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

Folket August 11th, 2007 04:02 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
I sent the turn again. I'm sure that I sent the 2h file this time.

Folket August 11th, 2007 04:05 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
Is there anyone else using hotmail here? Perhaps it is a problem with that service?

Shovah32 August 11th, 2007 04:44 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
Sorry, im on hotmail. You sure your sending you .2h file to the llama turn server?

Burnsaber August 11th, 2007 05:17 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
I just did turn 2, so folket managed to get his turn in? I also use hotmail, haven't got any problems so far.

Did anyone else got hit by the scale bug? It's quite annoying. Especially when your misfortune inceases, but order doesn't http://forum.shrapnelgames.com/images/smilies/mad.gif.

DrPraetorious August 11th, 2007 10:08 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
Is that a bug?

I always thought it had something to do with patrolling and overtaxing your capital on turn 1.

Burnsaber August 11th, 2007 10:11 AM

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

DrPraetorious said:
Is that a bug?

I always thought it had something to do with patrolling and overtaxing your capital on turn 1.

Didn't patrol, didn't overtax. So, no.

tromper August 12th, 2007 11:46 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
Oh - and Burnsaber - yeah, I too was hit by the 'dominion bug'. And again, it was with misfortune being cranked to 3. *shrug* Ergh. I don't see why fixing that darned weirdness isn't prioritized by the Illwinter guys as being needing immediate fixation in the next patch. Or the last patch. Are there ever any POSITIVE scale bugs? heh

Thrawn August 12th, 2007 12:23 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Well, my production and magic scales were buffed two levels.

Not really. http://forum.shrapnelgames.com/images/smilies/happy.gif

Shovah32 August 12th, 2007 12:58 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
I got the scales bug, staled a turn AND got a rather unlucky event in my capitol.
Not my lucky day.

Thrawn August 13th, 2007 12:07 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Are we all good with the 48 hour timer?

Micah August 14th, 2007 06:33 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
I'm usually a big fan of a 24 hour host for the first dozen turns or so (with a slowdown if anyone's going to be gone for a day over a weekend or something and requests it) but some people seem to be having trouble keeping up with the 1/day schedule, so go ahead and slow it up if we have to.

Folket August 14th, 2007 06:48 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
I'm sorry for the stale. I thought I did play my turn yesterday =P.

I should have no problems with 24h.

Thrawn August 14th, 2007 12:44 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Well, llamaserver does 48 hours by default, which is what it is now. Let's just keep it at that. If you guys need to pause play for going out of town, etc, just let me know. We all seem relatively accomodating. http://forum.shrapnelgames.com/images/smilies/happy.gif

Shovah32 August 14th, 2007 02:39 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
I was having trouble keeping up(to my suprise) as the last few days have been hectic and my other current games were at a slower pace.

Ive recently been hit by a suprise holiday and will be heading to spain 24 hours from now, returning early on monday the 20th.
Sorry for any inconvenience.

edit: I will also need a slight time extension on the currnet turn due to packing.

tromper August 14th, 2007 03:24 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Huh. Well perhaps it may be a good opportunity to start up a second version of this interesting team mechanic while Shovah32's off getting a tan, eh Thrawn? http://forum.shrapnelgames.com/images/smilies/wink.gif

Shovah32 August 15th, 2007 08:04 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
Remember, this turn(7) is that last that I will be able to complete before returning on Monday.

llamabeast August 15th, 2007 12:44 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Um, the llamaserver does 24 hours by default, which is what this game is still on. Just so you know. It's easy to change though.

Thrawn August 15th, 2007 01:19 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Oh, thought it was 48. Okay, Shovah, I'll pause the timer until Monday. Have a good trip.

Darn, was looking forward to lots of turns this weekend. http://forum.shrapnelgames.com/images/smilies/happy.gif

Thrawn August 15th, 2007 01:22 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Hosting postponed for Allegiances by 120 hours. The game will now host at 16:05 GMT on Tuesday August 21st.

llamabeast August 15th, 2007 01:33 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Thrawn: Click on "Admin options" on the Allegiances page and you can see and change the current hosting schedule.

Thrawn August 17th, 2007 12:44 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Yeah, I did. What I pasted up there is the result from changing it using the admin options. http://forum.shrapnelgames.com/images/smilies/happy.gif

llamabeast August 17th, 2007 12:45 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Yeah, sorry, I must have missed your post.

Folket August 18th, 2007 12:35 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
I fought we was going to play without score graphs.

tromper August 18th, 2007 02:38 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
So did I. *sigh*

Thrawn August 20th, 2007 12:12 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
Sorry, I meant for this to be no graphs. http://forum.shrapnelgames.com/images/smilies/frown.gif

Shovah32 August 20th, 2007 07:39 AM

Re: Allegiances (Team Game, Experimental - Recruit
 
OK guys, turn has hosted.

Thrawn August 20th, 2007 12:37 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Yay!

DrPraetorious August 20th, 2007 01:53 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Gah! I've had two invasions by knights and I absent mindedly sent one of my stacks of spiders the wrong frickin' way.

This has been one of my most frustrating starts to date.... http://forum.shrapnelgames.com/images/smilies/mad.gif still, could be worse. I haven't taken any actual losses.

Thrawn August 23rd, 2007 12:34 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Turn 13...the forced peace is over! Nations may attack at will.

tromper August 23rd, 2007 04:24 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
The Eastern Empire dictates that you crumble beneath the scintillating boots of our valorous warriors while becoming sit-com stars for the astral mage audience everywhere.

We also ask that you don't bring any Abysians or spiders, as they screw up the dance floor.

Our Theurgs have gotten hammered and wish to point out to the watery depths that if they have incursion on their minds, they'd best be prepared to drive the dead Velites home.

Baalz August 23rd, 2007 04:31 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Speak plain, boy. You plan on rumbling with the Knights of the West right out the gate? I reckon I got a 12 foot lance around here somewhere that'll about fit your back side if you insist.

tromper August 23rd, 2007 05:19 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Our scouts have recently discovered the Chalice in Penetheste's sigmoid. The Theurgs remain unsure as to veracity of this dire news. However, they do appreciate being called boys.

Don't use your lances on boys. That's illegal in Pythium.

Micah August 23rd, 2007 05:21 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
All the geographical locations as team descriptions (western empire and such) mess with our head, cuz team Water is in the west on the real map, dammit.

The new methods of address that shall be used in the court of R'lyeh are team Water, team P, team Heat, and team Crossbow (formerly known as team You'll Have to Tell Us Why You Picked Ulm Over Ermor. But it was too lengthy, and team YHTUWYPUOE was unpronounceable by the messengers of the lesser races despite how well it flows off the...tongues of the worthy).

So let it be written!

Baalz August 23rd, 2007 05:42 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
I figured the forge bonus would be twice as good in a team game. If either one of us can manage to find a construction magic site it could prove pretty ugly. Now all I have to do is stay away from the astral mages...there aren't any of those in this game, are there?

Thrawn August 23rd, 2007 11:00 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
"Team Water"? That's the best you could do? http://forum.shrapnelgames.com/images/smilies/happy.gif

Micah August 23rd, 2007 11:09 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
It's short and descriptive, what more do you want?

Besides, I thought team We're Gonna Win was a bit much.

llamabeast August 25th, 2007 06:19 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Hello guys, sorry about the score graphs issue, that was a cockup on my part. Apologies.

Burnsaber August 25th, 2007 06:30 PM

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

llamabeast said:
Hello guys, sorry about the score graphs issue, that was a cockup on my part. Apologies.

Well, I didn't mind. It was cool to see myself in top of the "provinces" chart for a while.

Thrawn September 2nd, 2007 01:15 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Marignon has fallen, its armies decimated by the invading, heathenous minotaur hordes. Surely darkness and evil will consume the world, without the lantern of Marignon to guide people to the light...

Next team game, after this one, I am going to add a new rule which states it is illegal to eliminate the game host before turn 25. http://forum.shrapnelgames.com/images/smilies/happy.gif

GL to the remaining players. I'll keep monitoring this forum, so post here if you need a suspension of the hosting, etc, and I will take care of it. Also, think of lessons learned from this game to make the next team game even better.

Baalz September 2nd, 2007 04:17 PM

Re: Allegiances (Team Game, Experimental - Recruit
 
Obviously my days are numbered at this point, but it will take a legendary pile of dead bodies to force the forges of Ulm to cool. Come all four of you, so hungry for blood. I sit my throne, sharpening my axe and wait to see who first will knock on my castle gate that the Ulmish kingdom ride to its fate headlong.

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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