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October 17th, 2002, 09:56 PM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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Re: Hints, Tips,Tricks and suggestions for Turn Blitz #2
I had no idea things were that bad in the AI world.
Maybe we should outlaw Psychic races in the next game, if none of the other AIs can do anything about it. Temporal tech too, just to be safe from the quad damage bug.
I am happy with my race's great results before the Subverters came into play.
I would be willing to self-destruct my empire and let the rest of the players finish the game without the CueCappa twisting their minds...
[ October 17, 2002, 21:38: Message edited by: Suicide Junkie ]
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October 17th, 2002, 11:29 PM
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Re: Hints, Tips,Tricks and suggestions for Turn Blitz #2
That's not neccesary SJ. Let it play out. The Rage is pretty big, or at least was when I left the game. If Capn's race is psychic he should be able to give you a fight too. Might be an interesting 3 way struggle till the end.
Might be worth considering in the next game disallowing psychic, cause it does have a tremendous advantage over other AI's because of the lack of MC use. Or you could use my suggestion from the other thread and make TB2 a mod game.
Geoschmo
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October 18th, 2002, 06:40 PM
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Captain
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Re: Hints, Tips,Tricks and suggestions for Turn Blitz #2
The Rage will continue to fight! Your pathetic purple worms will never defeat the power of the Prime Sequencer. Death to the Cue Cappa!
As a side note, it looks like turn processing got stuck again.
[ October 18, 2002, 17:40: Message edited by: Alpha Kodiak ]
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October 18th, 2002, 06:55 PM
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Re: Hints, Tips,Tricks and suggestions for Turn Blitz #2
The turn has been forced.
Geo: Any idea why the turn would get stuck like that?
It said the turn was due at just after midnight, and never got around to actually doing anything about it.
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October 18th, 2002, 07:23 PM
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Re: Hints, Tips,Tricks and suggestions for Turn Blitz #2
Occasionally the autoprocessing on PBW stops. We don't know why, but my money is on random tacyeon emmisions.
It's not really critical. It wouldn't even affect your game except if it game happened to be due to process and didn't. Usually we catch it within a couple hours or so and start it back up. You wouldn't even notice unless your game happens to be on one hour turns.
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October 18th, 2002, 07:43 PM
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Re: Hints, Tips,Tricks and suggestions for Turn Blitz #2
Shouldn't PBW be processing any games that are at or beyond their due date?
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October 18th, 2002, 07:51 PM
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Re: Hints, Tips,Tricks and suggestions for Turn Blitz #2
Exactly. That is what I just said. It should be. But occasionaly the process that tells PBW to run those turns stops working. It will still run turns if all the players upload, but it won't run turns at their time limits.
Btw, it shuld be working again now. If it doesn't run the next turn let me know.
Geoschmo
EDIT: I think maybe I get what you are asking now. Let me explain how it works and then you will see what I mean. This might not be techinically how the code works, but it's the general idea. The games themselves don't signal PBW when they are past there time limit or anything. There is a little process that runs on PBW. It's bascially independant of the other code. It's only job is to go through all the games one at a time and see if the games are past their time limit. If they are, and the game is set to auto turns or timed turns then he forces the turn. Just like when you go to the game admin screen and maually force the turn to process.
For whatever reason sometimes this little piece of code stops working so it stops checking the games. Everything else on PBW still runs fine, but nothing gets kicked if it passes it's time limit. So we have to wake him up and get him going again. He starts going around and looks at each game again. If any of them would have processed while he was sleeping then they are past their time limit and he kicks them to start them running. It doesn't matter that he wasn't running when they passed their time limit. He kicks them when he gets going again.
[ October 18, 2002, 19:01: Message edited by: geoschmo ]
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