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Out of all the leader combos, that's the one that would still function, but I don't have any plans at present to add new art assets.
OTOH, if there are any graphics artists out there that want to do stuff I do have space in my PM folder...
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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Feature request:
Pitboss struggles for turn pace sometimes because players game the clock to get second in turn order during war turns, because going second lets you play before your opponent gets their production, tech, etc. This isn't a problem in Sequential and PBEM partly because turn order is enforced, but also because you get your production when you end turn.
Would it be technically possible to have someone's civ perform all the normal end of turn stuff (research, espionage, production, food, growth, etc) at the point that they press end turn? Alternatively would it be possible to just do production so that whipping in defenders is possible?
I'm sure there are drawbacks, I can think of:
- People now want to go first during war turns so they can use their promotions so will be forced to play as early as possible (not a drawback as far as I'm concerned)
- People racing for first-to bonuses and wonders could game the clock to let themselves play first (a gentleman's agreement not to double move - ie play last then first - for these might suffice)
- It's probably not technically feasible
But I'd be interested to know if there were any other problems with it?
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
August 20th, 2014, 07:21
(This post was last modified: August 20th, 2014, 07:23 by Krill.)
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In all honesty, if the system could be coded such that city production alone completed on ending turn then I would consider those drawbacks to be less of a problem than people dragging out the game. As to the feasibility, ask novice/Seven/T-hawk...but one thing for cedrtain, units that are built at "End of Turn" would need to be built with 0 movement points.
EDIT: Before I've said that there are other methods of solving it, but really, I've come to the conclusion that players need kicking in the head to not be douchebags.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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(August 20th, 2014, 07:21)Krill Wrote: I've come to the conclusion that players need kicking in the head to not be douchebags. +1 for this.
August 20th, 2014, 09:22
(This post was last modified: August 20th, 2014, 09:23 by Old Harry.)
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Trying not to sound trolly here:
- if you think someone is going to declare on you and you want the second half of the timer is there anything it's okay to do to get it? (Presuming that declaring on them is out of the question)
- if you're declaring on someone and you want second half but they are playing late is it your fault or theirs? Should you just declare in the first half and take the hit? Doesn't that just reward bad behaviour?
What I'm getting at is that it seems like the aggressor should always get to choose which half they play in, but you two are generally likely to be aggressing... Does everyone else agree?
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
August 20th, 2014, 09:34
(This post was last modified: August 20th, 2014, 09:35 by T-hawk.)
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(August 20th, 2014, 04:46)Old Harry Wrote: Would it be technically possible to have someone's civ perform all the normal end of turn stuff (research, espionage, production, food, growth, etc) at the point that they press end turn?
Yes, it's possible. In fact this is the way sequential-turn Pitboss works now. I haven't been interested in trying to code and test it for simultaneous Pitboss, though. There must be tons of edge and unusual cases that will emerge from that behavior. Clock racing to end turn first for a religion or wonder is just one of them.
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(August 20th, 2014, 09:22)Old Harry Wrote: Trying not to sound trolly here:
- if you think someone is going to declare on you and you want the second half of the timer is there anything it's okay to do to get it? (Presuming that declaring on them is out of the question)
- if you're declaring on someone and you want second half but they are playing late is it your fault or theirs? Should you just declare in the first half and take the hit? Doesn't that just reward bad behaviour?
What I'm getting at is that it seems like the aggressor should always get to choose which half they play in, but you two are generally likely to be aggressing... Does everyone else agree? Generally, I'd just try and keep the "natural" split going, whatever that tends to be. Sometimes I guess that does mean "taking the hit". Although I'm weird and OCD about my promotion management, so going second tends to make me twitch.
Oh course, if there already is an ongoing war/split, you should definitely work to ensure you share right side of the split if at all possible.
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(August 20th, 2014, 09:34)T-hawk Wrote: (August 20th, 2014, 04:46)Old Harry Wrote: Would it be technically possible to have someone's civ perform all the normal end of turn stuff (research, espionage, production, food, growth, etc) at the point that they press end turn?
Yes, it's possible. In fact this is the way sequential-turn Pitboss works now. I haven't been interested in trying to code and test it for simultaneous Pitboss, though. There must be tons of edge and unusual cases that will emerge from that behavior. Clock racing to end turn first for a religion or wonder is just one of them.
Clock racing would be an improvement over clock delaying...
Would just making (unit) production (not research, etc) happen when you end turn be problematic? Presumably wealth and research builds would be screwed up. What else would be affected?
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
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Yeah, faster game > slower game.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
August 20th, 2014, 10:49
(This post was last modified: August 20th, 2014, 10:52 by novice.)
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(August 20th, 2014, 10:05)Old Harry Wrote: Would just making (unit) production (not research, etc) happen when you end turn be problematic?
Like T-Hawk says, there's bound to be lots of unintended side effects, bugs, and exploits from a change like this.
I have to run.
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