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qzjul

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Sep 29th 2018, 14:10:13

Sorry about the instability the last bit, I was testing for the move, and it broke; move went better though!
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qzjul

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Sep 24th 2018, 14:07:48

34
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qzjul

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Sep 24th 2018, 14:07:08

(Clarification: I found the errant code, but I don't know how it wasn't breaking before? Unless the bots literally just were still running since we changed it 6 months ago, which is entirely possible I suppose)
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qzjul

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Sep 24th 2018, 14:06:23

Should all be working. Not sure how that brokenness happened exactly.
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qzjul

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Sep 24th 2018, 14:05:41

Well, i hope it won't happen again, this was supposed to be a flawless test-restart =/

But, I think I've fixed most of the things that break when I restart now. LXC was upgraded some time in the last year, and broke all my legacy stuff
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qzjul

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Sep 24th 2018, 14:04:29

fixed?
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Sep 24th 2018, 14:00:46

fixed i think
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qzjul

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Sep 7th 2018, 5:41:18

sup
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Jul 25th 2018, 3:56:17

Originally posted by LittleItaly:
Originally posted by drkprinc:
you are just noticing this now, QZ made another change in an active set fluffing everything again.


I recommend changing your mentality on this game from Stable to Beta status so that you are never disappointed when the game breaks or gains new features during a reset.


It's metastable!
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qzjul

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Jul 24th 2018, 2:35:56

Autobuy is 500 in alliance
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qzjul

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Jul 24th 2018, 2:27:39

Adjusted.
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qzjul

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Jul 23rd 2018, 19:47:02

Heh fair. I'll look later tonight hopefully.
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Jul 23rd 2018, 19:42:42

Originally posted by galleri:
Hey marshal...I have sent you a message about you know what. It is qzjul's site and he is the one that has added me, but you keep removing me...and I also don't appreciate the fact that you changed my nic. I have also sent qzjul a message on irc about this.


You did? o.O I'll have to check
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qzjul

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Jul 23rd 2018, 15:58:00

Originally posted by Celphi:
The only explanation I can think of is he runs a cron job at the top of every hour to award users for their forum posts., but the message probably appear immediately.


I think it's something like this. It's done in a timed routine that deals with database stuff.
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qzjul

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Jul 23rd 2018, 15:56:02

I keep forgetting about it, because it seems kindof minor. But I definitely looked at it recently. Hopefully I'll put something in next time i push.
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Jul 23rd 2018, 15:54:44

Originally posted by Gerdler:
indy bots defence fluctuates based on the market prices while cashers and farmers and techers have a dpa criteria. the dpa criterias were the same for those three bot types before but now they are way higher.

because the bots added like 1.2 Bil NW in troops tanks and turrets the past days ofc its going to cause havoc on the market and for those bots economies...

I don't mind having an exponetial growth of DPA just the exponent should be 1.0x and certainly not 3 lol... 3000^3 is a really big number.



Ya I put them high because it wasn't working and I was testing. Turns out I'm having difficulty getting them to go that high. The default is what it is using, which is much lower.

I like your "use cash on hand" suggestion though. Just requires a bit more logic and such.
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qzjul

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Jul 23rd 2018, 15:52:20

:-)

Sorry, I set up auto-renew of the certificate, but it doesn't currently auto-restart the webserver to pick up that new cert; I'm hoping that'll be an easy fix at some point here
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qzjul

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Jul 19th 2018, 18:32:10

lol
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Jul 19th 2018, 3:53:47

I may have increased the DPA targets for the bots...
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Jul 19th 2018, 3:52:27

I think a different ratio of bots perhaps, and making them grab each other....

More dynamic dpa target for sure though, increase def as they get hit, or something, and with cash on hand.
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qzjul

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Jul 10th 2018, 20:31:15

Originally posted by Marshal:
needs to click every line away by hitting main menu and at midpoint of set its alot news since everybody is spying bots and bots allies and if has to look back something that happened week ago has to reclick again every line away after seeing what wanted.

worse in FFA than in alliance.


Really?? o.O That's crazy. I'm pretty sure it doesn't do that for me?
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qzjul

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Jul 10th 2018, 17:39:20

I think I have an idea of where that might have broken. I'll try to keep it in mind for my next foray into the code.
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qzjul

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Jul 10th 2018, 17:38:14

Did I not fix this? I could have sworn I fixed it last month. Maybe I didn't push the change live. I'll check in a bit.
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qzjul

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Jul 10th 2018, 17:36:24

Does it not? I kinda thought it did. How does it work now?
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qzjul

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Jul 10th 2018, 17:35:34

I have a few ideas for tweaks to bots; I think bots should follow market demand though. I don't see why mins or max's should be put in place.

There could be better goal management though, I'll give you that.

Stockpiling is something I was starting to develop, it's significantly more tricky than you'd think though.... seems obvious but it's actually kindof a complicated situation.

Also, I'd like to point out that anybody can contribute to the bot scripts. Give me a pull request and I'll check it out!
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qzjul

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Jun 18th 2018, 18:28:54

LCN <3

Remember dealing with you guys in RED back as far as 2001, always had a soft spot! May you be 11th forever! haha
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qzjul

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May 30th 2018, 4:57:54

should be for all i think
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May 29th 2018, 23:12:34

Fixed i think.
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May 22nd 2018, 17:47:17

So I just went through the code in detail, I don't think we changed anything, but I might have changed a DB column type, sooo I'll have to experiment a bit at home later. Doesn't look like any code changes happened though, and it *looks* reasonable...
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qzjul

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May 21st 2018, 20:39:59

I feel like this would unbalance the game a lot, no?
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May 17th 2018, 23:16:22

right, this.

I'll look
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May 14th 2018, 21:01:06

Originally posted by Celphi:
So question...

Why do ICs produce the same # of units for troops / turrets / jets but different for tanks?

Shouldn't they produce more troops than jets / turrets?


Because each of troops, turrets, jets are valued "2" if you tally their off & def power. Tanks are not.

Mehul's logic anyway, methinks.
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qzjul

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May 14th 2018, 21:00:00

uh

there shouldn't be?

not sure though
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May 11th 2018, 18:00:18

'01 for me!
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May 2nd 2018, 20:53:30

Originally posted by Gerdler:
Make it like every turn you lose 1% readiness if you dont have oil instead of gaining 3%? I dont think oil shortage should cause 3% of military to leave and your PCI to drop. some other mechanism.

But I do like the idea a lot



Boost readiness with oil is kindof an interesting idea.
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qzjul

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May 2nd 2018, 20:52:21

Originally posted by Teaspoon:
Not enough volume of oil moves on a lot of games to fix I suggest taking a a small% of the money that each country loses each turn that goes into oblivion maybe like 10% and make an equivalent amount that would need to be supplied by oil consumption.

Probably about 1 barrel for every $100 of expenses that would have been occurred.

This also then needs oil added at the right price on private market to remove oil glut and give baseline income for oiler.

So if a country had $100,000 per turn expense change that to $90,000 + 100 barrels or $80,000 + 200 barrels. The numbers would need tweaking but it would create a constant need for oil without really effecting to much else by demanding more volume especially when everyone is exploring.

Private market oil sell at $60. Buy at $?



A better solution would be to have bots attack each other.
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qzjul

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May 2nd 2018, 20:51:39

Originally posted by Teaspoon:

1. There is a $x per acre expense cost this is money deleted into oblivion this should be scrapped more cash = inflation and more goods bought off market. Everyone has land everyone benefits equally (yes bigger countries get more $$ but % wise same benefits)

Kindof exists. It costs more to build buildings if you have more land. I don't know what you mean by more goods bought off market though?

Originally posted by Teaspoon:

2. Some of the above could be equally balanced into baseline oil costs effect being a more fluid oil. (ie. Exactly the amount that reduced from expenses transferred to an equivalent oil cost)

huh?

Originally posted by Teaspoon:

3. Could increase food requirement by same mechanism, more food bought and sold.

huh?

Originally posted by Teaspoon:

4. Military expenses are deleted from economy can also be used, a small percentage of $$$ here into equivalent/turn food and or oil will drive demand and stop the stagnating off markets.

huh?

Originally posted by Teaspoon:

5. Private market tweaking has big effects to public market and the economy as a whole if you want to cap tech prices set a max private market price for it could also set a min tech price would be a bit out there but could create a private market for it.

There is a max private market price....
...and a min tech price...

Originally posted by Teaspoon:

6. Private market could change over time to facilitate gave phases. Minimum Military or any good prices could be tied to game clock start rising at around turn 120 peak at turn x then reduce to current. Tied not to players used turns but game global timer. Not so sure about this idea though.


What?
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qzjul

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Apr 30th 2018, 5:35:24

Originally posted by sinistril:
Well, people blame the game because the game is, admittedly, buggy. That said, this one was strange.


What bugs! I see no bugs! =D

A couple display issues perhaps... ;)
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qzjul

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Apr 30th 2018, 5:32:51

Originally posted by cyref:
It saddens me that well into the new alliance set where bots now D ally with each other this attack report bug is still there.
Would be a fun little added strategic bump if we could view that report with the correct Defensive Ally's losses.


Fair. It's on the list. It's just off on a tangent from what I've been looking at.
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qzjul

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Apr 30th 2018, 5:32:09

We could look at re-jiggering bonus points. So many things though!
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Apr 30th 2018, 5:29:57

Originally posted by Celphi:
Plus- I'm sure some players have the bots logging in down to the minute. So having tech hit market before they buy up probably would help your chances.


Can't, it's random.
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qzjul

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Apr 24th 2018, 15:37:50

they're still dumping it
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Apr 23rd 2018, 16:34:57

Oh, so it's off by one? okie
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qzjul

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Apr 21st 2018, 19:13:03

I found the bug! fixed now! any time they teched multiple turns, only the first turn was spread out, the rest ended up being SDI
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qzjul

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Apr 20th 2018, 17:11:02

Originally posted by Jayr:
QZ you're active yet u let mods ruin the game for a select few because of bias? It's not my fault a mod runs fluff countries and gets wrecked


What ARE you talking about?
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qzjul

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Apr 19th 2018, 23:53:58

Originally posted by mrcuban:
I've said this for a while, bots who tag up like an actual GDI bot run tag that retal and also set 'storylines' for the set. Will bring an objective other than just this boring netting or friendly wars...



Ya i like that :)
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qzjul

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Apr 18th 2018, 17:02:20

I need bots to start attacking each other (and players?) and then it'll be fixed
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Apr 15th 2018, 3:44:26

hm.

what is the NW differential...?
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Apr 15th 2018, 3:22:59

Originally posted by Viceroy:
Are you certain they were bots who sent me 2 DA requests within the first 20 seconds of the set? I just thought I had very dedicated friends.

And now I'm sad.


LOL

We need a +1 feature
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qzjul

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Apr 15th 2018, 3:17:44

I think there's 250 bots in alliance. Surprisingly there's a lot people that only play that server, on EACH server! Everytime I look I'm reasonably happy. More would be better of course...
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