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  #131  
Old July 16th, 2011, 02:51 AM
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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

If you know of someone to sub for a few turns that'd be great. Thank you for the offer.
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  #132  
Old July 20th, 2011, 06:31 AM

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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

It seems Al Nadims current turn is in so I won't delay the game, I've also found someone to put Rlyeh AI as I've been unable to find a sub, the nation was password protected but luckily the master password worked.
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  #133  
Old July 22nd, 2011, 02:45 PM

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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

I've delayed the game 148 hours. Hopefully that should give enough time to that slacking sultan of Al Nadim to get back to running his empire.
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  #134  
Old August 11th, 2011, 06:33 AM

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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

Bloody perfect, so are you guys up for a roll back or do we soldier on ignore the stale?

If we do rollback remember you must delete your previous turn file, download the last turn again and play the turn all over again. Using the old turn file or not deleting it will cause the game to crash again.
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  #135  
Old August 11th, 2011, 06:48 AM

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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

Just to confirm it was a genuine crash:

Något gick fel!
killslaves: bad cnr
Något gick fel!
killslaves: bad cnr

No idea what this means or how to avoid it.
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A compilation of high quality mod nations: Expanded Nations Packs
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  #136  
Old August 11th, 2011, 12:55 PM

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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

No one is allowed to use slaves in the game anymore! :P
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  #137  
Old August 11th, 2011, 04:46 PM
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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

Did everyone get a stale? I know I turned in my turn (the save game shows a stale but the llamaserver data says we all turned in our turns).
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  #138  
Old August 11th, 2011, 05:35 PM

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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

Quote:
Originally Posted by Executor View Post
Bloody perfect, so are you guys up for a roll back or do we soldier on ignore the stale?

If we do rollback remember you must delete your previous turn file, download the last turn again and play the turn all over again. Using the old turn file or not deleting it will cause the game to crash again.
Last turn was somewhat critical for me, so I'd vote to roll it back. However, if we're not even sure whether or not it can be avoided, well...it might not be worth it. I'll go with whatever the consensus is.

Quote:
Originally Posted by PriestyMan View Post
No one is allowed to use slaves in the game anymore! :P
The people of New Jomon assure you that their blood slaves, while useful, haven't done anything cataclysmic. Hopefully.
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  #139  
Old August 11th, 2011, 08:40 PM

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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

Yes everyone got a stale turn.

Well, there's no promise the next turn won't crash too I guess, might be a mod game thing. I don't think rehosting can do more damage, Llamaserer saves turns so I presume they can be reused or... something. Llama should know.

NaivePhilosopher votes for roll back, and seeing how I have 4 stales already I wouldn't mind a rollback myself. And in this case no one can take advantage with the roll back as all of us staled, so no dilemma on that part.

So, attackdrone, GFSL, do you feel like rolling back or do we continue?
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  #140  
Old August 11th, 2011, 11:30 PM
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Default Re: MA Mod Nation Combined Game - Testing Grounds - Running

A rollback is fine by me.
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