Gypsy Kings - pitboss session (closed game)

No idea.. I didn't end my turn because i am waiting to discuss what to do with ron, but hellwitch settled his city already and yet didn't end turn... If we don't end turns it will be long between them.
 
i can end my turn anytime in the next 2 hour if needed

Well there is no reason to not end the turn once you finish it. As it is now you will be the only one left to end the turn when me/ron takes our turn in aprox 1.5 hours. Once everyone have ended their turn, a new one begins.
 
Yes - good point. I forgot to mention this explicitly, but if you've finished playing your turn, please 'press enter' to end your turn before disconnecting from the game. When everyone has ended their turn, the next one will automatically start. This just helps to keep the game moving along a bit faster. The 26 hour turn timer is a failsafe to make sure it doesn't get stuck on one turn if someone forgets (or is unexpectedly away) but in general we should be aiming to all play our turns before this timer expires anyway (or risk missing a turn)! Just rembember to hit enter when you're done. :)
 
You can see from civstats that me / ronnie1 / hellwitch have not yet ended our turns yet... Once we do the new turn will start, i assume you are sharing pw's with hellwitch so once me and ronnie finishes(as soon as ronnie find time between work probably). Btw do you have msn?
 
Heh ok. Anyways ron is quite bussy at work though so in 2+ hours we have managed to move our scouts but not yet decided where to settle..
 
i don't end my turn because i that haw i can change the build up later if i want it simple!!!
Well, after one hits end turn, one can still change research, city builds, (don't know about launch a civic or religious revolution, but I would assume so as well), sliders ... or move units that have not moved.

That is due to the "simultaneous turns" nature of pitboss multi-player ... we are all playing our turns "simultaneously", rather than in order, from the game's perspective. In which case end turn simply means that the time is no longer waiting for you, not that you can't still do stuff.

To what extent do we want to have rules about not "playing twice" in the same turn? One could envision a scenaio where one's build choice might change after you see someone's unit come threateningly near; or you might stop short of committing that worker to keep on mining until you see that no threat to him has materialized.

When not at war, one has the liberty to move early or late in turn ... so I guess this issue really only arises if there is an advantage to moving some things first, and some later, after you see what others have done.

I don't recall this issue having explicit rules in my pitboss experience ... have you seen this come up, or rules for it, oyzar?

dV
 
Only during war and then there are rules against double moves / double logins(not allowed to login before a guy then after a guy again for example). I've not ended turns before because of issues i want to resolve before ending my turn, like talking with my team mate or waiting for some trades to come in and the like so i can totaly understand why hellwitch did it. I was just curious as there shouldn't be that much you can do on the first turn after having settled :p. Oh and 5 people logged in after under an hour of play on the new turn. If we continue like this turns might be quite fast :p. Finished the first one with 11 hours left on the timer for example.
 
Ok, I did as was suggested - retiring to let AI take control.

Now the Incan Empire is no longer an option to select!!

I've been discussing this with Oyzar, and it seems that the most likely cause is that "Take over AI" was not enabled. We have 2 options:
1) Reload to a save before I retired... I'll just have to live with having no password.
2) We start a new game.

I don't mind playing with no password, provided no completely random person finds the IP. I trust that noone else playing this game will log into my civ, especially since it will be obvious by looking at civstats.

I apologize to everyone for this inconvenience :(

Edit: To add to the list of problems, I can't login in to the game from Uni when other players are in... I have no such problems from home. I'm not sure if it is all players or just some - so far I haven't been able to get into a game with Munro, Oyzar, or TP.
 
We're going with option 1. Munro has reloaded the save. The only person other than me that this affected was dV I believe.

Now, just forget I said anything :)
 
I think I have found a way to get into Hamachi ... if I don't connect to Sprint via their connection software, but use the control panel (what used to be the connection manager, now conducting business under a new name), I can connect to the net, and yet the sprint connection manager thinks I am not connected.

Connected that way, I can get Hamach to connect, both networks are shown, and I get the select a network option.

Now, I just need someone to PM me (not post here, of course!) the password for our network.

dV
 
I notice that in civstats there are still some players whose civ is unknown. Is this because they haven't yet registered their leader?
 
I notice that in civstats there are still some players whose civ is unknown. Is this because they haven't yet registered their leader?

For me : yes. I just don't see that option anywhere.

Edit : I am registered to the game, though. Maybe I just need to input some text from within civ4 ?
 
leaders are showing as unknown because they are from bts. Civstats is not yet updated for bts..
 
Folks - an important in-game development:

Due to a miscalculation / misunderstanding of the MP rules, toller pretzl has the opportunity this turn to capture (and raze) Ronnie's undefended capitol.

Obviously, this has the potential to be rather unbalancing (not to mention unfortunate for Ronnie) so before we continue I want to suggest a couple of options.
  • tp and hw win. We restart the game.
  • tp raises R1 capitol. We continue the game with 7 players.
  • tp does not raise capitol; play on as 4v4 (tp / hw + R1 / oyzar v. c63 / dV + Munro / aJ).
  • tp does not raise R1 capitol (this turn). R1 is allowed to complete his warrior which finishes in 1 turn's time, and R1 'idles' his units some number of turns as a penalty / to compensate for / simulate earlier warrior build.
Separately, we also have the option to start a second game in parallel. (Ronnie and I tested this out this evening and it seems to work fine).

To me, option 4 feels a bit contrived, and given how early we are in this game, and that it is our first experience with MP for many of us, I am leaning towards option 1 - declare victory for tp and hw, complete restart (same map settings, new leaders if desired) - but am happy with the other options and / or with starting a second game in parallel if people prefer.

What does everyone else want to do?
 
Since it was my ignorance/error, I'll go with the consensus.
 
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