Multiplayer slow game server
Moderator: Oberlus
Re: Multiplayer slow game server
Would you guys be open to test experimental features for generating feedback in one of your coming games?
The topics i am working on are targeting and more-than-3-bouts combat.
Targeting would be probably a single patch/commit on your branch (e.g. 0.4.9).
Necessary settings for balancing N-bouts-combat probably would become part of master and you could would start with certain values. (Rather in 0.5)
If you are open to such, the first thing i would propose is krikkitones ships-weapons-dont-shoot-at-fighters KISS-hard-targeting approach mentioned in the fighter cannonfodder thread/poll.
The topics i am working on are targeting and more-than-3-bouts combat.
Targeting would be probably a single patch/commit on your branch (e.g. 0.4.9).
Necessary settings for balancing N-bouts-combat probably would become part of master and you could would start with certain values. (Rather in 0.5)
If you are open to such, the first thing i would propose is krikkitones ships-weapons-dont-shoot-at-fighters KISS-hard-targeting approach mentioned in the fighter cannonfodder thread/poll.
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!
Look, ma... four combat bouts!
Re: Multiplayer slow game server
Main issue is distribution of such changes. I use publishing builds release and weekly test because I cann't provide MacOS and Windows builds myself.Ophiuchus wrote: ↑Wed Dec 04, 2019 11:14 am Would you guys be open to test experimental features for generating feedback in one of your coming games?
The topics i am working on are targeting and more-than-3-bouts combat.
Targeting would be probably a single patch/commit on your branch (e.g. 0.4.9).
Necessary settings for balancing N-bouts-combat probably would become part of master and you could would start with certain values. (Rather in 0.5)
If you are open to such, the first thing i would propose is krikkitones ships-weapons-dont-shoot-at-fighters hard-targeting approach mentioned in the fighter cannonfodder thread.
It would be simpler if you changes don't require to have altered client and only depends on server code or default/ content.
If you make changes in common C++ code it better to gate C++ changes them behind experimental game rule to use standard client with alternative default/ content.
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Re: Multiplayer slow game server
Yes, these functional targeting changes would be FOCS-only (and stringtables, and if i am really ambitious python AI, so also in default).o01eg wrote: ↑Wed Dec 04, 2019 11:30 amMain issue is distribution of such changes. I use publishing builds release and weekly test because I cann't provide MacOS and Windows builds myself.Ophiuchus wrote: ↑Wed Dec 04, 2019 11:14 am Would you guys be open to test experimental features for generating feedback in one of your coming games?
The topics i am working on are targeting ...
If you are open to such, the first thing i would propose is krikkitones ships-weapons-dont-shoot-at-fighters hard-targeting approach mentioned in the fighter cannonfodder thread.
It would be simpler if you changes don't require to have altered client and only depends on server code or default/ content.
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!
Look, ma... four combat bouts!
Re: Multiplayer slow game server
Nice, next game I will ask other players if they are willing to test this feature. Also, could you participate as well to check how it works?Ophiuchus wrote: ↑Wed Dec 04, 2019 11:48 amYes, these functional targeting changes would be FOCS-only (and stringtables, and if i am really ambitious python AI, so also in default).o01eg wrote: ↑Wed Dec 04, 2019 11:30 amMain issue is distribution of such changes. I use publishing builds release and weekly test because I cann't provide MacOS and Windows builds myself.Ophiuchus wrote: ↑Wed Dec 04, 2019 11:14 am Would you guys be open to test experimental features for generating feedback in one of your coming games?
The topics i am working on are targeting ...
If you are open to such, the first thing i would propose is krikkitones ships-weapons-dont-shoot-at-fighters hard-targeting approach mentioned in the fighter cannonfodder thread.
It would be simpler if you changes don't require to have altered client and only depends on server code or default/ content.
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 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-04-14.ad50e93.
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Re: Multiplayer slow game server
YESYESYES! Ophiuchus! Join a game! One or two turns per day, 10 minutes tops if we don't get into complex diplomacy backstabbing.
Re: Multiplayer slow game server
I do not think that I can even spend 10 minutes a day on a regular base currentyOberlus wrote: ↑Wed Dec 04, 2019 9:24 pmYESYESYES! Ophiuchus! Join a game! One or two turns per day, 10 minutes tops if we don't get into complex diplomacy backstabbing.
Anyway, i could not sleep. So here is PR-2665, implementing Krikkitone's KISS hard targeting (the changes are only in folder default/ ). It would be good if somebody could start a game with this before going multiplayer
Also I did not yet do any balancing, only the targeting and stringtables entries.
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!
Look, ma... four combat bouts!
Re: Multiplayer slow game server
Specially if you mix up the movements that your allies are doing to accomplish the agreed plan and then switch sides before asking, just assuming your ally was going to betray you (or not a wrong assumption and just an excuse for the betrayal). I'll never again ally with you, Jon
Re: Multiplayer slow game server
"Betrayal" is an interesting word choice there.
It would seem a more appropriate word if i had pretended to remain allied with you, and manipulated you into a situation to your detriment. Instead, i openly broke the alliance.
And, personally, i cannot see that doing so is in fact to my benefit or to your detriment, except that you can no longer park large fleets on my planet without warning and in supply.
That is of course your privilege.
Perhaps you'll even gain something from it, if the next time you're allied with someone, you tell them ahead of time what your plan is, and maybe even get their approval?
Jon
Re: Multiplayer slow game server
Indeed it's been (or going to be) beneficial for me, since now I can just conquer your planets and put them to a good purpose (first thing I'll do is build an orbital generator on that GG you've been neglecting for eons), instead of continuing with the initial pact.
My disappointment (FreeOrion bound, nothing personal outside the game) is not coming from the harm of you breaking the alliance, but from the offence I perceive from you considering I was going to betray you.
The conditions of our initial pact were to work together against the other until we no longer want to. I would have never (unless playing a Xenophobic species) betrayed you. I would have told you in advance when I would be considering finishing the pact and attacking you.
Communication with you has been rather difficult this game. You many times didn't answer to open and direct questions, or did not say your opinion on the plans we were talking. At some point I took for granted that you will speak up whenever you have something to say.Perhaps you'll even gain something from it, if the next time you're allied with someone, you tell them ahead of time what your plan is, and maybe even get their approval?
For example: "hey, Oberlus, why are you sending some ships to Gilly?", to which I would have answered "to attack TSO worlds from there, hopefully with your support (no need to tell you in advance until my ships arrive there)".
I don't have the same miss-communications problems with anyone else. I'm not saying I'm the perfect partner regarding communication, but you lecturing me on this point is funny. And I'm not receptive to it at all right now, so I'll appreciate if you stop it now.
I do have learnt something from this: "do not ally Jon, he does things I don't understand".
GLHF
Re: Multiplayer slow game server
Wow, Oberlus, you're good at this diplomacy stuff.
That is not sarcastic.
By posting your impression of our exchange, you're influencing people's opinions for many games into the future.
All i'll say in my own defense is:
1) Yes, one does have to notify the owner of a planet of one's intentions before sending fleets there
2) If fleets go to one of my planets without my agreement, i declare war (happened twice this game).
Not so hard to understand, really.
Jon
That is not sarcastic.
By posting your impression of our exchange, you're influencing people's opinions for many games into the future.
All i'll say in my own defense is:
1) Yes, one does have to notify the owner of a planet of one's intentions before sending fleets there
2) If fleets go to one of my planets without my agreement, i declare war (happened twice this game).
Not so hard to understand, really.
Jon
Re: Multiplayer slow game server
Or not.
If I wanted to conquer Gilly to your surprise, I could have asked you "can I send a fleet there to attack TSO?", then you say "yes", then I go there, declare war myself and conquer the planet without you preparing in advance.
I trusted you and I thought you trusted me, and that was wrong. Now I think all this might be due to my inexperience in playing games like that Diplomacy you mentioned sometimes, in which maybe you got used to backstabbing or something, which I am not, and so you expect some kind of formalisms that I don't.
Does this mean you had some kind of agreement with o01eg when he was sending ships to your area and later declared war on you? Looks like a really good way to play diplomacy, FreeOrion and everything else. I bow to your wisdom.If fleets go to one of my planets without my agreement, i declare war (happened twice this game).
You won's stop lecturing me, in a condescending way now, so I have to accept it. EOT.Not so hard to understand, really.
Re: Multiplayer slow game server
I scheduled this game post-release to have less issues if default/ content will be changed in upstream, so it's going to be three games total with released version.o01eg wrote: ↑Wed Dec 04, 2019 8:22 pmNice, next game I will ask other players if they are willing to test this feature. Also, could you participate as well to check how it works?Ophiuchus wrote: ↑Wed Dec 04, 2019 11:48 amYes, these functional targeting changes would be FOCS-only (and stringtables, and if i am really ambitious python AI, so also in default).o01eg wrote: ↑Wed Dec 04, 2019 11:30 am Main issue is distribution of such changes. I use publishing builds release and weekly test because I cann't provide MacOS and Windows builds myself.
It would be simpler if you changes don't require to have altered client and only depends on server code or default/ content.
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 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
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Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-04-14.ad50e93.
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Re: Multiplayer slow game server
The server updated to 2019-12-15.c932182 version.
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 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
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Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
Re: Multiplayer slow game server
The server updated to 2019-12-24.fed9060 version.
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 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm