important stuff: Game Rules | Game Server Access | CivStats |
Chaos and Civility
May 22, 2012, 02:57:31 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: 10-6-09 -- Congratulations to Munro (and allied team) for winning Chaos and Civility 2 via Space Race Victory!
 
   Home   Chat Help Search Login Register  
Pages: [1] 2   Go Down
  Print  
Author Topic: Current turn  (Read 1125 times)
DribNairb
ChaosCiv II
*
Offline Offline

Posts: 557


« on: July 07, 2009, 08:29:36 AM »

Just wanted to check with Fosse/Maltman/Da Vinci - I see Maltman has logged in but hasn't finished his turn yet. Do you want us to wait until he logs back in again or is it just a matter of forgetting to press Enter? Smiley
Logged
Fosse
ChaosCiv II
*
Offline Offline

Posts: 74


« Reply #1 on: July 07, 2009, 10:36:49 AM »

Carolus has finished his turn, now, in case you haven't seen Civstats.

Sorry for the very long wait for us this time.  The turn flipped at a particularly inconvenient time for our real world schedules, so I for one appreciate all of you waiting extra long.
Logged
da_Vinci
ChaosCiv II
*
Offline Offline

Posts: 389



« Reply #2 on: July 07, 2009, 02:06:38 PM »

Carolus has finished his turn, now, in case you haven't seen Civstats.

Sorry for the very long wait for us this time.  The turn flipped at a particularly inconvenient time for our real world schedules, so I for one appreciate all of you waiting extra long.
  I see that the Civility is what happens outside the game and the Chaos is what happens inside the game ...  Grin

Which is as it should be.  Wink

dV
Logged

Your (maybe not so) humble servant, Leonardo

Traveller through time and space,
Currently Emissary of His Excellency, King Agamemnoff, of the Mighty Yourcenaeans.

"Behold, the Power of Bronze"
Capsavian Hopewell
Game Servant
*
Offline Offline

Gender: Male
Posts: 1163



WWW
« Reply #3 on: July 07, 2009, 02:24:03 PM »

I agree, dV.  Nice to see everyone remains courteous and cool-headed. Smiley
Logged

Capsavian Hopewell, Vali (lord) of Aidern
Dernish Slogan:  "Strength from the soil"
DribNairb
ChaosCiv II
*
Offline Offline

Posts: 557


« Reply #4 on: July 08, 2009, 02:17:35 PM »

Yes - it's good that OOC we can be civil Smiley

I'm a bit confused on the current turn again though - are we still waiting for maltman? I notice Ian and Bjarkekr have logged in already (but it looks like Ian might have logged straight out again). There's a lot going on at the moment. Personally I can leave it another couple of hours to play, but I know others can find it difficult to play, and it gets even worse when the turns get mixed up like this.

So, just wondering if anyone can give an ETA on when maltman will play? Thanks.
Logged
da_Vinci
ChaosCiv II
*
Offline Offline

Posts: 389



« Reply #5 on: July 08, 2009, 03:44:08 PM »

Yes - it's good that OOC we can be civil Smiley

I'm a bit confused on the current turn again though - are we still waiting for maltman? I notice Ian and Bjarkekr have logged in already (but it looks like Ian might have logged straight out again). There's a lot going on at the moment. Personally I can leave it another couple of hours to play, but I know others can find it difficult to play, and it gets even worse when the turns get mixed up like this.

So, just wondering if anyone can give an ETA on when maltman will play? Thanks.

I don't have any idea of when Maltman will be able to play ... but some thoughts that might ease some of the problem:

I don't think that Hop or Gren have units near enough to Maltman to make a difference who plays first this turn ... and the same might apply to Skars?

If so, then the main issue is how Drib's move interacts with whether Maltman has moved or not.  That may be moot depending on how many tiles around Song go neutral when it falls this turn, as that will determine whether Drib going before Maltman presents targets of opportunity that would not exist if Maltman moved first.

If worst comes to worst Drib, and you have to go first, you might just decide to refrain from taking any opportunities that the muffed turn order provides that would not exist otherwise ... 

Last resort I suppose is Maltman could request his reload (if he still has it in the bank) if something terrible results from the turn order reversal ...

Now if we all agreed that there was one perfect time of day for the turn to flip that would make this all easier, then we might adjust the timer to provide exactly 24 hours, and assign someone to play but not end turn so that the turn flip stays in the ideal spot, flipping every 24 hours.

dV
Logged

Your (maybe not so) humble servant, Leonardo

Traveller through time and space,
Currently Emissary of His Excellency, King Agamemnoff, of the Mighty Yourcenaeans.

"Behold, the Power of Bronze"
DribNairb
ChaosCiv II
*
Offline Offline

Posts: 557


« Reply #6 on: July 08, 2009, 04:05:05 PM »

That would be great if we could find such a perfect time. Unfortunately, with the number of players involved it seems fairly unlikely. Especially since some turns players need to login twice to allow for other movements on the same side.

But to give it a go - I'm in the UK, and I can usually play in the evening from about 6pm to midnight GMT.


Logged
da_Vinci
ChaosCiv II
*
Offline Offline

Posts: 389



« Reply #7 on: July 08, 2009, 05:22:11 PM »

That would be great if we could find such a perfect time. Unfortunately, with the number of players involved it seems fairly unlikely. Especially since some turns players need to login twice to allow for other movements on the same side.

But to give it a go - I'm in the UK, and I can usually play in the evening from about 6pm to midnight GMT.



My play window is about 8 PM to 2 AM EDT US, or 1 AM to 7 AM GMT (I think ... )  If the turn flips at say 9 AM US EDT (2 PM GMT), I could still play before 12 hours pass ... but that is the earliest that works well for me.  Obviously anything from 9 AM US EDT to to 1 AM US EDT (2 PM to 6 AM GMT) for the turn flip would be doable for me, with an 8 hour window that I need the turn flip NOT to fall into (1 AM to 9 AM US EDT or 6 AM to 2 PM GMT).

dV

Logged

Your (maybe not so) humble servant, Leonardo

Traveller through time and space,
Currently Emissary of His Excellency, King Agamemnoff, of the Mighty Yourcenaeans.

"Behold, the Power of Bronze"
Carolus Maltman
ChaosCiv II
*
Offline Offline

Gender: Male
Posts: 198


Welcome to MY empire.


« Reply #8 on: July 08, 2009, 10:34:46 PM »

I'm sometimes flexible, sometimes its really rough to get on at all. Sorry for missing my turn here, that caused confusion.

And the other time I did a peek early on to start the outside conversations, then logged in again later. Sorry for that.

My bigger issue is that the game is timing out with 2 hrs left to go on the clock, and me not having moved. But I don't think you killed me this turn?
Logged

Capsavian Hopewell
Game Servant
*
Offline Offline

Gender: Male
Posts: 1163



WWW
« Reply #9 on: July 08, 2009, 11:39:21 PM »

Sorry for the inconvenience -- we had a citywide power failure, following a thunderstorm.  http://www.chaosciv.com/index.php/topic,489.new.html#new

The turn timer is currently set to 26 hours.  We could bump it up to 28 if that would help?
Logged

Capsavian Hopewell, Vali (lord) of Aidern
Dernish Slogan:  "Strength from the soil"
DribNairb
ChaosCiv II
*
Offline Offline

Posts: 557


« Reply #10 on: July 09, 2009, 06:31:03 AM »

I don't think an extra couple of hours will make much difference - we're muddling through  Grin

If someone misses a turn or is going to be late I don't think that's the problem - it's not knowing if that's what's happening. I don't mind leaving my turn until the last minute to give someone a chance to play, but if they're not actually going to have their turn then it's a bit of a bummer staying up late just in case.

I'm not convinced there's anything we can really do about it - with so many players at war there are bound to be times when someone can't get to a computer. It's just a case of trying to keep everyone informed whenever possible.
Logged
Viktor Ahriman
ChaosCiv II
*
Offline Offline

Gender: Male
Posts: 504



« Reply #11 on: July 09, 2009, 10:09:49 AM »

Well you can stop and sing songs around a camp fire with your enemy instead Smiley
Logged

Lord Viktor Ahriman (of the Agarthians)

Belief: The corps is Mother, the corps is Father
da_Vinci
ChaosCiv II
*
Offline Offline

Posts: 389



« Reply #12 on: July 09, 2009, 02:48:07 PM »

I don't think an extra couple of hours will make much difference - we're muddling through  Grin

If someone misses a turn or is going to be late I don't think that's the problem - it's not knowing if that's what's happening. I don't mind leaving my turn until the last minute to give someone a chance to play, but if they're not actually going to have their turn then it's a bit of a bummer staying up late just in case.

I'm not convinced there's anything we can really do about it - with so many players at war there are bound to be times when someone can't get to a computer. It's just a case of trying to keep everyone informed whenever possible.

Well, don't understimate the potential benefits of having 14 hours on the clock to play (for those of us in the play first batch) instead of just 12 ...  two extra hours in the team one 1st half of the timer (which would require 4 total extra hours, to give team two its own extra two hours) would reduce the "bad time for a turn flip" window for me from 8 hours wide to 6 hours wide.

I can live with it if we don't change the timer, but I can see that it could also be of some help ... what do others think?

Speaking of which, the AM flip we just had is less than ideal, so I am still about 2.5 hours from being able to log in to play.  So estimated login at 15 hours on timer, hopefully logged out with 14.5 left.
Logged

Your (maybe not so) humble servant, Leonardo

Traveller through time and space,
Currently Emissary of His Excellency, King Agamemnoff, of the Mighty Yourcenaeans.

"Behold, the Power of Bronze"
DribNairb
ChaosCiv II
*
Offline Offline

Posts: 557


« Reply #13 on: July 09, 2009, 04:21:38 PM »

I've certainly no objections to the turn timer being extended - if you think it's going to be useful then it's worth doing it.
Logged
da_Vinci
ChaosCiv II
*
Offline Offline

Posts: 389



« Reply #14 on: July 09, 2009, 06:32:51 PM »

I've certainly no objections to the turn timer being extended - if you think it's going to be useful then it's worth doing it.

At this time I would say don't do it just for me ... but if several people find it to be of benefit, then it might be worth doing.

As advertised, in at 15 hours, out at about 14.5 ...

dV
Logged

Your (maybe not so) humble servant, Leonardo

Traveller through time and space,
Currently Emissary of His Excellency, King Agamemnoff, of the Mighty Yourcenaeans.

"Behold, the Power of Bronze"
Capsavian Hopewell
Game Servant
*
Offline Offline

Gender: Male
Posts: 1163



WWW
« Reply #15 on: July 10, 2009, 09:05:34 PM »

I'll bump the clock up +2 hours for now, and we'll see how it goes.  I like to keep it moving at 24 real-time hours, but it's better to have some (minor) delays than to have players missing turns entirely.

Timer will adjust with next sequence.
Logged

Capsavian Hopewell, Vali (lord) of Aidern
Dernish Slogan:  "Strength from the soil"
Fosse
ChaosCiv II
*
Offline Offline

Posts: 74


« Reply #16 on: July 11, 2009, 01:47:23 AM »

In a few days I will no longer have such an odd work schedule and will be more flexible again.  Right now you'll notice I'm playing at very odd hours (almost 3 AM here right now and I'm just playing).

Sorry so much time has been going by.  Thanks for the understanding!
Logged
da_Vinci
ChaosCiv II
*
Offline Offline

Posts: 389



« Reply #17 on: July 11, 2009, 03:38:35 AM »

In a few days I will no longer have such an odd work schedule and will be more flexible again.  Right now you'll notice I'm playing at very odd hours (almost 3 AM here right now and I'm just playing).

Sorry so much time has been going by.  Thanks for the understanding!
This turn particularly, we had combat operations that required Fosse to lead off.  Ideally, we would have all played together, but that was not possible.

In order to retain any sense of chances for our side, we need to have Maltman play before Ian and Drib.  If it did not mess up the diplo screens so badly, a pause of the game could get us through the problem.  If Maltman does not manage to play before Ian and Drib, we will probably ask for a reaload to the game position at the end of my turn, it is that critical.  I am going to re log in as my sense is that locks in a save at the end of my turn.

dV
Logged

Your (maybe not so) humble servant, Leonardo

Traveller through time and space,
Currently Emissary of His Excellency, King Agamemnoff, of the Mighty Yourcenaeans.

"Behold, the Power of Bronze"
IanDC
ChaosCiv II
*
Offline Offline

Posts: 28


« Reply #18 on: July 11, 2009, 07:30:47 AM »

Sorry I've moved before realising Maltman hadn't played & might have units able to reach the critical point - I'd suggest an immediate reload to my login before any one else plays.
Logged
DribNairb
ChaosCiv II
*
Offline Offline

Posts: 557


« Reply #19 on: July 11, 2009, 11:16:47 AM »

maltman has logged in for a while but doesn't seem to be responding to in game messages. I've logged in at the moment but not moved yet, but there's not much time left on the clock to try and come up with a response.

I'm only going to move units which aren't near the frontline for the moment. I'm fairly certain maltman only has the one main stack and therefore won't be affected by movements in the south and east.
Logged
Fosse
ChaosCiv II
*
Offline Offline

Posts: 74


« Reply #20 on: July 11, 2009, 12:10:39 PM »

Not sure if you've been back in.  Maltman is done.  Ian, it doesn't sound like there was a problem from Carolus' message to me about the turn.  Unless you moved units away from or into the battleground north of Song then I don't see why we shouldn't continue as is. 
Logged
Fosse
ChaosCiv II
*
Offline Offline

Posts: 74


« Reply #21 on: July 11, 2009, 12:11:57 PM »

Also, if a pause is needed I can log in and do that for the next few hours.  Pausing creates problems when a player logs in with a diplomacy window open, but getting someone else to log back in and UNpause is a better hassle than missing a turn.
Logged
DribNairb
ChaosCiv II
*
Offline Offline

Posts: 557


« Reply #22 on: July 11, 2009, 12:16:08 PM »

Yes, maltman has just messaged me. Not surprising he's destroyed the rest of my stack, but I resisted the temptation to move them out of harms way  Roll Eyes I don't think anyone has lost or gained anything from the out-of-order turns, but it's definitely something to try and avoid! Hopefully the extra couple of hours will be enough from now on.

Hopefully there's enough time left for Ian to login again.
Logged
IanDC
ChaosCiv II
*
Offline Offline

Posts: 28


« Reply #23 on: July 11, 2009, 12:51:58 PM »

I moved my damaged units away before realising Maltman might have something to attack them with so I think He'll want the reload.
Logged
DribNairb
ChaosCiv II
*
Offline Offline

Posts: 557


« Reply #24 on: July 11, 2009, 01:00:10 PM »

Ah, I hadn't spotted that. FYI, there are 8 injured Nomad units in Song at the moment which I assume are the units Ian is referring to. I guess it's up to Fosse/Maltman/Da Vinci to decide if they want the reload.
Logged
Fosse
ChaosCiv II
*
Offline Offline

Posts: 74


« Reply #25 on: July 11, 2009, 01:17:25 PM »

Ah.  In that case, I would say a reload is in order.  Whoops.
Logged
Carolus Maltman
ChaosCiv II
*
Offline Offline

Gender: Male
Posts: 198


Welcome to MY empire.


« Reply #26 on: July 11, 2009, 04:48:01 PM »

Ah.  In that case, I would say a reload is in order.  Whoops.

Or you could just move them onto the hill before we move - to kill at my leisure.
Logged

da_Vinci
ChaosCiv II
*
Offline Offline

Posts: 389



« Reply #27 on: July 12, 2009, 12:28:23 AM »

Ah.  In that case, I would say a reload is in order.  Whoops.

Or you could just move them onto the hill before we move - to kill at my leisure.

The move back to the hill option, to hold the combat, just a turn later, might be a lot less intrusive than a reload ...

Or, some negotiated deletion of units to simulate the expected combat result (something based on no survivors on the hill, and given the 0 losses sustained killing those who were left there, I'd say at least a 4:1 kill ratio, so maybe an 8 to 2 swap? The 8 of Ian's for two of Maltman's).

dV
Logged

Your (maybe not so) humble servant, Leonardo

Traveller through time and space,
Currently Emissary of His Excellency, King Agamemnoff, of the Mighty Yourcenaeans.

"Behold, the Power of Bronze"
IanDC
ChaosCiv II
*
Offline Offline

Posts: 28


« Reply #28 on: July 12, 2009, 01:38:31 AM »

OK - injured units are back on the hill.
Logged
da_Vinci
ChaosCiv II
*
Offline Offline

Posts: 389



« Reply #29 on: July 12, 2009, 07:38:04 AM »

OK - injured units are back on the hill.

Sounds good ... I will be back at my computer in an hour, log in in at 15h to go and done shortly after that.  Hopefully my partners will be logging in about that time so we can clear the second half of the timer for you guys.

dV
Logged

Your (maybe not so) humble servant, Leonardo

Traveller through time and space,
Currently Emissary of His Excellency, King Agamemnoff, of the Mighty Yourcenaeans.

"Behold, the Power of Bronze"
Pages: [1] 2   Go Up
  Print  
 
Jump to:  

Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC