to be a prick (diplomatic-wise) when I get a xenophobic species.
Are you playing the role, or is the role playing you?

As long as you enjoy it (and you're not my ally!)... :mrgreen:
:lol:
You know, I was going to betray everyone on the previous game. Only when survival was at the stake were my evil snakes considering an actual alliance (with you!).

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JonCST
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Re: Sixth game on the multiplayer slow game server

#40 Post by JonCST » Mon Nov 11, 2019 6:03 pm

Oberlus wrote:
Mon Nov 11, 2019 5:01 pm
You know, I was going to betray everyone on the previous game. Only when survival was at the stake were my evil snakes considering an actual alliance (with you!).
It kinda showed...

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Oberlus
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Re: Sixth game on the multiplayer slow game server

#41 Post by Oberlus » Tue Nov 12, 2019 10:24 am

I'm counting the seconds (42?) to the next weekly test version to come out, then the updated server (another 42?) and then the beginning of the sixth game!

By the way, I've played (for the first time) a single player game with tech cost factor = 1.0, and it is crazy. Research strategy becomes... easier? Anything you think is prioritary can go in parallel with anything else. At some point you just keep queueing stuff, just because you can and not because you need it. "Rush to plasmas" loses its meaning. It will be fun.

o01eg
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Re: Sixth game on the multiplayer slow game server

#42 Post by o01eg » Tue Nov 12, 2019 10:52 am

Oberlus wrote:
Tue Nov 12, 2019 10:24 am
I'm counting the seconds (42?) to the next weekly test version to come out, then the updated server (another 42?) and then the beginning of the sixth game!

By the way, I've played (for the first time) a single player game with tech cost factor = 1.0, and it is crazy. Research strategy becomes... easier? Anything you think is prioritary can go in parallel with anything else. At some point you just keep queueing stuff, just because you can and not because you need it. "Rush to plasmas" loses its meaning. It will be fun.
Fifth game had 1.2 value. Should I raise it at least for 1.1?
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Re: Sixth game on the multiplayer slow game server

#43 Post by Oberlus » Tue Nov 12, 2019 11:15 am

o01eg wrote:
Tue Nov 12, 2019 10:52 am
Fifth game had 1.2 value. Should I raise it at least for 1.1?
I don't think so. 1.0 is fine. That game I mentioned was with Trith (random). Species like Egassem won't have it that "easy".

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Re: Sixth game on the multiplayer slow game server

#44 Post by o01eg » Tue Nov 12, 2019 11:18 am

Maybe I should reduce production cost as well so industry-preferred species won't be in disadvantage.
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Re: Sixth game on the multiplayer slow game server

#45 Post by Oberlus » Tue Nov 12, 2019 11:45 am

o01eg wrote:
Tue Nov 12, 2019 11:18 am
Maybe I should reduce production cost as well so industry-preferred species won't be in disadvantage.
Hmm! Probably. What about production cost set to 0.8 (from default 1.0) and tech to 1.0? Ratio 0.8/1.0=0.8, a bit less advantage to research than in the fifth game (1.0/1.2=0.833, lower is better for production since these are cost factors).

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