Did we goof? It's my bad if so (posting in thread in a minute)
Poll: Did you ever hear the tragedy of Darth Plagueis the wise? You do not have permission to vote in this poll. |
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I thought not. | 2 | 14.29% | |
It's not a story the Jedi would tell you. | 12 | 85.71% | |
Total | 14 vote(s) | 100% |
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[TECH] Pitboss 37 IT and Tech Issues Thread
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I sent Mardoc a PM asking him to take a look, in case he or others aren't closely watching this thread.
Yes, needs to be reloaded to some point before CML played. Will give him an explanation in his thread.
EitB 25 - Perpentach
Occasional mapmaker (April 24th, 2017, 19:18)spacetyrantxenu Wrote: Double moves: Don't be a jerk aka normal RB double move rules. If in doubt or a newb, ask the lurkers. Ok, I see why there was room for confusion here. Bringing the explanation out here on second thought, since CML isn't the only new RB'er in the game. ------------ The rule is meant to be 'no double moves for advantage', not necessarily restricted to war (although it's hard to find times where you benefit outside of war and settler races). The onus is on the attacker to be sure that you're not double moving, not on the defender, because only the attacker can know for sure that war is about to happen. We try not to be too detailed in the rule set because we had bad experiences with people going right up to the edge where they were within the letter but not the spirit of the rule. Focus on the spirit, and on having a fun fair game, and things generally work out. Double moves are fine anytime they don't matter, and in fact recommended to keep the turn pace high. If you're unsure if you're over the line, then it's generally a good idea to maintain a turn order even though you don't technically have to. Remember you don't just want to stay within the rule, you want to be obviously within the rule, so that your foe with different information and no sympathy still has to agree that you behaved. ------------ The one exception is that you may allow your enemy to double-move you if you both agree, or if they're the one who gets the double move before war starts. Some examples: 1. You want to attack a player, but you want the second half of the turn timer. You also don't want to give him warning and establish a turn order before you have to. The turn before you declare, he takes his time and doesn't log in until the turn roll, and then plays the next turn immediately too. You may still attack on the second half, and maintain order after that. 2. You are in a long drawn out war with someone. The turn roll has gotten to an inconvenient spot, where the first player can't log in until late, forcing the second player to ask for a pause every turn and play in a rush. By mutual agreement you can switch order so that the game pace isn't hurt as much. Generally this only happens if the tactical situation is such that a double move wouldn't help anyway.
EitB 25 - Perpentach
Occasional mapmaker (June 11th, 2017, 06:03)Krill Wrote: So who is reloading the game? Reloaded to GermanJoey's logout save from yesterday. Play ball!
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld |