ISDG 2012 - Server Announcements, Connection Issues and Questions

Apparently it managed to clear itself up.


atpmod disconneted!

I reloaded the game after kjnoren reported the error because the PB had hung on an outgoing transfer again. I restarted APTMod now - could someone verify that it is working, please? Thanks :)
 
ToxoXI here - also known as Beta at WPC and Apolyton. Now the turn player for WPC.

I sent PM's to r_rolo1 here at CFC and they were never acknowledged. Is he still game admin and how does one best contact him?

Thx!
 
Beta from WPC (Native Americans) here.

Can someone please explain what is up with civstats. I went to bed last night with 3 hrs plus on the turn timer, with 2 teams, inlcuding the Incans, left to play.

I get back to the game 10 hours later this morning, and civstats now shows 7 hrs plus with just the Incans (German team) left to play.

We are try to play on a timley basis during the war to lessen the impact on the overall turn timer, but this makes it a little hard to plan and co-ordinate things with the other team members.
 
That is because of APTMod. It enforces the turn order by making any teams at war play their turns sequentially.

Meaning that the Germans have not yet played their turn.
 
That is because of APTMod. It enforces the turn order by making any teams at war play their turns sequentially.

That is where I must not understand the mod. I would have thought that the turn timer is "re-set" so to speak when we, WPC, finished our turn, as we play first in the turn order.

Meaning that the Germans have not yet played their turn.

Not that that is anything new. :(

From civstats, looking at the Incan/German's team record.

1400BC Did not finish turn, but were active throughout.
1360BC Ditto
1320BC Ditto
1280BC Ditto
1240BC Finished turn, last to play, over 48 hrs
1200BC Finished turn, last to play, over 48 hrs
1160BC Did not finish turn, but were active throughout.
1120BC Either a ditto or finished last. (current turn)

And war was only declared on the 1200BC turn, so that cannot be an excuse.

I know some of the other teams are getting impatient as well.

Civ is a long enough game as it is, and from what I have seen, one of the biggest killer's of player interest in demo games such as this is slow speed of play.
 
What the mod does is reset the turn timer to 48 hours (PB hours, as that is what the timer is set to) to allow the team(s) that play in the second half of the turn order to get an equal amount of time to play their turn. While the turn is in the first turn phase, the team(s) that are in the second phase cannot log in - and vice versa. So, unless I have misunderstood something based on what you explain, the turn is now in the second turn phase, awaiting the Germans to take their turn.

As for the complaint you have about a team spending much time taking their turns, I believe it is in everyone's interest that I maintain a strict neutrality on issues like that as the game host when I am participating on one of the teams.
 
Team RB has asked me to post the following:

Proposal: Turn timer decrease from the current allotment to 24hrs
Request: Can teams that have effectively finished their turn be good pitboss-citizens and hit the 'end of turn' button so that the game keeps moving and all other teams are not forced to wait for the timer to roll

This post has been spurred by the current war. Team RB was under the impression that the turn timer would be split (ie a 40hr timer would be come 2x20hr timers for the teams at war). It is now apparent that this is not the case and that turn timer becomes sequential for the teams at war (ie the team in the 2nd section's 40hrs doesn't start until the team in the first section has finished their turn - either by End-of-Turn button or timer).

As it stands now, if the two teams who are at war don't use the End-of-Turn button each turn could run for 96hrs.
 
What the mod does is reset the turn timer to 48 hours (PB hours, as that is what the timer is set to) to allow the team(s) that play in the second half of the turn order to get an equal amount of time to play their turn. While the turn is in the first turn phase, the team(s) that are in the second phase cannot log in - and vice versa. So, unless I have misunderstood something based on what you explain, the turn is now in the second turn phase, awaiting the Germans to take their turn.

correct. to take notice that those that are not in war can enter in any of the 48hs halfs
 
Team RB has asked me to post the following:

Proposal: Turn timer decrease from the current allotment to 24hrs
Request: Can teams that have effectively finished their turn be good pitboss-citizens and hit the 'end of turn' button so that the game keeps moving and all other teams are not forced to wait for the timer to roll
.

Spanish team agree :goodjob:
 
As I too have asked before the "end tun button should be used". I suggest making it an ingame system message. Or just send this to the Inca since they are the one we are always waiting.
I also would like to see shorter turns, but only if the warring teams are comfortable with that.


(team Aployton)
 
As I too have asked before the "end tun button should be used". I suggest making it an ingame system message. Or just send this to the Inca since they are the one we are always waiting.
I also would like to see shorter turns, but only if the warring teams are comfortable with that.


(team Aployton)

This warring team is.

This being WPC.
 
Ok - now I'm curious. Civ stats shows Realmsbeyond as finishing their turn twice last turn. I suspect it is a civstats glitch. Either that, or someone called Realmsbeyond logged in for the Germans and finished their turn - which they did not again last turn.

 
you see that 'XYZ finished turn' when the team is logged in when the turn actually (or is that eventually?) rolls.
 
Back
Top Bottom