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  #281  
Old February 26th, 2007, 11:11 AM
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Default Re: Vanishing Commaders

I have to inform you, that i will be away from the 28.2. in the evening till the 5.3. in the morning and that i wont have internet in that time. So the game will pause 5 days. I will try to get a turn in on the late 28. but maybe tomorrows turn will be the last till the 5th march.
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  #282  
Old February 27th, 2007, 08:08 AM
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Default Re: Vanishing Commaders

Sorry for the late turn, I've sent my just finished 2h file for 53. Up to the host if he wants to use it, I suppose.
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  #283  
Old February 27th, 2007, 08:28 AM
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Default Re: Vanishing Commaders

well i decided to be a nice guy and rehost. but now i have to do my turn again and i got not a better version, (as in 1000 gold difference trough events, but well) but i gained some interesting insight.

btw. did you know that the AI is doing other things when you rehost?

p.s. if you are coming in late, plz send me a short notice that your turn is coming shortly so that i can wait for it and dont have to rehost.
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  #284  
Old February 27th, 2007, 08:41 AM
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Default Re: Vanishing Commaders

Thanks, I'll make sure and do that next time.
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  #285  
Old February 27th, 2007, 08:58 AM

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Default Re: Vanishing Commaders

I would suggest we could make an agreement not to host till all turns arrive. You could write a message here and if there are no response in the next 2 hours you host.

I think we are a small round here and noone would stall on purpose.
The host date varies sometimes around some hours. I for myself thought having time till 12 o'clock CET but after double check this with the last turn arrived i note it was earlier and wrote you a message.

Long time stallers like pangaea or people who stall in every second turn shouldn't count for this.
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  #286  
Old February 27th, 2007, 10:44 AM
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Default Re: Vanishing Commaders

Quote:
calmon said:
I would suggest we could make an agreement not to host till all turns arrive. You could write a message here and if there are no response in the next 2 hours you host.

this can be done, but it would be nice if the turns would be on time, 48h should be long enough.
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  #287  
Old February 27th, 2007, 11:02 AM

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Default Re: Vanishing Commaders

Yep, players should try to send the turn to the correct time. It should be in case an email get lost or a player thought he send the email but did not.

We could try it and if a player is constantly late than he get a warning and after that he is blacklisted to not wait for him anymore.
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  #288  
Old February 27th, 2007, 01:05 PM
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Default Re: Vanishing Commaders

It has to be said that the chances of this game ending in a clear victory seem pretty remote. Even with the original suggestion of 21 VPs, the leading player (Ermor) is still some distance off.
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  #289  
Old February 27th, 2007, 01:15 PM

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Default Re: Vanishing Commaders

I was involded in a game with 40% VP win condition. Its finished suddenly around turn 35. The winning player teleported some strong chars in the VP provinces and take over most of the provinces. He was at 4 VP before the action and after it he had 16 (12 was needed).

Sure as long this strong NPC forces guard its difficult but in players hand they often forgot to build castles...
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  #290  
Old February 27th, 2007, 01:46 PM
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Default Re: Vanishing Commaders

You could always all join hands and chant:

Iä! Iä! R'lyeh! Iä! Iä! Kärmes!



Proclaim the Great Ones masters of the world.

No?
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Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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