talonschild
Drive-By NESer
I would personally remove the second half of 3.4 - as long as they already have a high-enough level unit giving them another one shouldn't be a problem.
Does the mod actually prohibit logins, or does it just report them? If it only reports them, then the 3-phase method is possible. Or we have the option to keep the 3-phase proposal and revisit the decision on the mod given that the game hasn't actually started.
TBH the reason I wanted the mod was for the BUG stuff. The interface improvements are worth their lines of code in gold.
Speaking for myself and not a CivFanatics rep.
Manolo, can you please provide the admin account information for the test game going on now so that everyone fully understand what this mod does?
And could you please provide all of the documentation and source code you have for the mod, I don't think we have a very good idea of how this all works.
Thanks! =)
The Civstats FAQ explains fairly well why this is not a good idea:About the logins logs as civstats, theres is on, but its only accecible for the admin. This is to avoid, as civstats does, to guess hows hows getting its login hours. Also to avoid getting info of who exchanges techs with whom...
I will try to write something for help you
You're just empowering the teams that stay logged into the game for longer.Q: Isn't it unfair to allow players to see exactly when other players are logging in? Combined with being able to tell when scores increase you can even tell when two players make a trade!
A: My reasoning is this: The information that's available on civstats.com is the same information that someone could get by just staying logged in to the server and watching. They could see when people log in, and when people's score increases. This means that the unemployed guy that does nothing but log in every hour to check up gets an advantage over the players that can only log in once per day to play their turn. I find that by making the information available to everybody it prevents this slight advantage that a more... jobless person might get. You can tell when two players conduct a technology trade because both of their scores go up at the same time. But then again, you can get that exact same information (even more actually) by closely watching the foreign advisor.
This could quite easily lead to major problems in a game with a large number of players per team and/or dedicated players, both of which are the case here.* Control of double turn in war.
The turn is set when a player ends turn to war and out of the game. From there the mod checks that each player can only turn into war.
It is forbidden to declare war on other players are online
I think I speak for most of Apolyton when I raise serious objections to the role of the admin in this game (though let them correct me if not). It's not a minor concern.
I do not see why the admin should be the sole adjudicator of gameplay issues. It puts a lot of power into the hands of one person, and for a game this large I think that's a recipe for certain disaster. I would prefer to see a more democratic approach for sure, rather than letting someone I've never known settle every dispute that arises single-handedly.
As long as the admin is impartial it shouldn't be a problem. It's more of a recipe for disaster to let democracy rule disputes. Teams involved in a dispute will be far from impartial, and it's all too easy for the process to become a tyranny of the majority. (In other words, the predominant alliance decides the outcome of disputes in their favour most of the time.)
Maybe a board of 3 referees could be a good compromise?
This is helpful, thanks!
Can you post the apmod.com admin nick/password for the test game?
This is ony at non private games
private games its no visible from other people