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-   -   MA Mod Nation Combined Game - Testing Grounds - Finished (http://forum.shrapnelgames.com/showthread.php?t=47232)

attackdrone July 16th, 2011 02:51 AM

Re: MA Mod Nation Combined Game - Testing Grounds - Running
 
If you know of someone to sub for a few turns that'd be great. Thank you for the offer.

Executor July 20th, 2011 06:31 AM

Re: MA Mod Nation Combined Game - Testing Grounds - Running
 
It seems Al Nadims current turn is in so I won't delay the game, I've also found someone to put Rlyeh AI as I've been unable to find a sub, the nation was password protected but luckily the master password worked.

Executor July 22nd, 2011 02:45 PM

Re: MA Mod Nation Combined Game - Testing Grounds - Running
 
I've delayed the game 148 hours. Hopefully that should give enough time to that slacking sultan of Al Nadim to get back to running his empire.

Executor August 11th, 2011 06:33 AM

Re: MA Mod Nation Combined Game - Testing Grounds - Running
 
Bloody perfect, so are you guys up for a roll back or do we soldier on ignore the stale?

If we do rollback remember you must delete your previous turn file, download the last turn again and play the turn all over again. Using the old turn file or not deleting it will cause the game to crash again.

llamabeast August 11th, 2011 06:48 AM

Re: MA Mod Nation Combined Game - Testing Grounds - Running
 
Just to confirm it was a genuine crash:

Något gick fel!
killslaves: bad cnr
Något gick fel!
killslaves: bad cnr

No idea what this means or how to avoid it.

PriestyMan August 11th, 2011 12:55 PM

Re: MA Mod Nation Combined Game - Testing Grounds - Running
 
No one is allowed to use slaves in the game anymore! :P

attackdrone August 11th, 2011 04:46 PM

Re: MA Mod Nation Combined Game - Testing Grounds - Running
 
Did everyone get a stale? I know I turned in my turn (the save game shows a stale but the llamaserver data says we all turned in our turns).

NaivePhilosopher August 11th, 2011 05:35 PM

Re: MA Mod Nation Combined Game - Testing Grounds - Running
 
Quote:

Originally Posted by Executor (Post 781833)
Bloody perfect, so are you guys up for a roll back or do we soldier on ignore the stale?

If we do rollback remember you must delete your previous turn file, download the last turn again and play the turn all over again. Using the old turn file or not deleting it will cause the game to crash again.

Last turn was somewhat critical for me, so I'd vote to roll it back. However, if we're not even sure whether or not it can be avoided, well...it might not be worth it. I'll go with whatever the consensus is.

Quote:

Originally Posted by PriestyMan (Post 781841)
No one is allowed to use slaves in the game anymore! :P

The people of New Jomon assure you that their blood slaves, while useful, haven't done anything cataclysmic. Hopefully. :p

Executor August 11th, 2011 08:40 PM

Re: MA Mod Nation Combined Game - Testing Grounds - Running
 
Yes everyone got a stale turn.

Well, there's no promise the next turn won't crash too I guess, might be a mod game thing. I don't think rehosting can do more damage, Llamaserer saves turns so I presume they can be reused or... something. Llama should know.

NaivePhilosopher votes for roll back, and seeing how I have 4 stales already I wouldn't mind a rollback myself. And in this case no one can take advantage with the roll back as all of us staled, so no dilemma on that part.

So, attackdrone, GFSL, do you feel like rolling back or do we continue?

attackdrone August 11th, 2011 11:30 PM

Re: MA Mod Nation Combined Game - Testing Grounds - Running
 
A rollback is fine by me.


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