#1 Re: Longturn.net services » Hidden password length limit » 2022-01-18 15:46:37

Hi! Just checked. The password field has a maximum length of 60 characters and the browser prevents from typing more. The login field, on the other hand, will happily accept any password length.

I'm not sure how to technically fix this. There's a hard limit at 128 characters from Freeciv, so can't allow anything beyond that.

#2 Re: Longturn.net services » Code of Conduct proposal » 2021-06-18 21:11:38

Actually, the example you have posted about feeling insecure posting a mere situational joke is part of the problem that this intended to solve. I trust that if someone would have felt offended, you would have clarified the intent, apologized if needed, and both of you would have moved on. Now imagine posting the same joke in a moderated environment. There, you have no way to know for sure where the moderators draw the line (actually, the multiple lines in different shades of red). Writing rules down, even incomplete ones, helps figuring this out.

So the purpose of this proposal is more to explain where we moderators draw the lines and what happens when you cross them. Calling this a CoC has probably been a mistake. We should rather turn it into an unilateral statement from the moderators, but then community feedback is of course different.

#3 Re: Longturn.net services » Code of Conduct proposal » 2021-06-18 13:10:24

TL;DR  We are playing a game - and it should be fun for all sides. Stay respectful and have a good time and make some friends.

Contributor Covenant Code of Conduct

Our Pledge

We as members, contributors, and leaders pledge to make participation in our community a harassment-free experience for everyone, regardless of age, body size, visible or invisible disability, ethnicity, sex characteristics, gender identity and expression, level of experience, education, socio-economic status, nationality, personal appearance, race, caste, color, religion, or sexual identity and orientation.

We pledge to act and interact in ways that contribute to an open, welcoming, diverse, inclusive, and healthy community.

Our Standards

Examples of behavior that contributes to a positive environment for our community include:

  • Demonstrating empathy and kindness toward other people

  • Being respectful of differing opinions, viewpoints, and experiences

  • Giving and gracefully accepting constructive feedback

  • Accepting responsibility and apologizing to those affected by our mistakes, and learning from the experience

  • Focusing on what is best not just for us as individuals, but for the overall community

Examples of unacceptable behavior include:

  • The use of sexualized language or imagery, and sexual attention or advances of any kind

  • Trolling, insulting or derogatory comments, and personal or political attacks

  • Public or private harassment

  • Publishing others' private information, such as a physical or email address, without their explicit permission

  • Other conduct which could reasonably be considered inappropriate in a professional setting

Enforcement Responsibilities

Community leaders are responsible for clarifying and enforcing our standards of acceptable behavior and will take appropriate and fair corrective action in response to any behavior that they deem inappropriate, threatening, offensive, or harmful.

Community leaders have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to this Code of Conduct, and will communicate reasons for moderation decisions when appropriate.

Scope

This Code of Conduct applies within all community spaces, and also applies when an individual is officially representing the community in public spaces. Examples of representing our community include using an official e-mail address, posting via an official social media account, or acting as an appointed representative at an online or offline event.

Enforcement

Instances of abusive, harassing, or otherwise unacceptable behavior may be reported to the community leaders responsible for enforcement at longturn.net AT gmail.com or privately on Discord. All complaints will be reviewed and investigated promptly and fairly.

All community leaders are obligated to respect the privacy and security of the reporter of any incident.

Enforcement Guidelines

Community leaders will follow these Community Impact Guidelines in determining the consequences for any action they deem in violation of this Code of Conduct:

1. Correction

Community Impact: Use of inappropriate language or other behavior deemed unprofessional or unwelcome in the community.

Consequence: A private, written warning from community leaders, providing clarity around the nature of the violation and an explanation of why the behavior was inappropriate. A public apology may be requested.

2. Warning

Community Impact: A violation through a single incident or series of actions.

Consequence: A warning with consequences for continued behavior. No interaction with the people involved, including unsolicited interaction with those enforcing the Code of Conduct, for a specified period of time. This includes avoiding interactions in community spaces as well as external channels like social media. Violating these terms may lead to a temporary or permanent ban.

3. Temporary Ban

Community Impact: A serious violation of community standards, including sustained inappropriate behavior.

Consequence: A temporary ban from any sort of interaction or public communication with the community for a specified period of time. No public or private interaction with the people involved, including unsolicited interaction with those enforcing the Code of Conduct, is allowed during this period. Violating these terms may lead to a permanent ban.

4. Permanent Ban

Community Impact: Demonstrating a pattern of violation of community standards, including sustained inappropriate behavior,  harassment of an individual, or aggression toward or disparagement of classes of individuals.

Consequence: A permanent ban from any sort of public interaction within the community.

Attribution

This Code of Conduct is adapted from the Contributor Covenant homepage, version 2.0, available at https://www.contributor-covenant.org/ve … nduct.html.

Community Impact Guidelines were inspired by Mozilla's code of conduct enforcement ladder.

For answers to common questions about this code of conduct, see the FAQ at https://www.contributor-covenant.org/faq. Translations are available at https://www.contributor-covenant.org/translations.

Lonturn-specific comment

Games are an important part of the community and this Code of Conduct also applies there. Resolutions may involve altering the game state (e.g. by changing city names or removing a player), though game disruption will be kept as minimal as possible.

#4 Longturn.net services » Code of Conduct proposal » 2021-06-18 13:01:30

louis94
Replies: 5

Dear Longturn players,

Following an in-game incident, we are looking into defining better the expected behavior in and around the LT games. We want everyone to feel safe in LT and this is what is reflected in the Code of conduct that we propose to adopt, Contributor Covenant 2.0, a copy of which is included in the first reply to this thread (you will find translations here). The intent of adopting a Code of Conduct is first and foremost to encourage a respectful environment. Only as a last resort will it be used as a guideline to act upon misbehavior.

Please post comments, objections or suggestions here or on Discord as usual.

Happy playing,
The admins

#5 Re: LT59 » Rule changes from LT53 » 2021-04-07 00:48:53

As per the above request, the following edits have been made:

  • Tech stealing by conquest was restored.

  • The diplchance* settings were set to 60.

  • stee got techs for his latest conquests.

This meant there was some downtime. The timeout should be as usual.

#6 Re: Ruleset analysis and discussion » Diplomats on ships, mid-game changes and ruleset editing » 2021-03-15 01:06:14

I agree that rulesets should be better documented. Unfortunately, this is hard and there will always be incomplete. I think that the documentation should come in two parts: a general intro to Freeciv and game-specific details. One has to be careful that documentation tends to make people use the ruleset as intended by the person writing the docs, while creative use of the rules is often possible.

illkachu wrote:

- The meta-rules of new games should be verified to match what players expect, regarding both the ruleset, and
  mid-game changes. If the intent is that mid-game changes may be made by vote, the meta-rules should say so.
  If the intent is that only sufficiently major problems are subject for mid-game change, the meta-rules should
  say so, and it should be clear who the final arbiter is. The arbiter should be someone who is not playing in
  the game or part of the teams involved.

What do you think of the rules for LT59? The expectation for this game is that the rules are fixed (and closely match Warclient, but it's not part of the rules since the Warclient ruleset is undocumented). Changing the ruleset is made possible but discouraged by a somewhat heavy procedure.

#7 Re: LT57 » Resignation and Congratulations » 2021-03-07 02:24:50

After the very nice write-ups by cgalik and jwrober, and of course Hans' detailed story of the early game, I would like to share some thoughts about the changes to the ruleset with respect to LT51. But let me first share my story of LT57.

The island I was awarded by the map generator was in the center of our team and didn't have the standard two small nearby islands one would expect from the game settings. I ended up settling one small island close to Hans, but this gave me just 20 cities. Several other players on the team had the same issue, and others failed to settle "their" islands in time or lost them early on. With the team behind in land area and not many fronts covered by strong players, our best chance was maybe to set up a strong attack to gain land early on. We failed to plan this and chose to farm instead, relying on the trade boost from Republic to outperform kings on the other team. We farmed for too long and xandr beat us all to Marines; and even knowing that the attack was coming we kept farming. No wonder we couldn't do anything when the attack came! (Ok, we did also take some cities, but looking back these were underpowered skirmishes compared to the general offensive needed to overcome our early game mistakes.)

Ruleset wise, this game had major changes with respect to LT51. The first was the nerfing of Fundamentalism, which from the must-have money mill of LT51 was turned into something much less useful. Except funda, all early mid game governments now have comparable strength and are viable options. ThOverall I think the LT57 ruleset was a nice improvement over LT51. Govs are balancing out and the seas are more interesting than ever. Hat tip to wieder for his work on LTT. Also many thanks to Ilkkachu for the WYSIWYG patch series and everyone who played this game in a fun and very respectful way (almost no RTS in 100 turns!!), from our eternal n00b cgalik to Kevin the best paranoid farmer in town. Special congratulations to panch who did great for his first game at this level.ey also have important limitations that make the race to late mid game govs more crucial. Of those, Democracy still appears to be the most powerful government and Federation was not used. Communism comes too late to be relevant, in order to get it you need to invest into tons of trade multiplier buildings (libraries, unis) that work best in demo anyway.

Apart from fixing Funda, the most important change in this game was probably the much slower tech rate. This made it possible to attack with Knights and Frigates before everyone had Musketeers or with Canons before Riflemen. It also made it much more important to choose the best research strategy, as there is no way one could get the needed tech quickly after an attack (though there were exceptions). I must say I enjoyed the dense fighting at all epochs, something that hadn't taken place in the two previous games. The Knights ended up working relatively well even if they would be OP for a land game; this is probably an example to follow for early game units.

I think that in this game there were several critical moments when one could attack with relatively few losses: Knights, Musketeers/Frigates and Marines. Later in the tech tree Fighters are probably another turning point, and so are Nukes. But with the higher tech costs games will rarely get that far. I would welcome changes to early game units making very early attacks viable. This game also saw more naval battles than there used to be, mostly fought between the two kinds of Caravels. The super-expensive and relatively weak Square-Rigged Caravel attracted sharp comments but was still built in great numbers to fend off pirates. Later ships have enough MP to sail between cities and avoided staying in open sea, so the number of battles decreased. Maybe modern units could progressively gain more fuel while keeping about the same range.

Destroyers are too expensive and are only useful when upgraded from Frigates. They should probably cost 60 shields instead of the current 70 because it's very hard to build a fleet after researching Engineering. Marines could be tuned down to compensate (5/4/3 maybe): they're currently both the best attackers (8A from the sea) and best defenders (5D) of their time.

Another unit change was unwanted: diplomats can establish embassies and investigate cities from the sea. I think investigating cities is good for island games since it makes it less of a gamble to attack with Frigates or Marines. Seaborne ambassadors take away the fun diplomat-and-phalanx-on-mountain game but also make it much easier to establish embassies. Both teams had full intel very quickly, which took some of the uncertainty away. I'm not sure if I liked it or not; this made large scale attacks maybe too predictable, but embassies are fun. One should probably find aim for a middle ground where it's possible to get embassies in island games, but not too easy either. I cannot think of a not-too-artificial way like forcing diplomats to sail on very slow and expensive ships.

Speaking of artificial ways, the trade bonus for occupied cities was both necessary (5% is more than the late game growth rate of 2.5%) and not so fun. The best way of making sure that cities are occupied is to have units capable of taking them. The trade bonus is just a noob trap because it's unusual, not very visible and the client doesn't understand it.

On the buildings side, I think the changes to banks and stocks worked very well. Somehow I was unable to celebrate at 20% lux without entertainers even with stocks and The Corporation. Maybe this was due to my large cities but I wasn't expecting this. Factories giving only +25% production favored city specialization but maybe late game unit costs would have required adjustments. However this was already fixed in LTT.

Overall I think the LT57 ruleset was a nice improvement over LT51. Govs are balancing out and the seas are more interesting than ever. Hat tip to wieder for his work on LTT. Also many thanks to Ilkkachu for the WYSIWYG patch series and everyone who played this game in a fun and very respectful way (almost no RTS in 100 turns!!), from our eternal n00b cgalik to Kevin the best paranoid farmer in town. Special congratulations to panch who did great for his first game at this level.

See you next game!

#8 Re: LeagueA1 » Server crashes: game back up [was: down until further notice] » 2021-03-07 00:07:17

The problem has been fixed (see here for details) and the game resumed from a backup save performed at 04.03.2021-22:23:06 UTC. This was about 40 minutes before TC yesterday.

The timeout has been increased to give everyone a chance to connect. Thank you for your patience.

#9 LeagueA1 » Server crashes: game back up [was: down until further notice] » 2021-03-04 23:24:24

louis94
Replies: 1

The server crashes during TC. This happened yesterday and again today. I will try to reproduce over the week-end and come up with a fix. Until then, the server is down. The turn after the restart will be extended.

Sorry about this,
Louis

#10 Re: LT59 » Actions taken to fix a ruleset bug » 2021-02-17 14:39:38

The edit has been made, which incurred 40 minutes of server downtime. Everything should be back to normal.

#11 Re: LT59 » Actions taken to fix a ruleset bug » 2021-02-15 23:02:06

After some thinking, I came up with another solution that doesn't involve arbitrary reparations. I made a map with only a copy of the affected player's island, and I will let him play his first 25 turns again without the bug, in short turn. I will then copy back to the main map.

I think that this is the most fair fix I can offer.

#12 LT59 » Actions taken to fix a ruleset bug » 2021-02-12 21:47:15

louis94
Replies: 2

Dear players,

Today several bugs in the ruleset was discovered that affected only one player. The effects of the bugs were as follows:

  • Units of the affected player were disbanded automatically when not in a city, with a 10% chance per turn per unit. All workers and all but one explorers were lost, apparently to this issue.

  • Partisans could not appear for the affected player.

The changes can be found on Github.

These issues qualify as a "bug that prevents the game from going on", at least for the affected player. The ruleset was fixed and the game reloaded. In addition, compensatory measures were taken to try and reestablish fairness:

  • All cities of the affected player were bumped by one size. There is evidence that at least one settler had been lost, and likely more.

  • The player was given 150 gold to buy new units (or anything else) with.

I hope that this will be sufficient and not give an unfair advantage. Please comment if you think this compensation was not appropriate.

Cheers,
Louis

#13 LT59 » LT59 has started » 2021-01-20 01:12:58

louis94
Replies: 0

Host: longturn.net
Port: 5059

The first turn is 3*23 hours to make sure that you don't miss it. Don't settle immediately, take your time to find a good spot for your capital and first two cities (tip: place them two tiles from each other and work good trade tiles to maximize science).

Goot luck!

#15 LT59 » The ending conditions and the rules for LT59 » 2021-01-19 03:07:27

louis94
Replies: 1

Finally the rules are up!

Diplomacy is disabled in this game. This means that no allied victory is possible. This doesn't mean that two players can team up to attack someone else, only that they'll eventually need to fight each other.

The game will end in any of the following occurs:

  • Someone conquers the entire map.

  • Instead of conquering everything, a dominant player may claim victory on the forum and the in-game chat. A Discord post is also welcome to make sure that the admins see it. The claim is accepted if there is no objection in the 5 turns following the announcement (5*timeout). Make sure that your objection reaches the admins. Only objections by players still alive at the end of the 5 turns period count. If a valid objection is raised, the game continues.

  • If everyone alive is surrendering or announcing to quit playing the game will be ended. Idling for more than 3 turns equals to that.

Here are some general rules:

  • If someone doesn't play in T0, or is idle more than 3 turns without warning afterwards, the nation of that player may be given away. If nobody want to take over, or the nation is too weak, the player may be removed from the game. This means that all cities and units cease to exist.

  • Players can delegate control of their nation through the website. No player can control more than two nations, and no nation can be controlled by more than one player in the same turn. Announcing delegations and their duration in the in-game chat is encouraged.

  • You can't stay online 24/7. If you have been online for more than 6 hours on the same turn, any player can ask the admin to kick that player out for a short time. This kick time is the default 30 minutes. For this send logs to the admin (wieder), preferably on discord (longturn's discord, check the main page) or irc (#longturn, freenode). There will be no warning and only the admin needs to know who asked for kicking. Kicking will not be done one hour before or after the turn change.

The game admins (louis94 and wieder) will interpret the rules of there is a problem. If there is trouble interpreting the rules we will ask that on the forum or on discord.

Changes to the rules are subject to the following conditions:

  • The help texts can be fixed at any time, but the game will not be restarted to apply them.

  • If there is a bug that prevents the game from going on, it will be fixed. This has to be a really strong issue; for instance, if Gunpowder cannot be researched, or building a Stock Exchange crashes the game.

  • A player may propose a rule change if s.he thinks that there is a major issue. The proposal must be accompanied by a description of how the issue affects possible strategies. If two thirds of alive players (with a minimum of 6) and the admin positively agree that a rule change is needed, it can be done. If a player tells the admin that he has been planning to use the strategies permitted by the issue, the admin will object the change. If the admin is too busy to do the change or the change is hard, he will also object.

  • Minor issues will not be fixed.

A turn is 23 hours. If the game cannot be played for some time, for example due to a server crash or network issues on the server side, the turn may be extended to make sure that everyone can do their moves.

Have fun!

#16 LT59 » Start delayed by two days » 2021-01-19 02:03:59

louis94
Replies: 0

I didn't have time to post this announcement yesterday, but LT59 will start tomorrow instead of yesterday. Sorry for the impatient...

#17 Re: LT59 » Rule changes from LT53 » 2021-01-14 01:38:46

Hi vic123,

City center tiles gain various bonuses, including extra food and production. This is why plains become 2/2/1 when under a city. This is normal game mechanics.

Pheasant and silk on plains act like buffalo and wheat, respectively (or maybe I mixed them, I'm never sure). This is a specificity of the Warciv ruleset and the in-game help might understand it wrong. The information you get with the middle mouse button are correct.

Explorers have 2 vision for the first few turns to let you explore your island quickly, but lose it afterwards because they would be too powerful otherwise. This is again specific to Warciv.

Cheers,
Louis

#18 Re: LT59 » Rule changes from LT53 » 2020-12-24 00:06:58

If you know how, please use this thread on Github to comment on the rules.

#19 LT59 » Rule changes from LT53 » 2020-12-13 13:36:11

louis94
Replies: 7

The ruleset will be based on LT53 with the following changes so far:

* Diplomacy disabled
* Rapture delay 0: put lux, grow next turn
* Spacevictory disabled
* Airlift only allowed to one's own cities, not to allies cities
* No bribing cities, bribe cost for 1 city should be like 300k

#23 Re: LT53 » The winning conditions and the ruleset for LT53 » 2020-08-29 23:50:14

fran wrote:
wieder wrote:

Just to make sure, fran, you object ending the official part of the game even if it continues to run unofficially?

At the moment I count you reply as objecting to end the game with the score ending.

I want the real game to continue with the players that want that. Whatever you declare official or unofficial, what scores you take, when you take them, what you do with them, is absolutely not my concern.

I think that you understand the two purposes of the "official" ending:

  1. Decide the winner. Some people play to win.

  2. Don't force players to keep playing a game if there is no interest. So after the official ending, usually most players will go idle. Delegation restrictions are also pretty much lifted to keep the game interesting for the remaining players.

In addition, if there is a server crash ended games may not be resumed unless explicitly asked.

In your statement, I understand that "the players that want that" are the ones who would keep playing after the official game end. So I take that you don't object; correct me if I'm wrong.

#24 Re: LT53 » Some settings do not match original Warclient » 2020-08-24 14:23:09

Thank you for sharing your opinion. It's clear now that the rules will not be changed, especially after the players who requested it left the game.

#25 Re: LT53 » Some settings do not match original Warclient » 2020-08-23 22:51:00

Pasting this here

shoigu wrote:

if u gonna launch one day another warciv game the following things u have to change
-disabled techsteal from allies
-space victory disabled, only way to win is anhilating the opponent team, or they give up
-airlift to allies disabled, only airlift allowed is to ur own cities, 1 unit per city, per turn
-no bribing at all, bribe costs for 1 city must be like 300k gold, so non possible to bribe even 1 city in the entire game
-also the sight sea that is following more than 2 tiles from the island's, leading to another island's is not warciv real setting. I dont know if this one is possible to change.
all tiles that are more far than 2 tiles that surround's an island has to be converted in to deep sea

More:

shoigu wrote:

-set revolen 2, instead revolen 1, anarchy time has to be 2 turn's
-set rapturedelay 0, instead rapturedelay 1

Even more:

shoigu wrote:

- trading gold disabled
Is there btw a possibility to enable contact to the enemy when u met him? I mean to see what is his amount of gold and what goverment he is using?
Embassy would gain the knowing about what he is researching, and what tech's he is having

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