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I agree. Ruff certainly isnt in a position to argue.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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I don't see a concession from ruff, but this game seems absolutely over.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
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I assume its normal practice to not ask every single player if they conceed/or care if they do, just the ones with a spitting chance of winning?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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What about Ruff? Gems like he's still fighting on?
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We could always ask.
There is no way to peace. Peace is the way.
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Looks like it's a yes from all 3 of them then.
Suffer Game Sicko
Dodo Tier Player
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Woosh, about time
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
August 6th, 2020, 06:10
(This post was last modified: August 6th, 2020, 06:11 by Old Harry.)
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(July 16th, 2020, 11:14)naufragar Wrote: (July 16th, 2020, 10:57)Charriu Wrote: I'm already thinking about how to put turn order into code. Like preventing a player from login.
The Spanish Apolyton mod (which 2metraninja would know more about) enforces behavior like this. As a word of caution, it was used in the intersite demo game and made play absolutely miserable for everyone. (But an old timer who was actually playing those turns would have more info.) I'm sure there's a clean way to do it; I wish you luck finding it.
Apart from Ruff in this game (no offense intended towards Ruff), have we been having problems with double moves?
Iirc the problem with that game was teams using the whole 24h on their side of the turn split (possibly to keep the team informed) and making the game drag. I don't think that's a problem with non-team rb pitboss where everyone is pretty good about prompt play.
I'd be interested in a mod that made unit production happen when you click end turn so that turn order was less important in war. Obviously wonder building would have to be resolved at the turn roll to prevent clock shenanigans.
(Of course in a small game sequential play allows this to work without needing a mod.)
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(August 6th, 2020, 06:10)Old Harry Wrote: I'd be interested in a mod that made unit production happen when you click end turn so that turn order was less important in war. Obviously wonder building would have to be resolved at the turn roll to prevent clock shenanigans.
I don't want to say that it is impossible. But it's rather hard to do and you are almost guaranteed to encounter a lot of bugs around that. I wouldn't dare to implement something like this.
TL:DR Not impossible, but technically dangerous.
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(August 6th, 2020, 06:38)Charriu Wrote: (August 6th, 2020, 06:10)Old Harry Wrote: I'd be interested in a mod that made unit production happen when you click end turn so that turn order was less important in war. Obviously wonder building would have to be resolved at the turn roll to prevent clock shenanigans.
I don't want to say that it is impossible. But it's rather hard to do and you are almost guaranteed to encounter a lot of bugs around that. I wouldn't dare to implement something like this.
TL:DR Not impossible, but technically dangerous.
From my perspective, only the ability to whip units on the first turn of the war really matters for the turn order (i.e. declaring war in 2nd half prevents your opponent from whipping units on the first turn of the war). After that it doesn't really make a difference, and if it does make a difference ... well, you were probably losing the war already anyway.
A solution might be, after a war declaration ***IF the target has already ended turn***: - un-end the turn for the target
- Set all unit movements to 0 so that nothing can be moved
- Add 12 hours to the turn timer.
- This gives an opportunity for the war target to respond with units builds to a war declaration, while still preserving the turn order for armies which are already on the map.
- War target still gets to move first after the turn roll.
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