Tenth game on the multiplayer slow game server

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How big alliance will be allowed to win the game?

Poll ended at Thu Apr 30, 2020 6:22 pm

1
4
31%
2
4
31%
3
3
23%
4
1
8%
5
1
8%
 
Total votes: 13

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Oberlus
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Re: Tenth game on the multiplayer slow game server

#91 Post by Oberlus »

ThinkSome wrote: Mon May 18, 2020 7:26 pm Nooo what about Hyperant?? You can't just leave him there like that.
Well, it's free diplomacy game. He can ally with many others.

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Hyperant
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Re: Tenth game on the multiplayer slow game server

#92 Post by Hyperant »

Dissolution


Interstellar News Corporation



Yesterday, word has spread throughout the galaxy that our closest economic and military partner, the Machine Empire, has undergone a violent and devastating coup against the central government. Anti-governmental forces have launched a devastating strike against the capital, resulting in heavy fighting that has resulted in the widespread destruction of the capital as well as the fleeing of many high level officials, including the emperor himself who is now living in exile within our borders.

Details are still flooding in, but it is likely that the coup was launched by many disgruntled persons within military and civilian factions, angry at the government for its many lapses in carrying out orders as well as what they saw as general incompetence.

The former emperor has appealed to the high command in other to help restore order to the now civil war stricken region. This serves as a significant opportunity that must not be seized by other foreign realms. Consequently, a peacekeeping mission codenamed Operation Enduring Strength is being drafted as we speak, which will seek to bring peace and stability to the region, under a stronger central authority that will seek to ensure that further instability will not flare up again, lest there be several consequences.
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o01eg
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Re: Tenth game on the multiplayer slow game server

#93 Post by o01eg »

The server updated to 2020-05-19.33c09b6 + 574cada.

Zipped default content: default-exobots-everywhere-3.zip.
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Voker57
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Re: Tenth game on the multiplayer slow game server

#94 Post by Voker57 »

Hyperant, are you still able to play?
Team S.M.A.C.: destroying dreams of multiplayer 4x since 2017.

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Oberlus
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Re: Tenth game on the multiplayer slow game server

#95 Post by Oberlus »

Voker57 wrote: Wed May 20, 2020 9:11 am Hyperant, are you still able to play?
He doesn't read forum often. Send him a PM and he will receive an email (unless he changed that in forum settings).

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swaq
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Re: Tenth game on the multiplayer slow game server

#96 Post by swaq »

o01eg wrote: Wed May 20, 2020 6:43 am The server updated to 2020-05-19.33c09b6 + 574cada.

Zipped default content: default-exobots-everywhere-3.zip.
RIP Quantum Networking........

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Voker57
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Re: Tenth game on the multiplayer slow game server

#97 Post by Voker57 »

I propose to start kicking players for missing the turn deadline twice.
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o01eg
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Re: Tenth game on the multiplayer slow game server

#98 Post by o01eg »

Voker57 wrote: Wed May 20, 2020 1:58 pm I propose to start kicking players for missing the turn deadline twice.
There no support for moderator to eliminate empire yet.
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Querens
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Re: Tenth game on the multiplayer slow game server

#99 Post by Querens »

Voker57 wrote: Wed May 20, 2020 1:58 pm I propose to start kicking players for missing the turn deadline twice.
Yay. This game turns into a circus on a horse power

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Oberlus
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Re: Tenth game on the multiplayer slow game server

#100 Post by Oberlus »

Querens wrote: Wed May 20, 2020 2:23 pm
Voker57 wrote: Wed May 20, 2020 1:58 pm I propose to start kicking players for missing the turn deadline twice.
Yay. This game turns into a circus on a horse power
If we are really upset for having to wait more than expected, and we expect more than 3 turns a day, then we can not accept games with players that can only connect in single and small fraction of daytime that does not overlap with the available time of all the other players (like someone that can only play in his evenings after work and for a short time, and that is when other players are sleeping, resulting in one turn per day).

To mitigate this without needing any extra implementation or amendment in the server, nor a questionary for new players to reject those with incompatible time schedules, we could lower deadlines to 13 hours. Players would be "forced" to connect twice a day in different timings, and the maximum number of turns you could lose in a single 24h perioud would be 2.

But such rule will eventually strike many of us (trip, connection problems, outdoor plans, etc.), and will lower the available players.
Depending on the server admin to pause the clock each time someone needs more than 13 hours is an annoying burden to o01eg (or it would be for me), and we also want an implementation that is independent of the server admin, only dependent on the players involved in the game.

I propose (already did, dunno where, so I mention it here again) to implement a "need more time" button that when pressed adds an extra turn-period to the clock (if playing a 13-hours turns, then it would add +13 h to deadline) and add a counter for each player with the maximum number N of times a week the button can be pressed, with that counter recharging by one (up to the maximum) every week/N hours. Example, if maximum is 2, every 3.5 days the counter would get +1.

Should we start a thread to discuss this kind of measures to make a final proposal and open an feature request on github or is this fuss about the slowness of current game not that important?
I certainly would like to have such kind of measures, because I don't trust human nature and I know for certain that certain people can choose to not connect and play her/his turn for whatever reason when they don't perceive the need to, but that will be able to play their turns in a timely fashion without any real damage to their daily life when they have a reason stronger than not letting some histerical frustrate their gaming expectations.

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Hyperant
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Re: Tenth game on the multiplayer slow game server

#101 Post by Hyperant »

The Great Downturn


Interstellar News Corporation



Financial analysts and experts are still trying to determine what is currently ongoing, but whatever happened is having major implications on the state of our economy.

Over the past few weeks, the Supreme League's GDP and productivity has begun a rapid decline from an all high figure. As of today, GDP has crashed by over 17%, with no leveling off in sight. The high military command has since then implemented several drastic economical and fiscal changes, but it is unlikely that the GDP will recover for months or even years to come. Once again, the source of the rapid and sudden decline is currently unknown at this time.

Consequently, there is without a doubt that civil unrest will flare up again. Hence, strict curfews are placed along with the banning of mass gatherings. A violent revolution at this time is the last thing the State desires.
Monarch of the following realms:
-Lumin Federation
-Gamma Republic
-Holy Commune
-Supreme League
-Frost Syndicate

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Oberlus
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Re: Tenth game on the multiplayer slow game server

#102 Post by Oberlus »

Hyperant wrote: Wed May 20, 2020 10:10 pm the source of the rapid and sudden decline is currently unknown at this time.
Just in case: New patch to nerf pop-based bonuses was merged last week. Check out this for the new figures (also updated in the pedia and tech descriptions).

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Hyperant
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Re: Tenth game on the multiplayer slow game server

#103 Post by Hyperant »

Oberlus wrote: Wed May 20, 2020 10:30 pm
Hyperant wrote: Wed May 20, 2020 10:10 pm the source of the rapid and sudden decline is currently unknown at this time.
Just in case: New patch to nerf pop-based bonuses was merged last week. Check out this for the new figures (also updated in the pedia and tech descriptions).
Yeah i figured, but the denizens don't know of any higher being, yet
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-Gamma Republic
-Holy Commune
-Supreme League
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Voker57
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Re: Tenth game on the multiplayer slow game server

#104 Post by Voker57 »

The Daily Gormoshk, Cycle 30


Belzagor crisis

Peaceful Chato colonists of Belzagor watched in horror as Swaq warship showed up on their outpost sensors. The planet, while close to Cray supply, was considered Voker57 as his fair territory, as it fell firmly in his supply links and colonists were already dreaming big cities under Belzagor's nutritious blue light.

Emergency quantum-link meeting was called, including representatives from Swaq, Voker57, Oberlus and Querens. Even despite Swaq seemingly commited to violent actions, eventually the gripes were figured out. Oberlus and Swaq's allied empires felt threatened by growing Chato population, gleaned through mischievous scouts, Belzagor colony apparently placed too close to Swaq homeworld and further fearing the remnants of Magnate's fallen empire joining Chato empire.

After heated discussion, the representatives agreed on the status of Magnate's lost colonies: they should be declared demilitarized zone. Ultimatum was sent to the galaxy, especially Hyperant:

Immediately withdraw the military ships from all Magnate planets. Violating the dead worlds will give all empires the rights to attack the perpetrator.

Signed:

Oberlus
Querens
Voker57
danyspin97


Other leaders are also welcome to join the Ultimatum and swear to enforce it.
Last edited by Voker57 on Wed May 20, 2020 11:24 pm, edited 1 time in total.
Team S.M.A.C.: destroying dreams of multiplayer 4x since 2017.

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Voker57
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Re: Tenth game on the multiplayer slow game server

#105 Post by Voker57 »

The Daily Gormoshk, Cycle 30: Extra!


Belzagor hostilities escalate

Despite the attempted negotiation, Swaq empire denied all diplomacy attempts and proceeded to violate Chato space with the warship. A state of war with Swaq has been declared by Voker57. The Chato empire stands ready to defeat the aggressors and still willing to negotiate a proper border and enforce the Magnate ultimatum.

All political powers are warned of swaq's unpredictable behavior and welcomed to join Chato in bringing Cray to justice.
Team S.M.A.C.: destroying dreams of multiplayer 4x since 2017.

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