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New EitB game (Big PBEM/PB)

(August 11th, 2016, 18:27)Bobchillingworth Wrote: The 12.1 patch seems to have bugged my game. Loading the mod, I got an XML error about "airships", or something along those lines, although the game did load completely. World Builder hardly works at all though. The Player Mode option does nothing- all of the submenus (such as adding or removing techs) are completely blank. Some of the map editing options are present, but the terrain menu is empty. There's also a blank "advanced start" menu I can't get rid of, and I experienced a CTD after tabbing in & out of the program a few times to write this post.

(August 11th, 2016, 20:21)Bobchillingworth Wrote: Yeah, let's just roll with v12.

Hmm, that's weird. I've played with v12.1 ~5 games (longest ones around to T200) and I've had zero problems. The changes to Calabim/Clan have worked without issues for me. This seems to not be your issue though but instead the whole mod won't load as it should? No idea what's up with your error. Do you still have v12 folder with the old files along with v12.1? For me the game always loads v12 first and then I manually open v12.1 from "Advanced options" -> "Load a mod".

I'd really like to use v12.1 mainly because Calabim has been considered too powerful lately but if others get the similar issues then we have no way of using it.
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(August 11th, 2016, 21:27)Bobchillingworth Wrote: I can't remember if anyone mentioned this or not, but I assume we'll be playing with quick speed, correct?

Oh, yes, I assume so.
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(August 11th, 2016, 21:27)Bobchillingworth Wrote: I can't remember if anyone mentioned this or not, but I assume we'll be playing with quick speed, correct?

Yeah. I don't think anyone wants to make this game even longer.
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I'm with Aurorarcher in preferring 12.1 to 12, and in having had no issues with that mod.
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I installed v12.1 last night and loaded the mod successfully, but didn't start a game / play any turns. I'll do that tonight to check. It would probably be worth someone (Auror?) starting a random game with 8 players and sending it around so that we can confirm the mod is working for all of us before the main game gets going. (also add the file link into the first post if not already done so).

I was also thinking about turn order / play windows last night; I think we're waiting for Ellimist's slot, but from what I can see there are at least 3 of us whose main play window fits in about the same ~3hrs (9-12pm Eastern) with DaveV a little earlier. I think we'll probably be fine with the early turns, but later turns are IMO going to risk knock-on delays (especially if Ellimist is in the same / close window). I think we should just go ahead and commit to a 2-day schedule and do something like:

Euro (Auror/TBS) - US - US - NZ - Euro - US - US and slot in Ellimist wherever is most appropriate.

That should also give Q a large enough window that Daylight Savings doesn't throw anything off anyway.
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Maybe I installed it incorrectly? I had just downloaded the giant assets folder from the link Qg provided and then extracted it in my v12 EitB folder, automatically replacing files whenever there was a conflict.


I'm pretty iffy on playing with it if it hasn't actually been thoroughly tested and is subject to CTDs. Would rather just ban the Calabim at that point.
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(August 12th, 2016, 10:54)Bobchillingworth Wrote: Maybe I installed it incorrectly? I had just downloaded the giant assets folder from the link Qg provided and then extracted it in my v12 EitB folder, automatically replacing files whenever there was a conflict.


I'm pretty iffy on playing with it if it hasn't actually been thoroughly tested and is subject to CTDs. Would rather just ban the Calabim at that point.

I followed Auro's process (in the mods folder, copy v12 folder, rename to v12.1, then copy in the extracted assets folder, replacing files with conflicts) and it's worked fine so far. I load v12.1 as a separate mod, and am able to play turns. I like the clan/calabim nerfs, but would be ok playing v12 without banning them either.
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Alright, I reinstalled everything, and it's working now. Let's roll with v12.1.
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Quote:I was also thinking about turn order / play windows last night; I think we're waiting for Ellimist's slot, but from what I can see there are at least 3 of us whose main play window fits in about the same ~3hrs (9-12pm Eastern) with DaveV a little earlier. I think we'll probably be fine with the early turns, but later turns are IMO going to risk knock-on delays (especially if Ellimist is in the same / close window). I think we should just go ahead and commit to a 2-day schedule and do something like:

Euro (Auror/TBS) - US - US - NZ - Euro - US - US and slot in Ellimist wherever is most appropriate.

Here's what I have us at currently:

Auro: 2:00-4:30 PM EST.

TBS: 3:00 - 7:00PM EST

Dave: 6-9 PM.EST

Bob: 7 PM - 11 PM EST

Dreylin: 9-12pm Eastern US time (preference for early/middle)

Q: 0200-0600 EST

Obviously someone correct me if I have their main window wrong.

Is there a benefit to splitting it over two days? It seems to me that the hold up will be the US window either way. If Auro gets the turn to me by 4:30 I'm pretty confident of getting it to Dave before 6. Basically I think it comes down to how reliable that will be. The main advantage of your proposed order Dreylin is that there's no europe changeover to hold things up. The disadvantage is that we are likely to start 2 day turns a lot quicker because we have to go through europe twice. If the europe changeover is reliable then we can put all the US people together - we assume that you guys will take 2 days in the late game but we've a better chance of going around in 1 day early.
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You missed Jalepeno with the same slot as me. And Ellimist as the wildcard.

I'm pretty sure that in the early game we'll be fine with getting a turn a day out through a 1-day rotation (and I think my proposal starts out at 2-day turns unless we can jigger secondary play windows); my concern is the later game and the log-jam we have between from 6-12pm EST. It's not so much the potential for 1 player to pass late and cause the day-skip, but for 2 players to do so.

e.g. DaveV plays later than usual and Bob doesn't notice in time to play - 2day turn. Next day Bob plays and passes to me, but I'm out for the evening and don't get it sent to Jalepeno before he turns in - 3day turn. And that chance goes up the later in the game we are and the longer the turns take.

My fear is that Ellimist's window is about the same 8-12pm EST as 3.5 others and these skips get more and more frequent until we either feel pressured to play the turns quickly to keep the game going or just lose interest. IMO we know this is going to be a long game and we want it to get to the end; why not just plan for a comfortable 2-day turn now rather than cram 4 people in the same play window and throw later-game turn reliability out of the window.

Of course if Ellimist's window is elswhere in the day then maybe we don't have a problem, and maybe I'm just being overly concerned about it. Anyway, I'm just trying to draw attention to it and not draw a line at it IYSWIM.
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