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September 14th, 2007, 03:16 PM
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Sergeant
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Join Date: Feb 2007
Location: Austin, TX
Posts: 234
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
How is this game going? What's happening? 
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September 17th, 2007, 04:15 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
Could we lengthen the host timer? My turns are getting complicated and I've been making mistakes (forgetting to pick up armies, forgetting to teleport in an astral mage when I faery trodded and then indeed I did get mindhunted albeit not by Pythium as I expected, etc. etc.)
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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September 18th, 2007, 05:00 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
I'm uncertain if I will be able to play my turns on Wednesday and Thursday. Could we turn off the turn timer and only play QH till I get back on Thurday night?
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September 18th, 2007, 03:20 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
I second DrPraetorius's suggestion. I think we should move straight to 48 hour timer. I'm getting my turns in fine, but I really don't have any life. Besides, this game takes time outside the game since you have to do diplomacy once in a while.
Thrawn, if you move the timer forward, I'll tell you what's happening. 
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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September 18th, 2007, 03:37 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
Quote:
Burnsaber said:
I second DrPraetorius's suggestion. I think we should move straight to 48 hour timer. I'm getting my turns in fine, but I really don't have any life. Besides, this game takes time outside the game since you have to do diplomacy once in a while.
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Pretty much sums up my position.
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September 18th, 2007, 06:21 PM
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Corporal
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Join Date: Jan 2004
Location: Portland, OR USA
Posts: 131
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
I vote for a 48 hour timer as well. I've staled twice during the game not being able to keep up with the staggering 'turn due times' and basically just throw out crappy moves when I'm pressured for time on some other days.
Thank god I'm one of the smaller nations, whew, though Folket sure isn't. *snicker*
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September 19th, 2007, 03:04 AM
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Major
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Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
I vote for puting it in 100h QH till I return.
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September 20th, 2007, 03:15 AM
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Major
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Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
Is anyone actually addressing the host timer? It's getting on to the host deadline (6 or 7 hours left) and, well, that's kind of the problem.
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September 20th, 2007, 07:17 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
Hmm. It seems that Trawn is preoccupied with something at this moment. I'm sure llamabeat could do something with his awesome radioactive-admin powers.
I send him a PM.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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September 20th, 2007, 07:38 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Allegiances (Team Game, Experimental - Recruit
Awesome radioactive powers deployed!
Turn timer is now on 48 hours, and the current turn's been postponed by 24 hours so Folket won't stale.
Sorry I missed this guys, wasn't watching the thread. Maybe one of you would like to take over as admin since Thrawn got knocked out?
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