Eleventh game on the multiplayer slow game server

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Oberlus
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Re: Eleventh game on the multiplayer slow game server

#241 Post by Oberlus »

Bioadaptive hulls? They regenerate, not a bug.

Magnate
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Re: Eleventh game on the multiplayer slow game server

#242 Post by Magnate »

They regenerate 112 points a turn??

Magnate
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Re: Eleventh game on the multiplayer slow game server

#243 Post by Magnate »

The Pedia entry says:

This living hull regenerates Structure quickly when out of combat, gaining its current structure every turn it isn't involved in a fight or blockade, meaning if it is at half strength or greater it will be fully repaired in one turn.

Taking damage from mines is part of a blockade action, which means it should not regenerate.

So this is a bug.

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Oberlus
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Re: Eleventh game on the multiplayer slow game server

#244 Post by Oberlus »

Magnate wrote: Tue Sep 15, 2020 6:43 am They regenerate 112 points a turn??
They regenerate half their structure every turn. Since the ships have much more than 112, they become immune to mines.
The same happens with the nanorobotic hull.

My mines could not kill Hyperant because he had a drydock in the system where he was blockading one of my systems. So the same happens to Drydocks.

Not a bug. And certainly not a new feature, rather old.
Documentation bug in that case.

Magnate
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Re: Eleventh game on the multiplayer slow game server

#245 Post by Magnate »

Just wanted to apologise to Oberlus here - I know it looks like I flounced off in a huff after your hulls proved immune to my mines, but that was a coincidence - I had an HR case blow up at work and had to suspend someone, and I've done nothing else for two days. I was honestly coming to crush them with my second fleet!

Good game - thanks all and thanks to Oleg for hosting.

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Oberlus
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Re: Eleventh game on the multiplayer slow game server

#246 Post by Oberlus »

Good game! :)

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Re: Eleventh game on the multiplayer slow game server

#247 Post by o01eg »

Gentoo Linux x64, gcc-9.3, boost-1.72.0
Ubuntu Server 18.04 x64, gcc-7.4, boost-1.65.1
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 0.4.10.1.
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Ophiuchus
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Re: Eleventh game on the multiplayer slow game server

#248 Post by Ophiuchus »

Ok, game is over. Any more comments relating to the change to four bouts and scaling?

E.g. is scaling/balancing off relating to planetary defenses, mines, fighters, ship weapons, ...

Or was it basically like the three-bout-game?
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!

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Oberlus
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Re: Eleventh game on the multiplayer slow game server

#249 Post by Oberlus »

Fighters seems slightly less powerful. Not an issue I think.

Same for sealth ships, effect stronger when having low ratio own_damage/enemy_damage.

No performance or UI issues.

Nothing new.

Ophiuchus
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Re: Eleventh game on the multiplayer slow game server

#250 Post by Ophiuchus »

Magnate wrote: Sat Jul 18, 2020 8:30 pm So this is weird. Hyperant, do you have PP available in our shared system this turn? (turn 35) I do, despite it being coloured as part of your supply network. So that would indicate that the problem has gone away, despite this exact situation a few turns ago leaving me no PP available.

Very odd.
I also had later that issue. On one turn PP were spent and on the next not. Although i am pretty sure that my supply network was disconnected because of my ally oberlus was in the middle.
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!

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Oberlus
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Re: Eleventh game on the multiplayer slow game server

#251 Post by Oberlus »

Ophiuchus wrote: Wed Sep 23, 2020 12:38 pm I also had later that issue. On one turn PP were spent and on the next not. Although i am pretty sure that my supply network was disconnected because of my ally oberlus was in the middle.
Might it have something to do with draws/ties in supply calculation?

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