Turn Discussion

Anyone think we should try and codify what allows a reload? And then make contingency plans so that we can get reloads up and running asap? We may still have to debate certain things, but it could help decrease the amount of time we are in limbo, such as this.
 
Speaking a personal opinion here, of course, I agree that we could use some standards on when a reload is allowed (but I don't have a problem with the admins either). It's not the simplest place to start but I would think the major requirement has to be "substantial impact on the game." In the early turns I'm ok with reloads for some simple mistakes because an accident with a worker/settler can greatly impact things down the line - later on, you'd be hard pressed to find favor with me no matter what you did. Anything related to diplomacy I also think should be let stand, barring serious technical malfunction - you make a bad deal or something and it's entirely your (and whatever other team's) problem. I certainly agree that in warfare virtually no reloads should be permitted, especially on the "misclick" basis at least.

On that note, there is another VERY important thing that I don't think anyone has suggested in the previous discussion of game options. STACK ATTACK should absolutely be TURNED OFF. Again, I don't know who might use this option, but I hear about it commonly enough with inexperienced players or simultaneous MP that it could also happen to any team, when we get to a later point in the game.
 
Stack attack makes sense in MP with limited time to move units, but here most teams would more likely want to control each and every attack. But there isn't anything wrong per se with stack attack that means it should be banned.
 
Gee, SANCTA are taking ages! Why are they always so slow?
 
Even if you have stack attack on, you don't have to attack with all the stack...you can still attack unit by unit...i don't see the problem really...

Automated workers, governors and auto promotes are far bigger issues...
 
Gee, SANCTA are taking ages! Why are they always so slow?

I do sleep on occassion. Those 6 hours there are when i don't play. ;)

also we just got liberalism. i misclicked and chose masonry as our free tech. reload please? :(
 
also we just got liberalism. i misclicked and chose masonry as our free tech. reload please? :(
Meh, it won't make a difference. Saturn will be nuking all your base to oblivion in the next few turns anyway...
 
Gotta love the fact that while we agreed to a 24 hour turn timer, and Renata ended Cavs turn 23:20 hours ago, civstats still shows 02:26 to go on the game clock...
 
Yep. The Pitboss clock always runs slow though... it's just a fact of life. ;)
 
Hmm, I hadn't realised the clock ran that much slower than it actually is. How does that happen?
 
It happens because Firaxis aren't as good programmers as they are game designers. As should be evident from all the BtS bugs already... ;)
 
Unfortunate fact of life as a gamer #1: While you may be the best person at a game ever, in the the entire world, when you sell out become a games programmer for a company your skills turn to shite...
 
On topic note: we could leave it as it is, or we could change the game timer clock to 22 hours; it'd still give each team an effective time of 24 hours as I've seen quite a few people do it in individual pitboss games. If we left it as it is we should spread the news so that other people know about this (LP, I did know about this; the clock in MP is always slow as well, for one thing it stops during when a player is joining the game).
 
Heh, and HUSch was technically 14 minutes late. Whoops! :p
 
Nothing wrong with using the full timer for discussion...
 
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