Longturn FreeCiv games solves this issue with delegation system. The player points some other user to play turn for empire until the player revokes delegation.Oberlus wrote: ↑Fri Jul 05, 2019 12:31 pmMore related inquires:
Would it be posible and a good idea to add some way for the player to ask for a delayed turn?
Something like it's friday evening, I've connected to play my turn but I know I won't be near a computer for three days, so I'd like to pospone turn pass for XX hours despite me issuing orders now and pressing Turn.
It could be a new button that asks for extra time. The game rules or server settings or whatever could have a maximum delay parameter agreed upon at start of game (say 48 hours). Optionally, also set a number of times a player can use that feature on a single game or week or whatever (to limitated what malicious players could do with this feature). Server would email the not logged players of changes with turn deadline updates (server could save for each player, on disconnection, the deadline time they last saw, and email them any time it changes until they log again).
I'm asking this because I know for sure that in some weeks of August and September I won't be able to play, for periods as long as 5 days in a row, and I think this game won't be finished by then.
An alternative, related to my holidays issue above: what about making the turn advance something like 5 days, with automatic advancement when all players press Turn? Using Magnate's example, there is no problem.
The only problem I see (there may be more): some player stop playing (so for the rest of the game turn advances every 5 days, dead by boredome) and s/he does not care or can not connect to concede or to warn other players of the situation. Thus there should be a way to remove a player from a game after some turns without connecting, or better a way to make the server not consider the absent players for the turn advance (so that if all the non-ábsent players have pressed turn, turn advances without absent player's input). This problem does no happen with the above suggestion of a button to ask for a delayed turn deadline, but that button would allow for malicious players to intentionally delay to bother the others.
Multiplayer slow game server
Moderator: Oberlus
Re: Multiplayer slow game server
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Re: Multiplayer slow game server
If there are no users available other than the ones playing that same game, it would be weird to delegate on one of your enemies.o01eg wrote: ↑Fri Jul 05, 2019 12:42 pmLongturn FreeCiv games solves this issue with delegation system. The player points some other user to play turn for empire until the player revokes delegation.Oberlus wrote: ↑Fri Jul 05, 2019 12:31 pmMore related inquires:
Would it be posible and a good idea to add some way for the player to ask for a delayed turn?
Something like it's friday evening, I've connected to play my turn but I know I won't be near a computer for three days, so I'd like to pospone turn pass for XX hours despite me issuing orders now and pressing Turn.
It could be a new button that asks for extra time. The game rules or server settings or whatever could have a maximum delay parameter agreed upon at start of game (say 48 hours). Optionally, also set a number of times a player can use that feature on a single game or week or whatever (to limitated what malicious players could do with this feature). Server would email the not logged players of changes with turn deadline updates (server could save for each player, on disconnection, the deadline time they last saw, and email them any time it changes until they log again).
I'm asking this because I know for sure that in some weeks of August and September I won't be able to play, for periods as long as 5 days in a row, and I think this game won't be finished by then.
An alternative, related to my holidays issue above: what about making the turn advance something like 5 days, with automatic advancement when all players press Turn? Using Magnate's example, there is no problem.
The only problem I see (there may be more): some player stop playing (so for the rest of the game turn advances every 5 days, dead by boredome) and s/he does not care or can not connect to concede or to warn other players of the situation. Thus there should be a way to remove a player from a game after some turns without connecting, or better a way to make the server not consider the absent players for the turn advance (so that if all the non-ábsent players have pressed turn, turn advances without absent player's input). This problem does no happen with the above suggestion of a button to ask for a delayed turn deadline, but that button would allow for malicious players to intentionally delay to bother the others.
But since I'm here: Anyone around willing to play my game when I can't?
- Geoff the Medio
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Re: Multiplayer slow game server
Can the authentication system support multiple allowed players for one empire?
Perhaps the moderator user type should have some way to adjust the player-empire associations and turn timing settings?
Re: Multiplayer slow game server
Current implementation requires empire/player name but sends OTP to login to all provided contacts. It possible to add contacts of delegate user here so he can login into game.Geoff the Medio wrote: ↑Fri Jul 05, 2019 5:22 pmCan the authentication system support multiple allowed players for one empire?
Perhaps the moderator user type should have some way to adjust the player-empire associations and turn timing settings?
The only issue I still don't have any interface even for registration.
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Re: Multiplayer slow game server
Update to the latest weekly build for diplomatic status information, meatbags
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Re: Multiplayer slow game server
Ladies and gentlemen we have a bug: last turn I bombarded an enemy planet down to 0 shields, 0 defence and it had 4.00 ground troops.
This turn there was a null combat (no shots fired) and the planet now has 1 shields, 1 defence and 7.00 troops despite me having armed ships in orbit. My troop ships have arrived and I am expecting to invade with 6 troops, but I can't because of this bug.
(By which I mean that the invasion button is not there because of the shields and defence, regardless of how many troops I have.)
This turn there was a null combat (no shots fired) and the planet now has 1 shields, 1 defence and 7.00 troops despite me having armed ships in orbit. My troop ships have arrived and I am expecting to invade with 6 troops, but I can't because of this bug.
(By which I mean that the invasion button is not there because of the shields and defence, regardless of how many troops I have.)
Re: Multiplayer slow game server
I suppose it is a https://github.com/freeorion/freeorion/issues/2488Magnate wrote: ↑Wed Jul 10, 2019 7:02 am Ladies and gentlemen we have a bug: last turn I bombarded an enemy planet down to 0 shields, 0 defence and it had 4.00 ground troops.
This turn there was a null combat (no shots fired) and the planet now has 1 shields, 1 defence and 7.00 troops despite me having armed ships in orbit. My troop ships have arrived and I am expecting to invade with 6 troops, but I can't because of this bug.
(By which I mean that the invasion button is not there because of the shields and defence, regardless of how many troops I have.)
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 2024-03-15.b3de094.
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 2024-03-15.b3de094.
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Re: Multiplayer slow game server
Not quite - the planet has 1 defence as well as 1 shields. Very odd indeed.o01eg wrote: ↑Wed Jul 10, 2019 7:08 am I suppose it is a https://github.com/freeorion/freeorion/issues/2488
Re: Multiplayer slow game server
The planet has defence 1 on every turn? Then combat would be triggering every turn and you would have no problem at all.
I assume it has defence 1 only on odd turns, and you can invade it on even turns.
Re: Multiplayer slow game server
I am not sure how the pattern actually looks in the game. So an informed guess as effect application happens after combat:
- Last turn on client: fleet will arrive next turn, defenses are non-zero
- Last Turn on server: defenses were non-zero, there was combat, defenses got knocked down to zero
- This turn on client: defenses are zero
- This turn on server: defenses were zero, no combat happens. effect application grows defenses to one
- Current turn on client: defenses are one
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Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Multiplayer slow game server
That's what I think is happening.Ophiuchus wrote: ↑Wed Jul 10, 2019 10:06 amI am not sure how the pattern actually looks in the game. So an informed guess as effect application happens after combat:
- Last turn on client: fleet will arrive next turn, defenses are non-zero
- Last Turn on server: defenses were non-zero, there was combat, defenses got knocked down to zero
- This turn on client: defenses are zero
- This turn on server: defenses were zero, no combat happens. effect application grows defenses to one
- Current turn on client: defenses are one
Re: Multiplayer slow game server
Well, whatever's happening, it's a game-changer for me. Invading this turn would have been successful, but the extra ground troops arising from the turn without combat mean that next turn I won't have enough troops.
(Am I right that ground troops still don't grow when a planet is under siege? They didn't used to, but maybe this has been changed and they do now?)
(Am I right that ground troops still don't grow when a planet is under siege? They didn't used to, but maybe this has been changed and they do now?)
Re: Multiplayer slow game server
Well, until fix is merged, we'll have to live with it. The workaround is to program your troops to arrive at same time or two turns after your armed fleet.Magnate wrote: ↑Wed Jul 10, 2019 5:49 pm Well, whatever's happening, it's a game-changer for me. Invading this turn would have been successful, but the extra ground troops arising from the turn without combat mean that next turn I won't have enough troops.
(Am I right that ground troops still don't grow when a planet is under siege? They didn't used to, but maybe this has been changed and they do now?)
It's an old bug now, several months back, but you don't use to find it on regular games with more systems per player because it does not happen once the planet owner researches Planetary Defence Regeneration.
Re: Multiplayer slow game server
I'm sorry, I would have played the entire game differently if I had known about this bug. I don't mind only being able to invade on alternate turns, but I do mind the ground troops increasing on the turns in between. His ground troops are increasing faster than I can build troop ships (thanks to defence focus) so I can never take the planet. That's not a tolerable bug.
Thanks for the game, I look forward to the next one. If anyone wants to take over from me, I'm happy for them to do so.
Thanks for the game, I look forward to the next one. If anyone wants to take over from me, I'm happy for them to do so.