Twentieth game on the multiplayer slow game server

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wobbly
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Re: Twentieth game on the multiplayer slow game server

#256 Post by wobbly »

Endhu wrote: Mon May 16, 2022 7:06 pm Strange. I tried several times over with two different computers but no luck. Connecting to freeorion-lt.dedyn.io, client version 2022-05-09.3abfde4, which should be correct. Maybe it's an internet provider issue? Or a firewall thing (but on two computers? which worked perfectly well before?)? Problem is I have no idea how to troubleshoot that.

Tomorrow I can try to connect from a different network and see if that changes anything
I connected just fine. Another thing to check is that you have the right capitalization of your user name

Ophiuchus
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Re: Twentieth game on the multiplayer slow game server

#257 Post by Ophiuchus »

LienRag wrote: Mon May 16, 2022 10:14 pm There seems to have a problem, I had a -35 value while leaving a system that had (IIRC) less than 20 ships...
can you dump the turn number if you observe unexpected things happen (first here; and if we cant rule it out maybe open an issue so we can look at it after the game is finished?)
wobbly wrote: Tue May 17, 2022 4:33 am There is a stealth penalty on systems with dark star/no star. Are you certain you aren't mixing the 2?
is the UI not explaining the effects?
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LienRag
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Re: Twentieth game on the multiplayer slow game server

#258 Post by LienRag »

AFAIK it's a problem mostly in transit.
How is calculated the "number of ships in location" when a ship is in transit ?
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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#259 Post by Oberlus »

LienRag wrote: Tue May 17, 2022 3:51 pm AFAIK it's a problem mostly in transit.
How is calculated the "number of ships in location" when a ship is in transit ?
The effects take place with a 1 turn delay.
:roll:

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LienRag
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Re: Twentieth game on the multiplayer slow game server

#260 Post by LienRag »

OK but the turn before it wasn't in a crowded place anyway.

wobbly
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Re: Twentieth game on the multiplayer slow game server

#261 Post by wobbly »

What does this return:

InSystem id = Target.SystemID

when a ship is on a starlane?

Endhu
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Re: Twentieth game on the multiplayer slow game server

#262 Post by Endhu »

Everything worked fine now, even very fast, so I guess it was a temporal issue..

Ophiuchus
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Re: Twentieth game on the multiplayer slow game server

#263 Post by Ophiuchus »

wobbly wrote: Tue May 17, 2022 6:06 pm What does this return:

InSystem id = Target.SystemID

when a ship is on a starlane?
that condition should match for a current candidate if it is in the same system as the target. that condition has to be part of an effect (else there is no target).
Last edited by Ophiuchus on Tue May 17, 2022 8:57 pm, edited 2 times in total.
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wobbly
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Re: Twentieth game on the multiplayer slow game server

#264 Post by wobbly »

Ophiuchus wrote: Tue May 17, 2022 8:33 pm
wobbly wrote: Tue May 17, 2022 6:06 pm What does this return:

InSystem id = Target.SystemID

when a ship is on a starlane?
that condition should match for a current candidate if it is in the same system as the target. that condition has to be part of an effect (else there is no target).
I'm refering to this here:

Code: Select all

EffectsGroup
            scope = And [
                Ship
                OwnedBy empire = Source.Owner
            ]
            accountinglabel = "FLEET_UNSTEALTHINESS"
            effects = SetStealth value = Value - (NamedReal name = "FLEET_UNSTEALTH_SHIPS_SCALING" value = 5.0) *
                floor(
                    max(
                        0,
                        (Statistic Count condition = And [
                            Ship
                            InSystem id = Target.SystemID
                            OwnedBy empire = Source.Owner
                        ]) - (NamedReal name = "FLEET_UNSTEALTHY_SHIPS_THRESHOLD" value = 10)
                    ) ^ 0.5
                )
                // large fleets only start affecting stealth when there are more than the threshold of ships in a single system
    ]
If the ship is on a starlane rather then an actual system, what is it's systemID? and will all ships on all starlanes be counted as the same systemID?

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Re: Twentieth game on the multiplayer slow game server

#265 Post by Ophiuchus »

lets consider are we talking about the candidate or the target?

if target is not in a system i think the SystemID will be -1 / INVALID_OBJECT_ID (and i would expect the condition not to match for any candidate).

if the candidate is not in a system i would also expect this never to match.

looking at code this is not as i would expect. if a candidate is not in a system (has SystemID -1) it matches nothing. Buut the -1 as target is used to signal "match any system" (i.e. an SystemID but -1).

not sure this a bug or if it is correct and simply not helpful/not intuitive. Not Not InSystem id = xxx probably has to be the same as InSystem id = xxx for all xxx .

so for fleet unstealthiness code. the ship the stealth effect applies to is the target. the ships which are counted are the candidates.
according to my code dive the stealth of a ship on a starlane would be decreased depending on the count of all ships which are not on a starlane - which is clearly a bug.
the scope condition needs an InSystem condition (without id).

see PR-3839
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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#266 Post by Oberlus »

Ophiuchus wrote: Tue May 17, 2022 9:02 pm the scope condition needs an InSystem condition (without id).
And another effectsgroup for ships in starlanes (all ships in same starlane, or depending on number of not insystem ships whithin a radius)?

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LienRag
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Re: Twentieth game on the multiplayer slow game server

#267 Post by LienRag »

So, basically, no point in trying to be stealthy in this game ?
Except if one is certain to never leave a stealthy ship in transit ?

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Re: Twentieth game on the multiplayer slow game server

#268 Post by Ophiuchus »

Oberlus wrote: Tue May 17, 2022 9:41 pm
Ophiuchus wrote: Tue May 17, 2022 9:02 pm the scope condition needs an InSystem condition (without id).
And another effectsgroup for ships in starlanes (all ships in same starlane, or depending on number of not insystem ships whithin a radius)?
yes, but that is not broken currently. dont have the time to add and test (also my build machine is broken)
LienRag wrote: Tue May 17, 2022 10:41 pm So, basically, no point in trying to be stealthy in this game ?
Except if one is certain to never leave a stealthy ship in transit ?
sadly I think you are right. you could confirm the fix works though using the snap edge build
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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#269 Post by Oberlus »

Changes are focs only.

Daybreak
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Re: Twentieth game on the multiplayer slow game server

#270 Post by Daybreak »

Does "Automatic Turn advance" work in multiplayer?

In other words does it automatically Tick I am ready for next turn?

For example, currently the game is progressing at 1 tick every 24 hours. If I loaded up my queues, chose Automatic Turn advance, and went away for a 4 days, would the game advance by 4 turns while I was away.

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