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War Declarations - Mod Testing

(May 21st, 2013, 09:23)Sullla Wrote: We could still use some time spent experimenting with the war declaration rules of this particular mod. Is it possible to set up a Pitboss game to test this?

With that in mind, I am available this Saturday (May 25th) to test the various war declaration options under this mod - I cannot host the mod, but I can be the player representing the teams. Note that if it is only me, then I cannot test concurrent log-in war declarations.

Here is what I know (or think I know) about war declarations (and related items) ...
  • You cannot declare on someone that is currently logged in
  • turn times are concurrent when teams are not at war
  • turn times are sequential when teams are at war
  • you can only log in to the game when it us your 'slice' (not using turn as that has other Civ means)

Now, assume there are three teams - Team RB, Team WPC and Team Germany - and that we want Teams RB and WPC to be in the same slice of the turn with Team Germany in the other slice.

As I see it, here are the various tests that we need to run.

  1. RB and WPC declare war on Germany just after turn rolls
    • RB logs in soon after turn rolls, declares war on Germany
    • WPC logs in, declares war on Germany
      • Assumed Result: RB & WPC are in the first slice, Germany is in the second slice
  2. RB declare war on Germany just after turn rolls, WPC declares war some time later but before RB ends turn
    • RB logs in soon after turn rolls, declares war on Germany
    • RB logs out without ending turn
    • WPC logs in, declares war on Germany
      • Assumed Result: RB & WPC are in the first slice, Germany is in the second slice
  3. RB declare war on Germany just after turn rolls, WPC declares war some time later but after RB ends turn and before German logs in
    • RB logs in soon after turn rolls, declares war on Germany
    • RB ends turn and the mod kicks RB out of the game
    • Germany does not log in
    • WPC logs in, declares war on Germany
      • Assumed Result: Unsure - could have RB and WPC in same slice, could have 3 slices
  4. RB declare war on Germany just after turn rolls, WPC declares war some time later but after RB ends turn and after German logs in
    • RB logs in soon after turn rolls, declares war on Germany
    • RB ends turn and the mod kicks RB out of the game
    • Germany does log in
    • WPC logs in, declares war on Germany
      • Assumed Result: Unsure - could have RB and WPC in same slice, could have 3 slices
  5. Germany finish there turn, RB and WPC do not - RB and WPC declare war on Germany
    • Germany logs in, plays and ends their turn
    • RB / WPC does or does not log in
    • RB / WPC do not end their turn
    • RB / WPC declare war on Germany
      • Assumed Result: RB & WPC are in second slice, Germany in first
  6. Germany finish there turn, RB or WPC do end their turn after Germany does - RB and WPC declare war on Germany (either before or after they have ended turn
    • Germany logs in, plays and ends their turn
    • RB / WPC do log in
    • RB / WPC does end their turn
    • RB / WPC declare war on Germany
      • Assumed Result: RB & WPC are in second slice, Germany in first
      • can you declare war after finishing your turn?
  7. Germany finish there turn, RB or WPC do end their turn before Germany does but log back in after German finishes their turn and declares war on Germany
    • RB / WPC logs in, plays and ends their turn
    • Germany logs in, plays and ends their turn
    • RB / WPC log back in and declare war on Germany
      • Assumed Result: RB & WPC are in second slice, Germany in first
      • can you declare war after finishing your turn?

The last two are pretty dicky declarations and we might not have to test them (assuming that we wouldn't use them) - however, it would be good to know how the mod reacts in these situations.

Tests #1 and #2 might be functionally identical.

Are there any situations that I have missed?
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Wait. "You cannot declare on someone that is currently logged in"?

Does that mean you can't get attacked if you have a team member that leaves the game logged in?
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lol

Obviously we just need to be logged in 24/7/366 when we see that the dogpile is imminent.
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The whole point of the mod is to prevent double moves, so if declaring after they end turn doesn't guarantee us the second half of the timer I will be sorely disappointed.

Darrell
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(May 21st, 2013, 20:37)antisocialmunky Wrote: Wait. "You cannot declare on someone that is currently logged in"?

Does that mean you can't get attacked if you have a team member that leaves the game logged in?

Yeah, this was a point that came up in the initial mess over the vote for the mod inclusion.
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(May 21st, 2013, 21:40)darrelljs Wrote: The whole point of the mod is to prevent double moves, so if declaring after they end turn doesn't guarantee us the second half of the timer I will be sorely disappointed.

Darrell

You mean you're not already disappointed?
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... is it possible not to be disappointed about the mod? ... sure, it might not be worse than we feared but thats still pretty bad
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(May 22nd, 2013, 07:31)Sian Wrote: ... is it possible not to be disappointed about the mod? ... sure, it might not be worse than we feared but thats still pretty bad

Let's see:
- War declarations are a cluster**** (the fact that we have to go through all of this just to make sure that a 2v1 war happens is proof enough).
- It doesn't prevent the REAL double-move, which is the double-move prior to declaring war: it's a solution to the wrong problem.
- It reveals massively more information than even Civstats + regular C&D allow, which is saying something.
- It meant we had to get a host who can't keep the power on instead of a massively reliable one (sunrise).

If that's not "worse than we feared", then that's only because "worse than we feared" would be "this game is truly unplayable" or "this mod set our difficulty to Deity and everyone else's at Chieftain."
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(May 22nd, 2013, 07:54)Cyneheard Wrote: - It meant we had to get a host who can't keep the power on instead of a massively reliable one (sunrise).

The mode is annoying but are the power issues so bad? Also, is sunrise still around? Haven't heard from him in ages.

Kalin
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Well if we can double move on the first turn then we damn well should.

Darrell
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