Multiplayer Tournament September 2022 (Fluid's)

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RSE_Chris
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Multiplayer Tournament September 2022 (Fluid's)

Post by RSE_Chris »

Minimum players required: 8. The first 8 will be offered a place – any subsequent entries will be placed on a reserve list pending withdrawals. If 12 entries are reached, all 12 will be offered a place.

Games can commence on the 23rd September, as soon as the tournament groups are posted. The first round must be completed within 3 weeks from 26th September.

Tournament winner on Discord will be awarded the unique Champion Standing title.

Rules:

-Games will be played using Fluid’s Multiplayer Mod.
-Borg and random events must be turned off.
-Some players will be seeded based on multiplayer performance to balance out initial brackets, and all will be randomised.
-Player in top part of a bracket chooses game settings (tech, map size, minors and difficulty).
-Player in bottom part of a bracket chooses first race.
-Each round should be completed within 2 weeks maximum.
-If a player cannot complete their game in time, victory goes to their opposition.

May you bring glory to you and your house!

Report below, or on the Discord group: https://discord.gg/x2QvyHvF77

Competitors:

RSE_Chris (seeded)
Broly (via Discord)
RSE_Dissy (via Discord) (seeded)
Ellis Dee (via Discord)
tim.heaer (via Discord) (seeded)
Kimino (via Discord)
kevnoir (via Discord)
Chronos (via Discord)

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Last edited by RSE_Chris on Wed Sep 28, 2022 9:40 am, edited 14 times in total.
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Re: Multiplayer Tournament October 2022 (Fluid's)

Post by RSE_Chris »

The minimum player requirement has now been met. Any additional sign-ups will be placed on the reserve list, and for every 4 extra reservists they will be assigned a place in the tournament to enable balanced groups. There are still 4 weeks left, so if you wish to have the chance at competing then do continue to put your names down. Thank you.
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Spocks-cuddly-tribble
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Re: Multiplayer Tournament October 2022 (Fluid's)

Post by Spocks-cuddly-tribble »

Good luck everyone!

Don't forget lower difficulty level increases the intel attack frequency (unless Fluid fixed that bias).
So if you are higher seeded player and know that your opponent dislikes playing as card/rom but prefers klingons/feds...:twisted:

---

If I may, an OT questions about sync errors (my last multiplayer lies almost 20 years in the past).

By default Borg-Off doesn't work for multiplayer games (and is pointless without random events anyway).
Can different borg on/off settings of host vs joining players trigger sync errors?

Same question wrt different random events settings of host vs joining players (cf. options menu)?

I'm asking in order to make sure (for modding reasons) what parts of the turn process subroutine are for host only or shared with clients.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Multiplayer Tournament October 2022 (Fluid's)

Post by RSE_Chris »

Spocks-cuddly-tribble wrote: Sun Sep 11, 2022 6:53 pm Good luck everyone!

Don't forget lower difficulty level increases the intel attack frequency (unless Fluid fixed that bias).
So if you are higher seeded player and know that your opponent dislikes playing as card/rom but prefers klingons/feds...:twisted:

---

If I may, an OT questions about sync errors (my last multiplayer lies almost 20 years in the past).

By default Borg-Off doesn't work for multiplayer games (and is pointless without random events anyway).
Can different borg on/off settings of host vs joining players trigger sync errors?

Same question wrt different random events settings of host vs joining players (cf. options menu)?

I'm asking in order to make sure (for modding reasons) what parts of the turn process subroutine are for host only or shared with clients.
As far as I'm aware, the host's random events settings dictate the settings of those who are joining. But, whether or not a joiner having an opposing random events setting in their options screen causes sync errors - I do not know, and have never thought about it. Although, I would imagine such a sync error would manifest immediately, and that is not something that I've witnessed happening often. This only appears to happen when players have different game versions installed.
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Spocks-cuddly-tribble
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Re: Multiplayer Tournament October 2022 (Fluid's)

Post by Spocks-cuddly-tribble »

RSE_Chris wrote: Mon Sep 12, 2022 4:20 pmI would imagine such a sync error would manifest immediately
No, code for random events is delayed depending on the difficulty level. Level 1-5 disabled for turns: 45 / 35 / 30 / 20 / 10 (monster even longer)
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Multiplayer Tournament October 2022 (Fluid's)

Post by thunderchero »

I did some testing,

host; borg and random OFF
joining; borg and random ON

Joining players stbof.ini never changed (remained ON)

but as a note, when joining player goes to options page random line was darkened out and not selectable.

so to be safe both player should check stbof.ini to confirm both player match.
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Re: Multiplayer Tournament October 2022 (Fluid's)

Post by Spocks-cuddly-tribble »

thunderchero wrote: Mon Sep 12, 2022 11:08 pmwhen joining player goes to options page random line was darkened out and not selectable.
This should prevent sync errors (for random events it's about gameinfo/savegame only, not stbof.ini).

As told, borg off is by default ignored in multiplayer (strange special codes). So only new borg patches could trigger deviation issues due to borg ini.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Multiplayer Tournament October 2022 (Fluid's)

Post by Flocke »

While it would be more than silly when they forgot about transferring the main game settings, it is easy to test since many random events raise a message box. So when on client or host a random event message box shows up where it is not meant to, or when it is missing while it should show up, it is clear there is a bug.

Further, even though many random events might not result in sync errors immediately, others very likely do (the turn after the event comes to effect or very soon thereafter).
And by the many games that have been played, someone would have noticed before for sure.

Bugs to expect are rather of the kind that it is transferred, but in some subroutine they accidentally dismiss those settings but instead read the local stbof.ini settings anyhow. Chance for such a bug however is low since there must be a central routine that dices on the random events to not raise a multitude of them. So there is a central check on the settings to expect and not multiple subroutines with individual checks.

A nice hypothetical matter, but unless there is experimental evidence or some bugged code findings, I'd not care much on it.
Actually you best make sure to always have the random events setting different, cause if there'd really be a bug, it is very likely that after the first two games you give up on it since there were too many sync errors. :lol:

Oh and guess why it is stored with the save game "gameinfo". I'd say just like the tactical timer and such, it's been specifically implemented so for multiplayer synchronization. And the timer is dictated by the host for sure. ;)
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Re: Multiplayer Tournament October 2022 (Fluid's)

Post by Spocks-cuddly-tribble »

All correct and in accordance with above statements. So this case file might be closed.

....unless you enable the borg setting to be used in multiplayer. Borg was a Microprose hotfix, hence isn't handled via gameinfo but just ini.
This would explain the Borg MP exception codes to prevent sync errors when playing with random events.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Multiplayer Tournament October 2022 (Fluid's)

Post by RSE_Chris »

Spocks-cuddly-tribble wrote: Tue Sep 13, 2022 2:09 pm All correct and in accordance with above statements. So this case file might be closed.

....unless you enable the borg setting to be used in multiplayer. Borg was a Microprose hotfix, hence isn't handled via gameinfo but just ini.
This would explain the Borg MP exception codes to prevent sync errors when playing with random events.
Your expertise and Flocke's would be most welcome on the Discord server. It's always good to have modders, and I am sure TC would like the company :razz: . You should consider joining us. :up:
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Re: Multiplayer Tournament September 2022 (Fluid's)

Post by RSE_Chris »

The groups have now been posted following seeding and randomisation, and the tournament can now begin!

Streaming is encouraged, but not compulsory. Use one of the observation lounges if you’d like to stream – if both players of the game are streaming, make sure to use separate lounges so you cannot see each other’s game.

Once you have finished your game, please write a small game summary below or on the Discord group, and the tournament chart will be updated. Post-game screenshots are encouraged.

Please familiarise yourself with the game rules in the original post before you begin.

Good luck, competitors.

Qapla’
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