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Post by Tony on Oct 18, 2006 13:36:26 GMT -5
maybe im crashing it, i always seem to get game crash when i exit pitboss for some reason, never happens with normal CIV. But if thats not the cause of the problems i dont mind it crashing CIV as i exit!
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Post by whiplash on Oct 18, 2006 14:31:25 GMT -5
nah, it was a power failure. When I got home all of my clocks read
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Post by plattfuss on Oct 19, 2006 13:21:36 GMT -5
I cannot connect to the server. Any known problems?
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Post by whiplash on Oct 19, 2006 14:06:32 GMT -5
I will be home in about 2 1/2 hours to check it.
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Post by plattfuss on Oct 19, 2006 14:24:52 GMT -5
k, thx
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Post by whiplash on Oct 19, 2006 16:49:11 GMT -5
OK, my ISP gave me a new IP Addy:
24.209.164.134
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Post by ignatz on Oct 19, 2006 17:35:42 GMT -5
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Post by whiplash on Oct 19, 2006 18:04:46 GMT -5
My ISP changed and prevented Plattfuss from making his move in time. In order to not penalize him I loaded the turn again.
whip
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Post by Random on Oct 19, 2006 23:33:00 GMT -5
Not really to complain but I lost movement. No biggie as hut gave gold, but was not able to move.. I know this as last time when had hut still had 2 turns on build now 2 turns on build and 1 turn away.
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Post by mmm_ok on Oct 20, 2006 3:35:52 GMT -5
Yeah I have also lost my turn due to the reload...
I did get an email saying that I had five hours to play my turn or lose it, but considering that gave me a window to play between 00:10 and 05:10 on a weekday, that wasn't likely to happen...
Keep in mind that this is an international game eh?
Moving forward, I think you need to signup to dyndns or something, because randomly reloading causing loss of turns is not really an acceptable thing to happen...
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Post by Tony on Oct 20, 2006 5:27:07 GMT -5
a good thing to do at this early, stage of the game is to move warriors 2-3 turns at a time, for example i could lose 3 turns and it wouldnt effect my game in anyway.
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Post by whiplash on Oct 20, 2006 6:46:47 GMT -5
After my e-mail to mmm I reloaded the "fresh" turn from scratch. I don't see how anybody would lose turns.
At this point Tony and Conq have 12 1/2 hours to finish the turn.
I have been offered two sites where I can get a fix to "nail down" an addy. On the next turn I will delay my play until I am last. When I play and finish the turn rather than start off the next turn immediatly I'll try one of the fixes. If it gives me a new addy I'll e-mail it to all of you. If this works we won't have this problem again.
One simple thin Firaxis could have done is just have PitBoss do an autosave after each player moves. That way I would have the exact save to reload so nobody would have to replay. Maybe the figured that would overload somebody's hard drive; but they could have offered it as an option.
Hopefully, this is the last work-around we need.
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Post by conquistador45 on Oct 20, 2006 9:45:50 GMT -5
Just took my turn...7.5 hrs left...one player, (Tony), left to take turn....Thx
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Post by Tony on Oct 20, 2006 10:24:57 GMT -5
Ill play it in a couple of hours when i get home!
EDIT:: Whip did you get my Email? Ill post it here anyway so others can input, but why dont you host the game from lobby if you have a dynamic IP address? The game and civs are passworded so no security issues?
EDIT2:: whip please dont go back any more turns, i have played this turn 3 times now
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Post by whiplash on Oct 23, 2006 15:45:23 GMT -5
We have had a little discussion about the Double Move problem. Just to recap, the Double Move works like this:
Player “A” plans to attack player “B” and has the opportunity to move after Player “B” has already played his turn. Player “A” attacks and closely monitors the game and his e-mail turn notification. As soon as Player “A” gets the e-mail he jumps in to play his turn BEFORE Player “B” does. If Player “A” gets into the next turn before Player “B” he can move again on the attack. If done intentionally, this is an exploit because Player “A” can move twice to hit a city before Player “B” even knows he’s at war. This exploit is particularly effective if done with 2 move units.
There is no perfect solution for this, and it can become especially knotty when multiple players are at war.
As the quasi-admin by virtue of me being the host I propose the following “rules” or better called “expected standard of conduct”.
1. It is poor sportsmanship to intentionally delay one’s turn until after your “target” plays in order to setup the double move. This is an unenforcable rule because Player “A” may legitimately claim that he could not play his turn earlier due to real-life time constraints, so it can only be something the players are honor-bound to follow.
2. If Player “A” wants to attack Player “B” on a turn where Player “B” has already moved he should make his first attacking move and notify Player “A” via e-mail that he intends to attack and offer Player “B” the opportunity to take his move before Player “A” on the next turn. The problem here is that players again may have real-life time constraints.
I offer this as a suggestion in order to avoid disputes. I do not expect to be called upon to arbitrate any disputes.
If anybody has a better idea, I'd be happy to hear it.
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Post by Tony on Oct 23, 2006 16:59:40 GMT -5
This rule will do more bad then good IMO, if you are expecting a double move just make sure you play you turn right on the turn change over and problem solved.
I am willing to bet next months wage there will be a major dispute over this in a next couple of months, but i might be wrong!
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Post by whiplash on Oct 23, 2006 17:13:55 GMT -5
This rule will do more bad then good IMO, If you are expecting a double move just make sure you play you turn right on the turn change over and problem solved. I am willing to bet next months wage there will be a major dispute over this in a next couple of months, but i might be wrong! Problem is that you have no clue that a double move is coming. It starts beyond your range of vision when 2 space units are coming.
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Post by IanDC on Oct 24, 2006 3:00:42 GMT -5
This rule will do more bad then good IMO, if you are expecting a double move just make sure you play you turn right on the turn change over and problem solved. It will also slow the game if we have everyone sitting on their turns. I agree that if you start a war the responsibility is yours to ensure that you do not take a double move & the simplest method is to notify the other party yourself.
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Post by whiplash on Oct 26, 2006 13:30:31 GMT -5
Are we all gunna run this with the patch that is imminant?
There are balance issues:
Expansive gets +50% production for workers, and just +2 health Organized gets cheap Factories Creative gets cheap Libraries
If we all patch, players with these traits will morph.
We could just keep running with 1.63 but that may be an inconveniance for players in real-time MP.
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Post by whiplash on Oct 26, 2006 13:30:58 GMT -5
Are we all gunna run this with the patch that is imminent?
There are balance issues:
Expansive gets +50% production for workers, and just +2 health Organized gets cheap Factories Creative gets cheap Libraries
If we all patch, players with these traits will morph.
We could just keep running with 1.61 but that may be an inconvenience for players in real-time MP.
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