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[TECH] Pitboss 33 IT and Tech Issues Thread

This is the IT and tech thread for Pitboss 33. The initial post for this thread will have all game setup information, and the rest of the thread is to be used for resolving technical issues when the game is running.

Please reserve this thread for technical issues.

Game Rules and Settings:

Server: pitboss.watto.no:2060

Game tracker: http://www.civstats.com/viewgame.php?gameid=2946

Claim your civ: (the password is sirian)

Game Host unified tech thread (for all Caledorn hosted games):
http://realmsbeyond.net/forums/showthrea...pid=494726

Host: Caledorn
Sponsor: BRickAstley
Starting Era: Industrial Era
Players: 7 Player game

Game Version: BtS 3.19, No Mod
Map: Custom-built, skewed towards balance. ~160 tiles a player, a reasonable water presence.
World Size: Standard
World Wrap: Toroidal
Game Speed: Normal
Difficulty: Prince

Industrial Era Start differences from Ancient Start:
Cities: Are size 3 when founded, start with a granary, market, aqueduct, forge, (lighthouse, and harbor if coastal).
Settlers: Are about 3 times as expensive as ancient start games.
Starting Units: 3 settlers, 2 workers, 2 explorers, 2 rifles, 1 machine gun (Changed from a rifle to limit early all-in rushes).
Tech: Steam Power, Scientific Method, and Steel researchable, all previous techs acquired. Picture:
[Image: P2kFfSB.png]
Builds Available: See Pictures:
[Image: mbrdHIY.png]
[Image: UxsXoCK.png]
(Theater is available, not sure why it is grayed out there.)
Civics Available: All except Police State, State Property, Environmentalism:
[Image: 3qgy7uG.png]
Religions: On the 5th turn, each player will automatically found one religion. If you haven't founded a city by then.... Well you have bigger problems probably. (This is also partly why there's a strict 7 player slots, so the religions are spread evenly)

House Rules:
Banned: Nukes, Blockades, Active Spy Missions, Air units bombing tile improvements
No: Huts, Events, Vassal States, Tech Trading, Unit/City Trades, Diplomatic victory, Exploits (i.e. culture bug)
Double Moves and Diplomacy:
Diplomacy: "Pitboss-AI-diplo"
You can make any offers for any item the trade window allows you to make, excepting cities.
Any trades offered to another player are treated as valid trade offers.
You my not communicate using: chat box in diplomacy window, unit names, city names, outside communication, in game chat, anything else in this vein.
You may not gift units to or trade cities with another player.

Double moves: "Don't be a jerk."
Peace time or when you're not planning to start war: play as soon as you are able, no need to worry.
During war preparation turn (at least 1 turn before) and during war, double moves are not allowed. When you declare on your opponent (and then end turn), he must complete a turn before you can play another one.
When going to settle a city, and you see that another player has sent out a settler in the general vicinity as well, you must attempt to alternate turns, to avoid double moving someone to claim a city site.
If there is a situation not covered above, where a player gains a clear and 'underhanded' advantage over another player in an area of contention due to a double move, that situation can be appealed to the game admin, who can determine if the game needs to be reloaded or is fine to carry on at his discretion.
If there is a problem with play windows making it impossible to observe a turn split, or a tangled web of wars that need to be straightened out for turns to be practically played, please PM the game admin for assistance resolving the situation.

Players (& dedlurkers):
  • Pindicator (mackoti): Boudica (Agg/Chm) of Russia
  • Boldly Going Nowhere (spacetyrantxenu): Asoka (Spi/Org) of Aztec
  • Scooter (Sullla): Montezuma (Agg/Spi) of Germany
  • Cheater Hater & Donovan Zoi (greenline): Peter (Exp/Phi) of India
  • Dreylin (Elum, OT4E): Gandhi (Phi/Spi) of the Khmer
  • ReallyEvilMuffin: Julius Caesar (Imp/Org) of Japan
  • Gaspar&NobleHelium (Old Harry): Darius (Fin/Org) of the Dutch
Reply

Game is up and running.

Initial turn timer is set at 100 hours, it'll go down to 50 for ~5 turns as players do their opening, and then go down to 24 to stay.\

Please check your settings, leader/civ, units, everything. If we have to do any reloads lets try to get them before the first turn elapses.
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Thanks for setting this up. thumbsup

Happy drinking today everyone! toast
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We are down to almost a day left, with less than half the players ending turn, you might want to get your initial turns in soon here.
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Yeah sorry, on it!
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BGN, REM, y'all going to be able to get your initial turns in?
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(March 21st, 2016, 12:14)BRickAstley Wrote: BGN, REM, y'all going to be able to get your initial turns in?

I've been waiting for Xenu's input just this side of eternity. I'll go ahead and play now.
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(March 21st, 2016, 14:51)Boldly Going Nowhere Wrote: I've been waiting for Xenu's input just this side of eternity. I'll go ahead and play now.

Shots fired! lol

[Image: Terrible-shots_o_108647.gif]

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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DZ'CH have yet to end turn also.
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(March 21st, 2016, 12:14)BRickAstley Wrote: BGN, REM, y'all going to be able to get your initial turns in?

Yes I will be able to!
Reply



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