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December 13th, 2004, 01:59 PM
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Second Lieutenant
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Join Date: Sep 2004
Location: Zürich, Switzerland
Posts: 418
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Fools Lament III (modded) - Recruiting Now!
Ok ... worked now ... don't know what the problem was. Have not changed anything on my side.
Looks like sometime problems do just disappear
__________________
There are roads which must not be followed, towns which must not be besieged, positions which must not be contested, commands of the sovereign which must not be obeyed. (Sun Tsu "The Art of War", ca. 500 BC)
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December 15th, 2004, 01:20 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
Thanks: 0
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Re: Fools Lament III (modded) - Recruiting Now!
Alright we are now set to 24h quickhost.
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December 15th, 2004, 02:18 PM
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Captain
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Join Date: Mar 2004
Location: Italy
Posts: 839
Thanks: 0
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Re: Fools Lament III (modded) - Recruiting Now!
Can we have a sort of mailing bot that sends us a notification when the game has hosted new turn?
I've been in a game hosted by someone of Qt3 that did that, and was pretty useful to avoid staling ^^ (since there're no "welcome page" as on Mose).
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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December 15th, 2004, 02:36 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
Thanks: 0
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Re: Fools Lament III (modded) - Recruiting Now!
Well I am currently running on a windows server, and I know of no such utility for windows.
What we could do, if you are amenable, is set a fixed hosting time. It would slow the game down a little bit probably, but would have the advantage that you always know when the game is going to host so it's easier to make doing your turn part of your daily routine...
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December 15th, 2004, 03:00 PM
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Captain
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Join Date: Nov 2004
Location: Finland
Posts: 812
Thanks: 106
Thanked 57 Times in 34 Posts
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Re: Fools Lament III (modded) - Recruiting Now!
Next weekend could we have a bit longer turn-around than 24 hours? I'll be out of town from Saturday morning to Sunday, and I'll probably have to rush to work immediatly when coming home on Sunday. So about 36 hours from Saturday morning to Sunday evening.
__________________
There are three kinds of people: Those who can count and those who can not.
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December 15th, 2004, 03:18 PM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
Thanks: 0
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Re: Fools Lament III (modded) - Recruiting Now!
I will be out of town Friday-Tuesday. I will try not to stale by grabbing an internet connection when I can, but it probably will happen anyway.
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December 15th, 2004, 04:48 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Fools Lament III (modded) - Recruiting Now!
I can put it on 72-hour quickhost for the next 3 weeks, how does that sound?
Kinda sucks if it slows the game up a lot, but hopefully everyone will still make an effort to get their turns done and we will proceed at a decent pace.
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December 15th, 2004, 09:28 PM
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Corporal
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Join Date: Apr 2004
Location: Norcal
Posts: 102
Thanks: 0
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Re: Fools Lament III (modded) - Recruiting Now!
It sounds like a very very slow game
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December 15th, 2004, 10:41 PM
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Corporal
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Join Date: Jan 2004
Location: Canada
Posts: 104
Thanks: 0
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Re: Fools Lament III (modded) - Recruiting Now!
I think it will be slow during the holiday season, just like the other games I am involved in, but we have a bunch of good players, so I'm sure it will pick up in the new year.
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December 16th, 2004, 02:49 PM
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Corporal
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Join Date: Apr 2004
Location: Norcal
Posts: 102
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Fools Lament III (modded) - Recruiting Now!
I just realized that my treelord is gone??????
I would consider him an important part of Pangaea's strategy.
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