Description
Environment
Standalone megamek 0.47.14, server running on CentOS 8 (JDK 11); clients running Windows 0.47.14 standalone megamek, with mixed JVMs
Description
Princess can take 5 minutes or more to move, which is a little frustrating for the players.
Understand that there are a lot of optional rules in play (fires, simultaneous fire and physical), as well as multiple c3 networks on the field, and lots of VTOLs. (The themes of these games are "beat up on Princess as a team", so we get a little silly with the cheese). Princess seems to do much better as the number of units decreases, so I wonder if we might have some inefficencies that this savegame might help to reflect that might be difficult in isolation.
We play over the network (with a VM I host on my own network, the other players connect from remotely, one from farther away; my client connects from my LAN). The MM server is a 2 vCPU, 4G CentOS 8 VM; the Princesses are joined from the station I play from (I used a Windows client this time; I normally play on Linux; the Windows machine has more cores/threads and RAM, but performance wasn't anecdotally better).
I played through the rest of the game on a 4-core, 8G Linux laptop.
autosave.sav.gz
Please note that I am not demanding or expecting a silver bullet fix here; just hoping that this savegame can help illuminate some things the dev team might be working on. Our group is very willing to try different things; I can tune the server or run experimental builds on the server or on my client. (The group takes some pride in being unofficial megamek beta testers.)
Files
In this game, the "live" players are Marty, guppy, and Specter. The always-princess players are WoB Main and WoB Support.