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  #121  
Old May 31st, 2007, 02:28 PM

llamabeast llamabeast is offline
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Default Re: Caelum\'s folly continued

I've decided to re-run the last turn, because of my screwup. There was at least one big battle (I don't know if there were more), and the results might well have worked out quite differently - it just doesn't seem fair to have a kind of 'alternate reality' turn when many important things are happening.

Also some people have lost items on their heros when the slots rearranged.

I'm very sorry, but everyone will have to redo their turns. I hope that isn't too annoying. I know they probably take a while at this point, but I don't want to compromise the feeling of it being a fair game.

I will resend the turn in a moment.

This means you can disregard all the above rambling - you don't have to do anything with mods, and the battle replays should now be accurate.
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  #122  
Old May 31st, 2007, 04:19 PM

llamabeast llamabeast is offline
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Default Re: Caelum\'s folly continued

If you are one of the unlucky people who had already taken their turn, you must delete your 2h file before retaking it. Otherwise you will be in crazy land.
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  #123  
Old June 3rd, 2007, 02:16 AM

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Default Re: Caelum\'s folly continued

Uggg, awful time to have to stale... Sorry about the stale guys. Unexpected work load hit me hard. Fridays and saturdays are usually kick back time but this time it was kick as (mine!!).
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  #124  
Old June 3rd, 2007, 01:05 PM

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Default Re: Caelum\'s folly continued

Quote:
JayThomas said:
Uggg, awful time to have to stale... Sorry about the stale guys. Unexpected work load hit me hard. Fridays and saturdays are usually kick back time but this time it was kick as (mine!!).
I suspected you had stale turned when your Army didn't move back north out of the Blackwater Ruins last turn.

Hopefully it hasn't hurt your war effort too much!
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  #125  
Old June 4th, 2007, 04:36 PM

llamabeast llamabeast is offline
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Default Re: Caelum\'s folly continued

I notice at least Man staled again this turn. Would people like the turn time extended? It wouldn't be unreasonable to extend it to 48 hours now, we've lasted a long time on 24.
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  #126  
Old June 4th, 2007, 05:04 PM

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Default Re: Caelum\'s folly continued

If Man needs 48 hours, i would not be against it. But he needs to requests the move to 48. I am still doing my turns in 5-10 minutes.
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  #127  
Old June 4th, 2007, 06:22 PM

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Default Re: Caelum\'s folly continued

I don't have any problem with postponing a turn for a day or more if someone specifically needs extra time, however I'm not really sure it hurts to keep the general turn time at 24h since the game is starting to move somewhat towards a conclusion and we'll probably have 2-3 less players relatively quickly.
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  #128  
Old June 4th, 2007, 09:10 PM

JayThomas JayThomas is offline
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Default Re: Caelum\'s folly continued

I didn't ask for more time. Just never got a chance to do so.

But ironically, I'll be needing less time now than before to complete a turn..
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  #129  
Old June 9th, 2007, 04:27 AM

GameExtremist GameExtremist is offline
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Default Possible delays....

Just a heads up that I may not be able to get my turns in on time in the next few days...

We just had like the 50 year storm in Newcastle, Australia.....power was knocked out for 18 hours...It's only just come back...but no guarentees as another big front is about to hit.

Would it be possible to set the turn timer to 48 hrs temporarily?
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  #130  
Old June 9th, 2007, 05:58 AM

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Default Re: Possible delays....

I have no objection to the 48 hour. llama may be gone for the weekend though(: if you can get your turn done today, that may be useful. I am not sure he will get your message in time(:
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