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  #141  
Old September 14th, 2007, 03:16 PM
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Thrawn Thrawn is offline
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Default Re: Allegiances (Team Game, Experimental - Recruit

How is this game going? What's happening?
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  #142  
Old September 17th, 2007, 04:15 PM
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Default 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.)
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  #143  
Old September 18th, 2007, 05:00 AM

Folket Folket is offline
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Default 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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  #144  
Old September 18th, 2007, 03:20 PM
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Burnsaber Burnsaber is offline
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Default 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.
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  #145  
Old September 18th, 2007, 03:37 PM

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Default 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.

Pretty much sums up my position.
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  #146  
Old September 18th, 2007, 06:21 PM

tromper tromper is offline
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Default 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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  #147  
Old September 19th, 2007, 03:04 AM

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Default Re: Allegiances (Team Game, Experimental - Recruit

I vote for puting it in 100h QH till I return.
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  #148  
Old September 20th, 2007, 03:15 AM

Micah Micah is offline
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Default 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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  #149  
Old September 20th, 2007, 07:17 AM
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Default 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.
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  #150  
Old September 20th, 2007, 07:38 AM

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Default 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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