Fiftteent game on the multiplayer slow game server

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o01eg
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Re: Fiftteent game on the multiplayer slow game server

#181 Post by o01eg »

o01eg wrote: Tue Mar 09, 2021 6:03 pm
Oberlus wrote: Tue Mar 09, 2021 5:56 pm Black screen when connecting to server.
Looks like server freezed. Restarted it.
It freezed on connectivity issues when tried to send SMTP notification about new turn (it happens right before turn processing).
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LienRag
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Re: Fiftteent game on the multiplayer slow game server

#182 Post by LienRag »

Oberlus wrote: Tue Mar 09, 2021 5:56 pm Black screen when connecting to server.
In the MMOG I played the most, there was an option to send an in-game "virus" to another player that would prevent him from login for a couple hour. Obviously when you got logged out like that it meant that bad things were coming your way.
So each time I get this black screen/login window when accessing FreeOrion I get scared for half a second...

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drkosy
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Re: Fiftteent game on the multiplayer slow game server

#183 Post by drkosy »

the other George worlds in the proximity (or was it in the whole map
It's the whole map. One game against the one of them hat george too. I saw the homeworld right at turn 1.

The scaling doesn't change any game mechanics. It's just scaling. So arc-disruptor still hits 3 targets as Oberlus wrote.
To be honest, I don't like this scaling thing. It's just pushing the numbers up, making it harder to calculate with damage a massdriver lvl3 does an what damage a laser lvl2 inflicts. It might have advantages for robo-shields, because the don't absorb anything like 5.34 points of damage...
Want some fresh experience? Try Kosymod

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Oberlus
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Re: Fiftteent game on the multiplayer slow game server

#184 Post by Oberlus »

drkosy wrote: Wed Mar 10, 2021 3:43 pm To be honest, I don't like this scaling thing. It's just pushing the numbers up, making it harder to calculate with damage a massdriver lvl3 does an what damage a laser lvl2 inflicts. It might have advantages for robo-shields, because the don't absorb anything like 5.34 points of damage...
It's also for future planned multishot weapons, to avoid numbers like 2.33 and 2.66.
I hope it will be polished and let all calculations be easier.

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LienRag
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Re: Fiftteent game on the multiplayer slow game server

#185 Post by LienRag »

Oberlus wrote: Wed Mar 10, 2021 4:38 pm It's also for future planned multishot weapons, to avoid numbers like 2.33 and 2.66.
I hope it will be polished and let all calculations be easier.
I thought it was to keep the previous equilibriums when last version went to 4 bouts of combat ?
Because without scaling, a Dyson forest kills a symbiotic outpost with 4 bouts while letting it through when there's only 3 bouts.

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Oberlus
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Re: Fiftteent game on the multiplayer slow game server

#186 Post by Oberlus »

LienRag wrote: Wed Mar 10, 2021 5:11 pm I thought it was to keep the previous equilibriums when last version went to 4 bouts of combat ?
Yes, also for that. And for different ranges.

Discussion is (mostly) here.

Ophiuchus
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Re: Fiftteent game on the multiplayer slow game server

#187 Post by Ophiuchus »

Oberlus wrote: Wed Mar 10, 2021 5:20 pm
LienRag wrote: Wed Mar 10, 2021 5:11 pm I thought it was to keep the previous equilibriums when last version went to 4 bouts of combat ?
Yes, also for that. And for different ranges.

Discussion is (mostly) here.
It was necessary for keeping the equilibrium. We also wanted to have finer granularity for adding more kinds of multishot weapons. Arc disruptors was hard to do and there was almost no design space left. So we did the scaling a bit higher than strictly necessary (in order not to have to scale again in the next iteration).

A unintended side-effect of "targeting ranges" (like used by monsters in latest build) is also a lot more design space in that area.
In principle one could do a single-bout 72-shot 1-damage weapon which does the same amount of raw damage combat damage as a basic mass driver in four bouts.
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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LienRag
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Re: Fiftteent game on the multiplayer slow game server

#188 Post by LienRag »

Back to fifteenth game : is the sitrep working fine ?
Aren't we supposed to get a sitrep when a player declares war on us ?

o01eg
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Re: Fiftteent game on the multiplayer slow game server

#189 Post by o01eg »

o01eg wrote: Tue Mar 09, 2021 6:17 pm Also it looks like using Bobit empire was taken even in saved games so I'm not sure how to allow player to take over it later.
Made it possible to take his empire back to human player from AI.
LienRag wrote: Thu Mar 11, 2021 12:52 pm Back to fifteenth game : is the sitrep working fine ?
Aren't we supposed to get a sitrep when a player declares war on us ?
I don't remember such sitreps exists.
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Oberlus
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Re: Fiftteent game on the multiplayer slow game server

#190 Post by Oberlus »

o01eg wrote: Thu Mar 11, 2021 2:39 pm I don't remember such sitreps exists.
I think I remember seeing something like "Fulanito declares war on Menganito" in the messages window, when I was online at the moment of the diplomatic action, and that those messages don't get saved in the messages log (so people offline will not see it) ??
But certainly not a sitrep.
Anyways it would be good to record that info, either with a sitrep or with a chat message that gets stored in chat log.

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Oberlus
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Re: Fiftteent game on the multiplayer slow game server

#191 Post by Oberlus »

Yes, there are those messages:
[11 mar. 17:07:45] LienRag left game
Oberlus and Ophiuchus are now at war.
But upon disconnection they are lost:
[11 mar. 17:07:45] LienRag left game
[11 mar. 17:20:56] Oberlus left game
[11 mar. 17:21:02] Oberlus entered game

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Oberlus
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Re: Fiftteent game on the multiplayer slow game server

#192 Post by Oberlus »

Ophiuchus, I will appreciate if you keep your scouts away from my supply lines. But it's not big deal, if your scouts really need to socialize, I'm already placing warships here and there for them to chat with.

Ophiuchus
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Re: Fiftteent game on the multiplayer slow game server

#193 Post by Ophiuchus »

Oberlus wrote: Thu Mar 11, 2021 4:21 pm Yes, there are those messages:
[11 mar. 17:07:45] LienRag left game
Oberlus and Ophiuchus are now at war.
Oh, i missed that one. :o
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: Fiftteent game on the multiplayer slow game server

#194 Post by Oberlus »

Ophiuchus wrote: Thu Mar 11, 2021 4:37 pm
Oberlus and Ophiuchus are now at war.
Oh, i missed that one. :o
You weren't online.

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LienRag
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Re: Fiftteent game on the multiplayer slow game server

#195 Post by LienRag »

o01eg wrote: Thu Mar 11, 2021 2:39 pm
LienRag wrote: Thu Mar 11, 2021 12:52 pm Back to fifteenth game : is the sitrep working fine ?
Aren't we supposed to get a sitrep when a player declares war on us ?
I don't remember such sitreps exists.
Three little spacebirds told me that a Capitol changed hands recently, and in Single Player I definitely get a sitrep message when such things happen.
And here I got nothing...

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