June 6th, 2013, 14:15
(This post was last modified: June 6th, 2013, 14:16 by spacetyrantxenu.)
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Hey that isn't funny, this tropical storm sucks.
(yet my power is still on...Florida 1, Maryland/Mongolia 0! )
June 6th, 2013, 15:23
(This post was last modified: June 6th, 2013, 15:25 by sooooo.)
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Hrm, the Germans have logged in and whipped after they've ended turn.
EDIT: Also, I presume the plan is to simply not log in until the Germans have ended their turn? That would avoid any doubt about who get the first turn.
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God, I hate this APT mod. For the last few turns, we've been playing after the Germans in preparation for the war. They play, we play. They play, we play. Yesterday, I waited until the timer was about to hit zero, moved our units, and ended turn.
But because of CFC's war with the Spanish, the turn timer does NOT roll over to a new turn when our clock hits zero. It keeps right on going, and no new turn begins. This has allowed the German team to log in after we're done, and they are still moving units and whipping cities right now. There is nothing we can do to avoid this - they basically get another free half-turn in here because of the CFC war. Plus, they are in-game at the same time as Apolyton and CFC, swapping gold and resources or whatever as far as we know.
The whole thing is a huge mess. Part of our success in the turns leading up to the German war was the fast pace, with them largely unaware of what was happening until the last minute. Then CFC's war declaration brought everything to a shattering halt, with turns jumping back up to 4 days real-life time. This has allowed the Germans to conduct way more diplomacy and prepare much more in the way of defenses than they otherwise would have assembled.
God damn it.
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(June 6th, 2013, 15:23)sooooo Wrote: EDIT: Also, I presume the plan is to simply not log in until the Germans have ended their turn? That would avoid any doubt about who get the first turn.
I wouldn't worry about that. I checked the Civstats timestamps for the turn when CFC invaded the Spanish team, and CFC was the last team to end turn the turn before the declaration of war, and stayed logged in for a bit after the turn rolled.
The only sensible way I can interpret the "play turn" rule and make it make sense in APTmod is that is tied to ending the turns.
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Be glad we got an actual admin installed before the wars started.
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Does this also mean we can't get second half of the turn? It seems we are at the mercy of CFC to get second half.
Mwin
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(June 6th, 2013, 15:59)MWIN Wrote: Does this also mean we can't get second half of the turn? It seems we are at the mercy of CFC to get second half.
Good question.
If the Germans ends their turn within a reasonable time, then we can get the second half.
But if the Germans choose to NOT end their turn (instead let it run down all the 36 hours), then I have no idea on how the mod will handle things, since technically we will end our turn before the Germans. Maybe we should send some questions to the Spanish about how it behaves in these cases.
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I would send something to our shiny new admin about it, simply stating that we desire the 2nd half of the timer, but we don't want to have to tip our hand by telling the Germans they need to end turn on turn 150 so we can declare our war.
I would expect that he would let the turn run it's course, but if the Germans don't end turn, then we get a force-end turn for the Germans followed by a pause for us to play our turn. Unless we can just play during the second half of the turn that CFC's already carved out.
Also, the mod lets neutral parties continue playing through both halves of the war timer so long as they don't end turn during the first like they're supposed to? Oooooookay.
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(June 6th, 2013, 16:28)Zargon Wrote: Also, the mod lets neutral parties continue playing through both halves of the war timer so long as they don't end turn during the first like they're supposed to? Oooooookay.
That has little to do with the mod, and everything to do with Pitboss.
(If you want the entire sordid story, look no further than PB7. "End turn" is simply a marker that a player places to show that they are prepared for the turn to roll - it carries no other meaning. And APTmod forces an end turn on all neutral teams once their timer runs down to 0.)
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Ah, right, I remember that hilarity now (hilarious in retrospect only, I guess).
In that case, the solution is easy, so long as we have an active admin ready and willing to jump in.
All we need to happen if the Germans don't end turn is for Plako to make the Germans end turn (hopefully he can just log in as them and do it) at 5 minutes left on the clock, pause the game, then for RB and WPC to log in and declare war and unpause. Then put CFC on notice that they're not to end turn unless they get the go-ahead from RB and WPC, as we'd be playing during the after-end-turn time.
The only potential complication is that the Germans might complain that they planned to do more stuff during the after-end-turn time.
Alternatively, since the Germans know the jig is up anyways, maybe the simpler solution is just to tell them we're declaring and we want the 2nd half of the timer (and as the declaring team we do get to make that choice) so PYFT. I think I'd still drop Plako a note so he can make himself available in the case of unforeseen issues.
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