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-   -   Allegiances (Team Game, Experimental - PLAYING) (http://forum.shrapnelgames.com/showthread.php?t=35624)

Thrawn September 14th, 2007 03:16 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
How is this game going? What's happening? http://forum.shrapnelgames.com/images/smilies/happy.gif

DrPraetorious September 17th, 2007 04:15 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Could we lengthen the host timer? My turns are getting complicated and I've been making mistakes (forgetting to pick up armies, forgetting to teleport in an astral mage when I faery trodded and then indeed I did get mindhunted albeit not by Pythium as I expected, etc. etc.)

Folket September 18th, 2007 05:00 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
I'm uncertain if I will be able to play my turns on Wednesday and Thursday. Could we turn off the turn timer and only play QH till I get back on Thurday night?

Burnsaber September 18th, 2007 03:20 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
I second DrPraetorius's suggestion. I think we should move straight to 48 hour timer. I'm getting my turns in fine, but I really don't have any life. Besides, this game takes time outside the game since you have to do diplomacy once in a while.

Thrawn, if you move the timer forward, I'll tell you what's happening. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Shovah32 September 18th, 2007 03:37 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Quote:

Burnsaber said:
I second DrPraetorius's suggestion. I think we should move straight to 48 hour timer. I'm getting my turns in fine, but I really don't have any life. Besides, this game takes time outside the game since you have to do diplomacy once in a while.


Pretty much sums up my position.

tromper September 18th, 2007 06:21 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
I vote for a 48 hour timer as well. I've staled twice during the game not being able to keep up with the staggering 'turn due times' and basically just throw out crappy moves when I'm pressured for time on some other days.

Thank god I'm one of the smaller nations, whew, though Folket sure isn't. *snicker*

Folket September 19th, 2007 03:04 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
I vote for puting it in 100h QH till I return.

Micah September 20th, 2007 03:15 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
Is anyone actually addressing the host timer? It's getting on to the host deadline (6 or 7 hours left) and, well, that's kind of the problem.

Burnsaber September 20th, 2007 07:17 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
Hmm. It seems that Trawn is preoccupied with something at this moment. I'm sure llamabeat could do something with his awesome radioactive-admin powers.

I send him a PM.

llamabeast September 20th, 2007 07:38 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
Awesome radioactive powers deployed!

Turn timer is now on 48 hours, and the current turn's been postponed by 24 hours so Folket won't stale.

Sorry I missed this guys, wasn't watching the thread. Maybe one of you would like to take over as admin since Thrawn got knocked out?


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