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Old 02-10-2009, 05:34 PM   #61 (permalink)
 
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Re: The Terrible Twos - Server Problems

You can check Ctrl-Tab and click the Quests tab to see if you have it or not. Not that it matters at this point.
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Old 02-10-2009, 10:32 PM   #62 (permalink)
 
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Re: The Terrible Twos - Server Problems

Yeah, I looked there. It wasn't listed.
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Old 02-11-2009, 12:28 AM   #63 (permalink)
 
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Re: The Terrible Twos - Server Problems

Hmm, I wonder if that could be a multiplayer exploit. If an event or quest comes up that you don't like, quit the game and log in again. That could be problematic if it worked... unless everyone did it, of course.
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Old 02-19-2009, 09:13 PM   #64 (permalink)
 
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Re: The Terrible Twos - Server Problems

I think that civstats is down....
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Old 02-19-2009, 09:19 PM   #65 (permalink)
 
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Re: The Terrible Twos - Server Problems

Quote:
Originally Posted by emperor View Post
Hmm, I wonder if that could be a multiplayer exploit. If an event or quest comes up that you don't like, quit the game and log in again. That could be problematic if it worked... unless everyone did it, of course.
I believe the current MTDG game at civfanatics had the same issue come up. If you force quit out of the game the random events can go away I believe. We should probably make a rule now to deal with it. I personally am in favor of making a decision and sticking with it. But this is easily exploitable, and we may want to look at all of the alternatives.
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Old 02-19-2009, 09:23 PM   #66 (permalink)
 
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Re: The Terrible Twos - Server Problems

We discussed this situation for the Intersite Democracy Game a couple of days ago, actually. Most teams seemed to think that the fairest and most logical solution was to have a basic rule:

Teams may choose to ignore events that act negatively towards them, and only accept the positive events.

Thoughts?
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Old 02-19-2009, 09:45 PM   #67 (permalink)
 
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Re: The Terrible Twos - Server Problems

Server is down. Neither dV nor I could log in to do our turn.
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Old 02-20-2009, 01:06 AM   #68 (permalink)
 
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Re: The Terrible Twos - Server Problems

Server has been restarted to the beginning of 1170 AD so everyone will need to redo their turn.

Given the turn flipped yesterday at around the same time I went about doing this it seemed like the fairest way. Otherwise there was only 5 hours on CH's last login.

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Old 02-20-2009, 04:47 AM   #69 (permalink)
 
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Re: The Terrible Twos - Server Problems

This changes quite a lot of things... people are in war here you know... There weren't any major battles this turn though. Anyways for the future another option is to just reload from the latest save and pause the game until that player can replay their turn.
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Old 02-20-2009, 11:39 AM   #70 (permalink)
 
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Re: The Terrible Twos - Server Problems

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This changes quite a lot of things... people are in war here you know... There weren't any major battles this turn though. Anyways for the future another option is to just reload from the latest save and pause the game until that player can replay their turn.
I'm not a big fan of pausing the game if it can be avoided.

On turn do-overs, it should go without saying that everyone should be attempting to duplicate their original turn as much as possible. This goes double for people who are involved in wars. And this applies no matter what kind of server restart is performed.

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Old 02-20-2009, 12:48 PM   #71 (permalink)
 
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Re: The Terrible Twos - Server Problems

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Originally Posted by Bernout View Post
I'm not a big fan of pausing the game if it can be avoided.

On turn do-overs, it should go without saying that everyone should be attempting to duplicate their original turn as much as possible. This goes double for people who are involved in wars. And this applies no matter what kind of server restart is performed.

Bernout
I agree with Oyzar here. What if this turn was the turn of a big attack and that someone have been either lucky or unlucky during some battles? Then, the old outcome of the turn can't be reproduced. I think that pausing the game is a better alternative (in case there's not much tim left on the timer). In the event that some players can't unpause the game (because of a diplo dialog. that's what makes pause buggy, right?), they should just leave a message here and ask for someone to unpause the game. That would be a hassle, yes, but it's better than the unfairness of reloading the whole turn in time of war.
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Old 02-20-2009, 01:37 PM   #72 (permalink)
 
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Re: The Terrible Twos - Server Problems

I too agree with oyzar. Pausing the game would have been far less intrusive.
Quote:
Originally Posted by Bernout View Post
On turn do-overs, it should go without saying that everyone should be attempting to duplicate their original turn as much as possible. This goes double for people who are involved in wars. And this applies no matter what kind of server restart is performed.
We naturally replayed every action of our original turn as closely to the original as possible. But the game itself didn't, and the outcomes of battles were not the same as the original, to the point where we are now strategically worse off than we were after the original turn.

We will of course play on as it stands, yet another reload would be even more intrusive. So the purpose of this post is only to air my displeasure at the selected "solution", and ask you to consider other means next time.
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Old 02-20-2009, 03:04 PM   #73 (permalink)
 
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Re: The Terrible Twos - Server Problems

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Originally Posted by Niklas View Post
I too agree with oyzar. Pausing the game would have been far less intrusive.

We naturally replayed every action of our original turn as closely to the original as possible. But the game itself didn't, and the outcomes of battles were not the same as the original, to the point where we are now strategically worse off than we were after the original turn.

We will of course play on as it stands, yet another reload would be even more intrusive. So the purpose of this post is only to air my displeasure at the selected "solution", and ask you to consider other means next time.
The problem is the pausing of the turn is not a complete solution in itself. In the past I've attempted to put at least 12 hours on the timer on a restart in order to give everyone a fair chance of doing their turn. 5 hours plus some indeterminate length of time may not accomplish the same thing. It doesn't make sense to do something convenient for one person only to potentially hose another.

I also recognize the fact that it may not be possible to get the same combat results in a game with this many players. While the random number generator will return the same results there's no guarantee that players will invoke it in the same order as they did the first time around. I would just accept this as a given on any restart scenario. If you can get the same results that's great...otherwise it is a crap shoot as to whether you benefit or suffer from it. This time around you guys may not have gotten as good a result but it could just as easily have gone the other way in which case I'd have CH giving me a hard time.

The bottom line for me is my priority is making sure everyone is able to get their turn in.

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Last edited by Bernout; 02-20-2009 at 03:38 PM.
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Old 02-20-2009, 11:54 PM   #74 (permalink)
 
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Re: The Terrible Twos - Server Problems

I was wonder why the Deja vu.
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Old 02-21-2009, 07:57 AM   #75 (permalink)
 
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Re: The Terrible Twos - Server Problems

The point of reloading further back(in this case 15+ hours) is so the player who you reload the turn from can replay, pausing the game would very likely lead to a way shorter delay than that. There are no players in this game who are inconsistent enough to not play in such a time gap...
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