ISDG 2012 - Server Announcements, Connection Issues and Questions

Connection to game has timed out

That is the first time I have ever seen that message. Is the game up? Are there issues with it?

The game is down, due to thunder again. I will notify here when it's back up :)
 
The games are back up. I saved the games before taking them down, so there should be no need for any teams to redo their moves. :)
 
As a reminder, Team Apolyton has requested a temporary timer increase as stated earlier. I have not yet received input from all teams on the matter, and would like as many teams as possible to voice their opinions and/or concerns.

This thread contains the request with explanation and comments from some of the teams.

I will make my decision on the matter on August 8th or 9th.
 
I am quoting a post made by mzprox in the other thread and reposting it here:

We are fine with both pauses and increased timer. (pauses could cause problems, diplo screen, forgeting to repause etc, and long timers are bad if teams don't try to end their turn as soon as possible).
There is a chance btw that I will have access to the game after all, but I can not be sure, and I wanted to know maybe other teams would need this increased timer too. If no one else is interested then first let's see how well we can organize our playtime in this period then we may ask for pause/increased timer.

Admin decision: In light of this post, I am extending the Pitboss timer to 48 hours (that is 48 Pitboss hours, so should be 50-something hours per turn) effective next turn (I am changing the timer now, so when the turn flips the new timer will be in effect). If Team Apolyton gets problems organizing their playtime due to the holidays, then please let me know either here or via private mail ({my nick}@gmail.com), and I will extend the Pitboss timer to 96 hours to avoid any pause problems with teams locked in diplo screens, turnplayers forgetting to repause, etc. The timer will return to normal (36 Pitboss hours if any teams is at war, 44 Pitboss hours if there is no war) on August 25th.
 
Attention: The turn timer has been reduced to 36 hours again, since today is August 25th. If this causes the second half of the turn timer to be reduced to 36 hours when the teams that are engaged in war in the first half of the turn timer are done, let me know if you are one of the teams in the second half of the turn timer and you wish the turn extended to 48 hours. I can use APTMod to increase the turn timer manually if that is necessary. AFAIK, the second half of the timer should not be affected by the turn timer change now, and the timer should take effect next turn when the teams in the second half of the turn timer have clicked end turn.
 
I have extended the turn timer with 13 PB hours, via APTmod, since the new 36 hour timer took effect for the second half of the game (contrary to what I believed - handy knowledge to have for future games using the mod). This, of course, to give the teams that are at war an equal footing in regards to time usage.
 
Admin notification: I was approached by scooter from Team RB today asking if they could be allowed to pause the game for a few hours because their turn player can't play their turn until about 10 pm Eastern time. Since the turn rolls around 9:30 pm Eastern time, I have allowed them to pause the game so they get their turn played.

I hope no teams will disapprove of this, especially not the ones at war, as a victory against a team that doesn't get to play their turn would be a pretty hollow victory. I know this sets a precedent for all teams that they can ask for war time pauses, but I clearly favour letting teams pause the game so they can play their turns in case of unforeseen things that renders them unable to play their turn on time instead of letting the game be decided by random RL acts that leaves teams unable to play their turn.

But nonetheless, I feel it obligatory to state that turn players should try to plan their time so that they can play their turns within the turn timer - especially considering the timer has been agreed upon by all teams. If there are teams that feel the timer is too short, they are free to ask for a timer increase instead - and that would be better than me having to allow emergency pauses, since an emergency pause could be viewed as one team receiving a benefit the other teams does not receive.

The relevant rules from the ruleset that all teams have agreed upon is as follows:

g. In-Game Pausing - Any Team may pause the game. Any team encountering a paused game should consult the CFC based turn-tracker thread. If a team has not requested a pause in that thread, the game may be unpaused.

h. Abusing Pauses - No team should abuse the game pause rule.
 
Team RB:
Game went offline with 4 hours on the clock for us in the middle of me playing the turn.
Problem is, I only have those 4 hours IRL left to play at all this weekend (until Sunday night).

Contacted Caledorn.
Maybe he can fix it in the next hours.

mh
 
The entire server froze earlier. I had to reload the game from the autosave that was created on mh's login. I suspect the reason for the freeze was someone connecting to another pitboss I am hosting, using a mod that was not present for the game he connected to. This could have crashed the specific pitboss in question, and since I wasn't aware of it it may have caused a memory overflow error of some sort.
 
Turn played. Thanks to Caledorn's quick response.

Can I please ask the warring civs that play in the first half of the timer, to let the timer run out and not end early? That should leave enough time in RB's half tp allow me to play Sunday night.

Thanks.

mh
 
Game is back up now, from zioun login autosave (zioun: You need to replay your turn).

My ISP had some troubles while I was asleep, and my SO restarted the server thinking it had crashed and was responsible for our lack of connectivity. Sorry about that.
 
It seems that zioun isn't aware of the reload. 4 hours remains and he doesn't replay the turn yet.
 
Could someone please log in and pause the game until zioun is made aware of the reload? Thanks :)
 
they have 36+h or until RB finishes their turn, so no need to pause but Rb should not end their turn untill uciv log in or say something.
 
Just as an FYI, I have a dentist appointment today, and that means I have been drugged pretty heavily as I have severe odontophobia. If the games go down for any reason I will not ne able to remedy the problem until tonight CEST.
 
Now that the mighty WPC has broken their NAP with us and entered the war, we have given up and there is not much more for us apart from hitting enter quickly.

I have a business trip coming up in two weeks, which will not allow me to play for 4 days. So in order to avoid me asking for a lengthy pause, can the warring parties please try to end their turns as soon as they are done? I will promise to end my turn very quickly as well. That should get us back to a turn per day maybe and allow you to finish your project "Taking down the score leader a peck or two." before my trip.

Cheers!

mh from RB
 
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