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  #211  
Old February 11th, 2008, 04:09 PM

shard shard is offline
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Default Re: A call for aid!

To clarify, I believed I sent my turn in before the deadline, but it reached the server after the turn was processed. Therefore there was no 'prescience' on my part for the turn that was sent, and that is the turn I would play.
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  #212  
Old February 11th, 2008, 04:46 PM

llamabeast llamabeast is offline
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Default Re: A call for aid!

Erk. I can do this, using all the turns people sent in before the deadline (hence no prescience), but I don't particularly like the precedent it sets, this kind of thing could easily get a bit out of control. Do other people have thoughts? If it was a particularly crucial turn for shard I suppose it might be a fair thing to rerun the turn (using, of course, only 2hs which were sent before hosting).
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  #213  
Old February 11th, 2008, 05:36 PM

shard shard is offline
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Default Re: A call for aid!

It was quite a crucial turn, involving a lot of panicky last minute decisions and changes. However, as I estimate TC to only be a 2nd or 3rd tier power with little chance of overall victory in this game I shall leave it up to you guys to decide. At any rate I shall be looking to find a permanent sub for at least one of the 3 games i am involved in as its obvious I have overextended myself. This isnt the first time i've cut a turn close and I suppose I had it coming.
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  #214  
Old February 11th, 2008, 05:55 PM
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Default Re: A call for aid!

I really have to object to this. If you don't make the deadline, you don't make the deadline. I'm sorry that shard sent his turn in but it didn't make it there on time. That's what happens when you try to cut it too close to the wire.

I don't think you can equate missing the deadline, which is something you're responsible for taking care of, with having your turn mangled by the server.

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  #215  
Old February 11th, 2008, 06:00 PM

quantum_mechani quantum_mechani is offline
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Default Re: A call for aid!

Interesting, 2 eagle warriors just randomly became commanders with (thematic) magic, and a slave warrior became a plain troop commander.
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  #216  
Old February 11th, 2008, 06:02 PM
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Default Re: A call for aid!

Quote:
quantum_mechani said:
Interesting, 2 eagle warriors just randomly became commanders with (thematic) magic, and a slave warrior became a plain troop commander.
This is what happened to me when my turn was messing up. I would suggest deleting the files for sloth, and redownloading your turn.

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  #217  
Old February 11th, 2008, 06:24 PM

quantum_mechani quantum_mechani is offline
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Default Re: A call for aid!

Same thing even when downloaded into a fresh folder.
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  #218  
Old February 11th, 2008, 07:38 PM

llamabeast llamabeast is offline
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Default Re: A call for aid!

Jazzepi - sorry you didn't like the decision. I agree it's a little questionable - still, at times when turns are critical, I think if possible the outcome should not be determined by players running out of time. While it would have been better if shard had let me know in advance, that was the decision I made this time. The main reason I wouldn't make it more often is that it would be too much work. Having said that I think I will refrain from doing the same thing in future because it causes confusion and feels a little unfair. The responsibility's entirely mine though, not shard's.

Anyway, as I say, sorry if you didn't like it. It wouldn't make a lot of sense to go back and rehost again without shard's turn.

QM: a couple of games seem to have had bugs along these lines occasionally, and I'm stumped as to what could be causing them. There was nothing weird about the rehosting, I used the same 2h files as the first time.
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  #219  
Old February 11th, 2008, 10:13 PM

quantum_mechani quantum_mechani is offline
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Default Re: A call for aid!

Actually, the same thing occurred in the host both with and without shard's turn. This isn't the first game I've recently seen this in either, and I'm also stumped as far as any common factors.
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  #220  
Old February 12th, 2008, 12:20 AM
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Default Re: A call for aid!

Quote:
llamabeast said:
Jazzepi - sorry you didn't like the decision. I agree it's a little questionable - still, at times when turns are critical, I think if possible the outcome should not be determined by players running out of time.
Let me explain something. There were multiple mages (we're talking something like a dozen or so) patrolling a certain territory for multiple turns. When I attacked in the first instance of the host, those mages were still patrolling (as they were for several turns before my attack, verified by scouts that were constantly caught by the patrollers). Now, in the second instance, when the overwhelming force I brought to bear on that province was made clear, none of those mages were patrolling. However, the province where I attacked with a weaker army was heavily reinforced.

Shard did not make the deadline. You're punishing *me* for a mistake *he* made by giving him a chance to change his orders between battles after being given perfect information about my attacking armies.

I can't prove that those mages would still have been patrolling anymore than Shard can prove that they would have moved back, but it is awfully convenient that his forces withdrew from the stronger pairs of armies, and stayed in place against the weaker of the pairs.

I'm really questioning if I should even bother staying in these games if you're going to let people rehost after two large battles have occurred because of a mistake they made completely under their own control. You have TWO DAYS to take your turn. I'm playing Ermor, probably the largest and most micro intensive empire in the game ATM. I don't miss my turns, and when I do, believe me I've staled 4-5 times as R'yleh in BAG, I take responsibility for it.

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