ISDG 2012 - Server Announcements, Connection Issues and Questions

Thank you, r_rolo1 :)
 
And no. Everything does not work as it should here. Either this is a problem with my ISP's routing, or my router is defect. I do not know which one, and I need to figure out what it is. I'm afraid this means I need to take down the games again, and it may also mean that there will be problems with the games for some days.

I'm so happy that this pops up the week before christmas... <dripping sarcasm>
 
Taking all games down again for an unspecified amount of time.

Also, we are expecting 40 cms of snow within the next 9 hours, accompanied with high winds. The lights are flickering every now and then, so I may lose power at some point.

Very unhappy host signing out for now. :borg: ;)
 
Turn is played and the game repaused.

Thanks to all for the patience and understanding. And thanks to our host for all his efforts.
 
@r_rolo1
As say before (two times), Civfr doesn't agree for a timer of 24H.
 
Problem is mainly because of the unknown time of finish turn for the second team involved in the war. If we are sure Germans will play in reasonable time after WPC (who I can say do great with playing their turn early and not forcing the timer to extend whole 2 lengths) then it is not a big problem to keep the current timer. However if we shorten too much the timer (like 24 hours for example), in case Germans play their turn right away, there may be other teams who may lose their turns while they was relying the timer will span whole 2x24 hours.

So if we can get the Germans play their turn in reasonable manner when they dont need the whole span of the timer and actually hit EOT when they are done, it will be best to keep the timer at something like 44 pitboss hours=48 RL hours, which gives 2 days and nights for discussions/decisions if any team needs them.

This is only my personal opinion.
 
Civfr point of view is very close. That's why we agree for a 35H turn timer but not for 24H.

By the way, why CivForum.de doesn't have validated the reloaded turn ?? One of them has log-in since the reload, and they did validate this turn before the reload, so there is no reason they keep the timer going.
 
One of the reasons for Germans not hitting EOT when they logged after the reload might be that there was possibility for the turn to roll to a new one if the hidden timer was beyond the normal turn length (I just dont know how to explain it simple) and this resulting in Team CFC losing the turn again. (which would have not happened if I was able to connect when I was trying 2 nights ago, as I was going to play it before the "normal" timer runs out, so Germans loging in and finishing turn would have not caused us to lose our turn.

We are discussing things in our team and we will state our official position on 24 and 35 hours timer.
 
One question to clarify the way APT mod works - maybe for Magno and Manolo to answer.

Is the following description of how timers in APT work correct?:

The mod apparently doesn't use a split turn timer during war, but a doubled turn timer.

A quick example, using three teams: team A is at war with team B, and team C is at peace. Team A is first in the war turn order. The time is set at 24 hours.

When a turn starts, the timer for team A and team C starts to tick. After 10 hours team A ends turn, and now the timer for team B starts.

Now team A and C shows a timer of 14 hours (their timer), but team B has a timer of 24 hours. If team C doesn't end their turn, their timer will first run down to zero, but once their time is out the game will switch to showing team B's timer, which will show another 10 hours. Ie, the actual turn length will be:

time until team A ended turn PLUS team B's turn timer

In the worst case (neither team A nor team B ends turn) the turn will take 48 hours here.

As I have the feelings the timer for team B dont start until the full timer for team A and C is run out or all the other teams not in war + team A hit EOT?
 
Finally I'm able to contribute here. Thanks to Thunderfall.

I did log in at about 2 a.m. to check, which state exactly was loaded. But I didn't risk to actually play the turn after an evening with feuerzangenbowle. ;)

Regarding the timer: apparently it jumps to about 24h the moment the second last team hits EOT. I also noticed timer jumps in between, but never when WPC hits EOT.

greetings
Flunky/civforum.de
 
o Every team except the Germans has 44hours to play from the turn roll!
o The moment WPC ends their turn, the Germans have 44hours to play.
o As long as your team has not ended the turn the civstat time is your remaining time
o When all teams except the Germans have ended their turn, the civstat timer will switch to showing the remaining time for the Germans.

To make it clear:
o If you are not in a war, you have 44 hours to play after turn roll.
o If you are not in a war and have not ended your turn yet, the civstat time is your remaining time.

mh
 
o Every team except the Germans has 44hours to play from the turn roll!
o The moment WPC ends their turn, the Germans have 44hours to play.
o As long as your team has not ended the turn the civstat time is your remaining time
o When all teams except the Germans have ended their turn, the civstat timer will switch to showing the remaining time for the Germans.

To make it clear:
o If you are not in a war, you have 44 hours to play after turn roll.
o If you are not in a war and have not ended your turn yet, the civstat time is your remaining time.

mh

Thank you! That was our understanding of how it worked.

And it explains why, when all the civs other than the German team have finished, the civstat timer jumps to the time remaining for them, which by definition, will be an increase equal to the time we, WPC took to play (plus and minus the civ4 'grey' time).
 
Why is the game still paused by the way?
We are waiting for the German team to play a turn they have played before, right?
And Civstats shows another 17hours on the clock plus we are paused since almost a day.

Is there any explanation for this I am missing?

mh
 
In the rules there is written that after reload there will be at least 24 hours pause or until all teams know the game was reloaded. I think all teams know means Germans to just play their turn as they are the only team left to play. Team CFC had played last morning. If Germans say their turn is finished and they only did not hit EOT to give CFC to play, than we must unpause or Germans outright log in and hit EOT.
 
Turn has rolled. WPC has played. Just under 42 hours on the turn timer.
 
All the pitboss games I'm in are disconnected, so I guess this time the issue in on CivStat side.
 
The civstats client needs to be restarted and civstats will show correct, it is just a moment problem with civstats which caused the games do disconnect as it turned out from another game.
 
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