Twenty-sixth game on the multiplayer slow game server

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Oberlus
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Re: Twenty-sixth game on the multiplayer slow game server

#91 Post by Oberlus »

BlueAward wrote: Fri Nov 17, 2023 12:11 pm Could we still try setting HS_MAX_JUMP_DISTANCE_LIMIT to something like at least 15, despite detractors? Please?
Yeah, why not.
I thought it was already set at 20, but it is at 10.

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Re: Twenty-sixth game on the multiplayer slow game server

#92 Post by BlueAward »

Oberlus wrote: Fri Nov 17, 2023 12:30 pm
BlueAward wrote: Fri Nov 17, 2023 12:11 pm Could we still try setting HS_MAX_JUMP_DISTANCE_LIMIT to something like at least 15, despite detractors? Please?
Yeah, why not.
I thought it was already set at 20, but it is at 10.
Ah, ok. Yeah we've discussed this and made some tests and it sounded promising, but we never actually changed it for any actual game, never mind making the change official

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Re: Twenty-sixth game on the multiplayer slow game server

#93 Post by o01eg »

BlueAward wrote: Fri Nov 17, 2023 12:11 pm
o01eg wrote: Mon Nov 06, 2023 5:27 am
BlueAward wrote: Sun Nov 05, 2023 6:50 pm

Is that about HS_MAX_JUMP_DISTANCE_LIMIT and HS_MIN_DISTANCE_PRIORITY_LIMIT universe generator options?
Could we still try setting HS_MAX_JUMP_DISTANCE_LIMIT to something like at least 15, despite detractors? Please? Sure that's anecdotal but with default setting of 10 I see the distances between capitals ending up about 11-12 jumps, while with 20 it ends up more like 13-14 in our case (6 players, 55 systems per players? Or is it different per player, I inferred that from test game)
It was set to 20 https://github.com/o01eg/freeorion/blob ... ons.py#L50
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Re: Twenty-sixth game on the multiplayer slow game server

#94 Post by BlueAward »

o01eg wrote: Fri Nov 17, 2023 1:38 pm
BlueAward wrote: Fri Nov 17, 2023 12:11 pm
o01eg wrote: Mon Nov 06, 2023 5:27 am
Could we still try setting HS_MAX_JUMP_DISTANCE_LIMIT to something like at least 15, despite detractors? Please? Sure that's anecdotal but with default setting of 10 I see the distances between capitals ending up about 11-12 jumps, while with 20 it ends up more like 13-14 in our case (6 players, 55 systems per players? Or is it different per player, I inferred that from test game)
It was set to 20 https://github.com/o01eg/freeorion/blob ... ons.py#L50
Awesome! I didn't know/look for your stash/branch of settings for MP26, and didn't check the distances in test game. You didn't confirm you'd changed that for MP26, so I was working off what's on main. Thank you for setting it up like so!

Oh and I see your other settings from that branch and confirm my calc of 55 systems per player, cool

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Re: Twenty-sixth game on the multiplayer slow game server

#95 Post by LienRag »

Is it possible to set the Transcendence victory factor back to 1 ?
On a cluster Galaxy it's very easy to defend, and I'm tired of BlueAward winning by Transcendence...
Imho Transcendence victory should be a way to break stalemates, not something that should be aimed from the start.

Also, I'm playing the SP test game that BA suggested, and I'm at turn 320 and I see the Experimentor Zero unit but have yet to notice a single Black Kraken (or other monster).

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Re: Twenty-sixth game on the multiplayer slow game server

#96 Post by o01eg »

LienRag wrote: Fri Nov 17, 2023 4:26 pm Is it possible to set the Transcendence victory factor back to 1 ?
On a cluster Galaxy it's very easy to defend, and I'm tired of BlueAward winning by Transcendence...
Yes, I can rise up Transcendence cost back to 1.

Should I change cluster to something other?
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Re: Twenty-sixth game on the multiplayer slow game server

#97 Post by drkosy »

Yes, I can rise up Transcendence cost back to 1.
That's fine for me. But I don't mind if BlueAward winning with Transcendence because he is in my team :)
Should I change cluster to something other?
For me, cluster is fine
Want some fresh experience? Try Kosymod

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Re: Twenty-sixth game on the multiplayer slow game server

#98 Post by LienRag »

o01eg wrote: Fri Nov 17, 2023 4:35 pm Should I change cluster to something other?
I'm not sure that for later games Cluster will be an interesting shape, but let's try it for this one.
Cluster is particularly unfair when playing without teams, so it's better to try it now than later.
Also, we made our choices with the information we had about the game settings.

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Re: Twenty-sixth game on the multiplayer slow game server

#99 Post by LienRag »

LienRag wrote: Fri Nov 17, 2023 4:26 pm Also, I'm playing the SP test game that BA suggested, and I'm at turn 320 and I see the Experimentor Zero unit but have yet to notice a single Black Kraken (or other monster).
OK, on turn 331 the Black Krakens started spawning...

I take it that on this MP game there will be no Experimentators ?

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Re: Twenty-sixth game on the multiplayer slow game server

#100 Post by BlueAward »

LienRag wrote: Fri Nov 17, 2023 7:08 pm
LienRag wrote: Fri Nov 17, 2023 4:26 pm Also, I'm playing the SP test game that BA suggested, and I'm at turn 320 and I see the Experimentor Zero unit but have yet to notice a single Black Kraken (or other monster).
OK, on turn 331 the Black Krakens started spawning...

I take it that on this MP game there will be no Experimentators ?
Actual spawn start turn is not the exact setting at game start, it gets modified by galaxy density, max ai aggression setting, size... It's calculated in https://github.com/freeorion/freeorion/ ... T.focs.txt

Our MP game will have them disabled per settings o01eg shared

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Re: Twenty-sixth game on the multiplayer slow game server

#101 Post by BlueAward »

Was there anything in particular we wanted from recent build? Maybe start as is and then update straight to 21st of November build? Skipping 14th?

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Re: Twenty-sixth game on the multiplayer slow game server

#102 Post by o01eg »

Snap was updated. Started last test game with build 2023-11-14.0c4f49b.
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Re: Twenty-sixth game on the multiplayer slow game server

#103 Post by o01eg »

I'll start actual game soon.
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Re: Twenty-sixth game on the multiplayer slow game server

#104 Post by LienRag »

What is the setting for Monsters holding in-system ?

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Re: Twenty-sixth game on the multiplayer slow game server

#105 Post by o01eg »

LienRag wrote: Sun Nov 19, 2023 3:28 pm What is the setting for Monsters holding in-system ?
It's the "Wandering monsters ocassionally stop insystem" game rule. Was it unneeded challenge even with Low monster settings?
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