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New wish features for multiplayer games

Posted: Sat Dec 16, 2017 5:09 pm
by wieder
Might be nice if there was a setting that would let the game to post the TOP reports (most advanced, most rich...) more often. Currently it's like every 20 turns + some random additional turns. Would be really nice if the reports could come more often on some games. This is of course not that important feature. Just nice.

Another one related to that would be getting the reports at any time. Currently you need to be online at the tc when they are released.

Unrelated to this would be making the actual turn change to happen at a random time. With 23h turns it's a viable strategy to build tc roads something like 10 seconds before the tc making it almost impossible to the defender to react even if the player is online. If it would be possible to have a random range for the tc, this kind of strategies would still exist but they would no longer be that powerful. Even +- 5 minutes could make a real difference.

Re: New wish features for multiplayer games

Posted: Sat Dec 16, 2017 5:27 pm
by Corbeau
wieder wrote:Unrelated to this would be making the actual turn change to happen at a random time. With 23h turns it's a viable strategy to build tc roads something like 10 seconds before the tc making it almost impossible to the defender to react even if the player is online. If it would be possible to have a random range for the tc, this kind of strategies would still exist but they would no longer be that powerful. Even +- 5 minutes could make a real difference.
A slightly different idea that gives the same effect: tie action completion to unitwaittime in a way that the action (build road/irrigate/fortress or "fortify unit") is not completed at TC, but the moment unitwaittime ends. So, for example, if you start building a road 1 hour before TC, the road is being built for that one hour AND additional 9 hours after the TC (the same period when the unit is unable to move due to unitwaittime), and only after those 10 hours have passed, the road is complete and the unit is able to move away.

Re: New wish features for multiplayer games

Posted: Sat Dec 16, 2017 6:50 pm
by wieder
This reminds me of the old idea about workerparalysistime.

With this setting the workers would not complete work if the actual unit (not the nation) can see an enemy unit or city. For example if the workerparalysistime would be 10h and the player would start building a road 9h before the TC, the road would not be completed at the next TC no matter how promoted the worker/engineer is or how many units are used to build the road.

This would remove one of the biggest problems with the TC actions. Building stuff just seconds before the TC. The problem is currently partially fixed with unitwaittime, restrictinfra and with fort requiring pre-forts and pre-forts not changing the ownership of the land. Not a full fix but then again almost nothing really is.

Re: New wish features for multiplayer games

Posted: Sun Dec 17, 2017 1:58 pm
by Alien Valkyrie
Corbeau wrote:
wieder wrote:Unrelated to this would be making the actual turn change to happen at a random time. With 23h turns it's a viable strategy to build tc roads something like 10 seconds before the tc making it almost impossible to the defender to react even if the player is online. If it would be possible to have a random range for the tc, this kind of strategies would still exist but they would no longer be that powerful. Even +- 5 minutes could make a real difference.
A slightly different idea that gives the same effect: tie action completion to unitwaittime in a way that the action (build road/irrigate/fortress or "fortify unit") is not completed at TC, but the moment unitwaittime ends. So, for example, if you start building a road 1 hour before TC, the road is being built for that one hour AND additional 9 hours after the TC (the same period when the unit is unable to move due to unitwaittime), and only after those 10 hours have passed, the road is complete and the unit is able to move away.
I believe finishing work in the middle of the turn is not a good idea, since it makes the whole workflow a lot more complicated.
wieder wrote:This reminds me of the old idea about workerparalysistime.

With this setting the workers would not complete work if the actual unit (not the nation) can see an enemy unit or city. For example if the workerparalysistime would be 10h and the player would start building a road 9h before the TC, the road would not be completed at the next TC no matter how promoted the worker/engineer is or how many units are used to build the road.
Or, to put it more clearly and avoid corner cases: The work is not completed if at least one unit that entered within workerparalysistime before the TC and that can see a hostle unit or city is necessary to complete the work this TC.

Also, as with first_timeout, workerparalysistime -1 should use unitwaittime.

Re: New wish features for multiplayer games

Posted: Sun Dec 17, 2017 3:03 pm
by Corbeau
On a slightly different note: most problems with TC abuse would be solved if you don't allow fort to claim tile ownership.

Re: New wish features for multiplayer games

Posted: Tue Dec 19, 2017 2:00 am
by dunnoob
wieder wrote:Might be nice if there was a setting that would let the game to post the TOP reports (most advanced, most rich...) more often. Currently it's like every 20 turns + some random additional turns. Would be really nice if the reports could come more often on some games. This is of course not that important feature. Just nice.
+1, actually I think those odd historians are just too odd, and you should get decent rankings and statistics whenever you want them. Maybe limited to nations, where you have an embassy, or something in this direction, e.g., leaked info from your allies if they have an embassy.

Re: New wish features for multiplayer games

Posted: Tue Dec 19, 2017 3:42 pm
by GriffonSpade
dunnoob wrote:
wieder wrote:Might be nice if there was a setting that would let the game to post the TOP reports (most advanced, most rich...) more often. Currently it's like every 20 turns + some random additional turns. Would be really nice if the reports could come more often on some games. This is of course not that important feature. Just nice.
+1, actually I think those odd historians are just too odd, and you should get decent rankings and statistics whenever you want them. Maybe limited to nations, where you have an embassy, or something in this direction, e.g., leaked info from your allies if they have an embassy.
That'd be great. Though, I also note that several of the first ones tend to be rather silly, as almost everyone is identical.

Re: New wish features for multiplayer games

Posted: Wed Dec 20, 2017 12:22 pm
by cazfi
wieder wrote:Another one related to that would be getting the reports at any time. Currently you need to be online at the tc when they are released.
This has been fixed in development versions. I think it's coming in 2.6 already, but can't remember for sure. Reports are shown when one connects during the turn they are released. Report of the current turn is also saved to the savegame, so the reports are shown even after save+server reboot+load.

Re: New wish features for multiplayer games

Posted: Thu Dec 21, 2017 8:33 am
by Ignatus
What about getting reports any time for gold? Actual information has its cost ;-)