Twenty-seventh game on the multiplayer slow game server

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LienRag
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Re: Twenty-seventh game on the multiplayer slow game server

#106 Post by LienRag »

We had stealth scouts in your part of the Galaxy, we hadn't enough in the area to also scout Oberlus and o01eg before much later.

BA : no, everybody is free to talk about the game, but if someone intends to not attack me then I would appreciate for them to be prudent in their public communication, as I would like them to survive a bit longer...

wobbly
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Re: Twenty-seventh game on the multiplayer slow game server

#107 Post by wobbly »

What you can see or not is irrelevant. You play the exact same way every game regardless of the actual situation. I suspect BA and Drkosy were looking at the actual situation a little closer.

o01eg
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Re: Twenty-seventh game on the multiplayer slow game server

#108 Post by o01eg »

The server was updated to 2024-05-24.6c553c9 weekly test build.
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Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-06-12.e0729e0.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm

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LienRag
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Re: Twenty-seventh game on the multiplayer slow game server

#109 Post by LienRag »

BlueAward wrote: Sun May 19, 2024 2:47 pm It is bit science bro heavy lineup, though, isn't it

Yeah, there's basically two phases in this game :
1 - We struggle each in our own corner against wandering monsters
2 - BlueAward wins by Transcendence

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

#110 Post by Oberlus »

LienRag wrote: Sun Jun 02, 2024 12:43 am BlueAward wins by Transcendence
Let's all make a gentleman's pact: we will ignore the server message about victory as if it didn't happen, and keep playing until BA bites the dust.

BlueAward
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Re: Twenty-seventh game on the multiplayer slow game server

#111 Post by BlueAward »

Wow LR you say you're doing so badly that you feel the need to rally people against me? :) or think I am the only competition and want to lay low while others are rallied against me leaving you to grow?

Maybe you've overextended a bit grabbing all those natives, instead of having bigger military, that you struggle with all those monsters that would roam the great outdoors, rather than what you claim to be "your" territory

You've got best starting species in this lineup imho and some natives you grabbed are *chef's kiss*, too, so yeah...

To be fair though, low monster setting is perhaps better suited to this galaxy style, so the core region grabbed earlier than later is more of a reward than punishment from overextension, and earlier clashes with people instead of monsters were possible.

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

#112 Post by Oberlus »

o01eg wrote: Thu May 30, 2024 4:32 pm.
Today I didn't get the "you are last to play" notification.
I'm telling just in case it is because of some depleted quota or whatever.

Edit: but I got the following notification.
My boss just received an email from me from last friday, with my address changed, @sinkhole.paloaltonetworks.com. What the fork?

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LienRag
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Re: Twenty-seventh game on the multiplayer slow game server

#113 Post by LienRag »

Wandering monsters can morph in systems in which they are engaged in combat ?
I thought that the code for their morphing prevented that ?
(don't remember exactly where it is, though)

BlueAward
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Re: Twenty-seventh game on the multiplayer slow game server

#114 Post by BlueAward »

Oberlus wrote: Mon Jun 03, 2024 3:19 pm
o01eg wrote: Thu May 30, 2024 4:32 pm.
Edit: but I got the following notification.
My boss just received an email from me from last friday, with my address changed, @sinkhole.paloaltonetworks.com. What the fork?
Some threat prevention kicked in: https://docs.paloaltonetworks.com/pan-o ... sinkholing

Better take it up with your IT? (assuming you have any)

BlueAward
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Re: Twenty-seventh game on the multiplayer slow game server

#115 Post by BlueAward »

LienRag wrote: Tue Jun 04, 2024 1:38 pm Wandering monsters can morph in systems in which they are engaged in combat ?
I thought that the code for their morphing prevented that ?
(don't remember exactly where it is, though)
Scripting for example for SH_KRAKEN_2_BODY has condition Turn low = max(60, LocalCandidate.LastTurnActiveInBattle + 1) which I understand means it should be a turn since last battle. But dunno maybe the value for that is taken from start of turn, not current, which could mean they can morph on the same turn as battle if they just arrived?

Otherwise they can morph in the same system they had battled in, no problem, your wording isn't precise (it's about last turn of battle, not what system they were in)

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LienRag
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Re: Twenty-seventh game on the multiplayer slow game server

#116 Post by LienRag »

Well, my strategy in the game was counting that if I force monsters to fight in many systems, I can deny them to morph in more dangerous forms.
It seems to be failing, and I don't really understand why.


Also, what are the blockade rules for ships created the turn a monster arrives ?
If the monster is holding around the planet, new ships are blockaded, but if the monster just arrives on the planet, does it blockade new ships ?

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

#117 Post by Oberlus »

LienRag wrote: Tue Jun 04, 2024 3:12 pm I force monsters to fight in many systems
What does that mean?

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LienRag
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Re: Twenty-seventh game on the multiplayer slow game server

#118 Post by LienRag »

It means, for example, that every time a Small Juggernaut gets into a system with an Asteroid Field, I force it to fight so it doesn't morph.

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

#119 Post by Oberlus »

Maybe the condition does not take combat into account? If that is so, you should not combat them (because that blockades them in that system, keeping them there for longer, increasing the chances of growth).

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

#120 Post by Ophiuchus »

Oberlus wrote: Tue Jun 04, 2024 6:38 pm Maybe the condition does not take combat into account? If that is so, you should not combat them (because that blockades them in that system, keeping them there for longer, increasing the chances of growth).
it should (or is intended to) take combat into account: Turn low = max(30, Source.LastTurnActiveInBattle + 1)
maybe the +1 should be a +2 if this does not work
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