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Fifth game of the multiplayer slow game server

Posted: Fri Sep 27, 2019 12:42 pm
by o01eg
Fifth game will be teamed (Two teams with equal players) so I decided to prepare to it earlier as I need to group teams.

I'm going to launch it on the 1st October when next weekly test build will be published.

Currently there are 6 registered players and there still time to register:
Magnate
o01eg
TheSilentOne
JonCST
swaq
alleryn

Re: Fifth game of the multiplayer slow game server

Posted: Fri Sep 27, 2019 12:53 pm
by JonCST
o01eg wrote: Fri Sep 27, 2019 12:42 pm Currently there are 7 registered players and there still time to register:
Yes please, and thanks for including me.

23-hour turns again? Have there been any updates to the code to allow messages to be preserved between logins, or stored until the recipient logs in?

What are the "Press" rules? No-press, broadcast-only, private messaging (just because i'm bad at it, doesn't mean i don't like doing it!)

Any other special rules besides the "team" aspect? How will teams be assigned?

Thanks for setting this up, 01eg.

Jon

Re: Fifth game of the multiplayer slow game server

Posted: Fri Sep 27, 2019 1:13 pm
by swaq
Woohoo, I'm excited!

Re: Fifth game of the multiplayer slow game server

Posted: Fri Sep 27, 2019 1:45 pm
by o01eg
JonCST wrote: Fri Sep 27, 2019 12:53 pm Yes please, and thanks for including me.

23-hour turns again? Have there been any updates to the code to allow messages to be preserved between logins, or stored until the recipient logs in?
Yes, the game will back to 23 hours.
All messages are preserved. There issue with messages history cleared when the player goes from lobby to the game window: https://github.com/freeorion/freeorion/issues/2456
JonCST wrote: Fri Sep 27, 2019 12:53 pm What are the "Press" rules? No-press, broadcast-only, private messaging (just because i'm bad at it, doesn't mean i don't like doing it!)
Not sure what "Press" means.
Ingame private messages are supported.
There no broadcast in game messages currently and chat improvements are waits for https://github.com/freeorion/freeorion/pull/2504 so I encourage teams to use forum PM with multiple recipients.
JonCST wrote: Fri Sep 27, 2019 12:53 pm Any other special rules besides the "team" aspect? How will teams be assigned?
I will disable winner count limit so team will win when other team will be exterminated.

Not sure about team assigning. Original Longturn games are asked team captains but currently I don't have a separate roles for captains. I think I'll ask each participant about teammate preferences and then choose such teams which maximizes fit preferences.

Re: Fifth game of the multiplayer slow game server

Posted: Fri Sep 27, 2019 2:46 pm
by Oberlus
It would be great to have one more player for 4v4, or two more players for 3v3.
Anyone?

Re: team preferences, it will depend on my species: if I am xenophobic, I'll hate everyone so it does matter; otherwise I'll be fine in whatever team (YOUR GONNA BITE THE DUST!).

Re: Fifth game of the multiplayer slow game server

Posted: Fri Sep 27, 2019 6:58 pm
by Magnate
Ooh this is interesting. Fixed teams means no diplomacy, which makes things simpler.

I'm gonna start a separate thread on reducing the randomness of starts, as there is just so much riding on whether you find a habitable planet in the first couple of systems you see.

Are races random again? In the four previous games I've had replicons, gysache (both those games were abandoned for technical reasons), egassem and abaddoni. Pretty much all races I never play when I have a choice, so I'm really enjoying the random assignments. I just hope I don't get the gasbags!

If races are random then team assignments are pretty much arbitrary, I'd be up for deciding them randomly too.

Assuming we get an eighth player (because seven is hard to do fair teams!), I'd prefer 2v2v2v2 to 4v4 but happy to go with the majority view ... EDIT: oh I see o01eg says two equal teams so 4v4 is fine by me.

Re: Fifth game of the multiplayer slow game server

Posted: Sat Sep 28, 2019 4:51 pm
by o01eg
I think at publish of weekly test build on the 1st October I'll start a test run with same options and teams but with 5 minutes turn. If everything will be OK I start the game itself on the 2nd October.

Re: Fifth game of the multiplayer slow game server

Posted: Sun Sep 29, 2019 6:05 pm
by o01eg
To setup this game I need you to send me in the PM your team preferences and, of course, participation confirmation if you didn't write one. You could relate your choice on the saves from the previous game.

First of all I'll try to choose such team combinations that meet maximum mutual preferences. After it I'll maximize other preferences.

Re: Fifth game of the multiplayer slow game server

Posted: Mon Sep 30, 2019 2:14 am
by alleryn
o01eg wrote: Sun Sep 29, 2019 6:05 pm To setup this game I need you to send me in the PM your team preferences and, of course, participation confirmation if you didn't write one. You could relate your choice on the saves from the previous game.

First of all I'll try to choose such team combinations that meet maximum mutual preferences. After it I'll maximize other preferences.
Is it acceptable to have no preference or are preferences required to figure out the teams? Should it be ranked choice preferences or what format?

My plan is to sit this one out if we end up on 7 players.

Re: Fifth game of the multiplayer slow game server

Posted: Mon Sep 30, 2019 3:23 am
by o01eg
alleryn wrote: Mon Sep 30, 2019 2:14 am Is it acceptable to have no preference or are preferences required to figure out the teams? Should it be ranked choice preferences or what format?

My plan is to sit this one out if we end up on 7 players.
Yes, empty preferences are preferences too.

Re: Fifth game of the multiplayer slow game server

Posted: Mon Sep 30, 2019 7:26 am
by Oberlus
alleryn wrote: Mon Sep 30, 2019 2:14 am My plan is to sit this one out if we end up on 7 players.
I'll be on a laptopless trip oct. 3 to 12, so I'm dropping from this game :'(

Re: Fifth game of the multiplayer slow game server

Posted: Mon Sep 30, 2019 7:38 am
by o01eg
Oberlus wrote: Mon Sep 30, 2019 7:26 am
alleryn wrote: Mon Sep 30, 2019 2:14 am My plan is to sit this one out if we end up on 7 players.
I'll be on a laptopless trip oct. 3 to 12, so I'm dropping from this game :'(
OK, I've fixed player list. So I'll accept new players in pairs.

Re: Fifth game of the multiplayer slow game server

Posted: Mon Sep 30, 2019 11:01 am
by alleryn
Oberlus wrote: Mon Sep 30, 2019 7:26 am
alleryn wrote: Mon Sep 30, 2019 2:14 am My plan is to sit this one out if we end up on 7 players.
I'll be on a laptopless trip oct. 3 to 12, so I'm dropping from this game :'(
Sorry to hear that. You can sub in for me when you get back, if you like.

Re: Fifth game of the multiplayer slow game server

Posted: Mon Sep 30, 2019 3:07 pm
by JonCST
Hi all. 001leg said:
o01eg wrote: Fri Sep 27, 2019 1:45 pm Not sure what "Press" means.
"Press" is shorthand from the Diplomacy board game hobby, and refers to the rules for communication between players.

"No-press" means that no communications, in game or out of game, are allowed. There eventually evolved a series of "stereotype" game moves which roughly communicated intent and suggestions for other player's orders. I'm not sure if a similar set of stereotype moves are possible in FO, but people are very inventive.

"Broadcast only" means that all communication must be in-game, and must be visible to all players. No private communication is allowed, in game or out of game.

"Full press" means that any and all communication is allowed. With full PM mechanisms in place, there's usually no for out-of-game communication, but it's not explicitly forbidden.

Jon

Re: Fifth game of the multiplayer slow game server

Posted: Mon Sep 30, 2019 4:20 pm
by o01eg
JonCST wrote: Mon Sep 30, 2019 3:07 pm Hi all. 001leg said:
o01eg wrote: Fri Sep 27, 2019 1:45 pm Not sure what "Press" means.
"Press" is shorthand from the Diplomacy board game hobby, and refers to the rules for communication between players.

"No-press" means that no communications, in game or out of game, are allowed. There eventually evolved a series of "stereotype" game moves which roughly communicated intent and suggestions for other player's orders. I'm not sure if a similar set of stereotype moves are possible in FO, but people are very inventive.

"Broadcast only" means that all communication must be in-game, and must be visible to all players. No private communication is allowed, in game or out of game.

"Full press" means that any and all communication is allowed. With full PM mechanisms in place, there's usually no for out-of-game communication, but it's not explicitly forbidden.

Jon
Oh, thanks. I've never been played "No-press" games, but have played to "Broadcast only" games.

I suppose without playing on the same table it's impossible to enforce some communication restrictions, so I don't impose them in this game.