Not only did I check, I posted the log here...
Twentieth game on the multiplayer slow game server
Moderator: Oberlus
Re: Twentieth game on the multiplayer slow game server
Maybe has something to do with the snap?
BTW, are you using the same version than server, that was updated Tuesday evening?
That's as expected. It happens too on SP games. In the last two weeks I started six games (played for 30 to 120 turns), all settings to medium. Sometimes I had plenty of natives around readily accessible, sometimes I had just one in 10 hops around my world and protected by a monster. Only once I had nothing to invade/colonize until I killed a Maintenance Ship, I was Chato and used symb zortrium arc disruptors (level 2), pilling up some troopers in the meantime, then I was able to catch up in the planets race with Colonization policy and quickly invading some natives after freeing myself. I understand players like Magnate being against playing with monsters, when that clashes so hard with their playstyle and don't feel comfortable having to adjust or to face this kind of disadvantage at game start. In my case, I don't mind, it brings spice to the games, whether I am the one with free colonization at start or the one enclosed in a pocket with nothing to colonize. I was more like Magnate a year ago, feeling frustration when I had an unlucky start, but experience in MP games, watching what other players can do, made me change my mind.
Re: Twentieth game on the multiplayer slow game server
highly unlikely; is anybody else using the snap version? also that is only the client (see below)
yesterdays snap is still building. but the client should only matter for UI. real setting of meter values and combat are done on the server. so the combat log is true to the server reality
should be able to escape the box even without killing the monster, no?
@LienRag can you dump the ship values of a ship which shows zero launch capacity? (using the object window)
edit1: also do you use FLANKING or CHARGE policy? i think that are the only effects affecting launch bay capacity
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: Twentieth game on the multiplayer slow game server
In case you didn't see it, LienRag posted a save for SP game that replicates the problem. I opened an issue linking to it: https://github.com/freeorion/freeorion/issues/3830
Re: Twentieth game on the multiplayer slow game server
Is it necessary after I posted the save game ?
And yes, I use Flanking and Charge as soon as I can, I'm not sure that the bug requires them though.
Re: Twentieth game on the multiplayer slow game server
Hmm, stuck in the lobby. Not sure if that's just the server being slow
Re: Twentieth game on the multiplayer slow game server
I wish someone will manage to fix lobby player list to include column of elimination and victory.
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
Re: Twentieth game on the multiplayer slow game server
I've restarted test game.
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
Re: Twentieth game on the multiplayer slow game server
I can't log to it...
Re: Twentieth game on the multiplayer slow game server
Worked for me
Re: Twentieth game on the multiplayer slow game server
I can confirm that FLANKING is the culprit. Charge is fine.
Edit: Note I didn't check whether Charge works as intended, which I'll do later. It doesn't set launch to 0. Just adopting flanking does.
Re: Twentieth game on the multiplayer slow game server
current snap released
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!