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  #21  
Old April 11th, 2004, 01:52 AM

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Default Re: All The Nations (new game)

See if you can't Mose to enable renaming as well, now that a command line switch exists to enable it trivially: --renaming.

May as well make it default: There's no sane reason why anyone would wish to disable it in favor of the existing repeating names loop.
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  #22  
Old April 12th, 2004, 12:54 PM
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Default Re: All The Nations (new game)

The game has started responding again. I still have no idea what happened. 24 hours to get your orders in, everyone !!

EDIT: BTW, the report saying some people have taken their turns was spurious. No-one has played except me, at the time of writing.

[ April 12, 2004, 12:00: Message edited by: Zapmeister ]
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  #23  
Old April 13th, 2004, 12:50 AM
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Default Re: All The Nations (new game)

Hmm, still 8 players outstanding. I fear that during the delay getting started, some folks have wandered off. In the event that more than a couple of nations stale the first turn, what should we do ?

Reply here with the maximum number of stales you would tolerate before voting for a restart. For me, it's 2.
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  #24  
Old April 13th, 2004, 01:32 AM
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Default Re: All The Nations (new game)

Game's responding, but ... Vanheim is demanding a password, which I haven't been using / setting. Guess there was a reason it said Vanheim had taken its turn.
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  #25  
Old April 13th, 2004, 02:23 AM
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Default Re: All The Nations (new game)

Quote:
Originally posted by Zapmeister:
Hmm, still 8 players outstanding. I fear that during the delay getting started, some folks have wandered off. In the event that more than a couple of nations stale the first turn, what should we do ?

Reply here with the maximum number of stales you would tolerate before voting for a restart. For me, it's 2.
As one of the stale turn players, I'd vote happily for a restart whenever - I can't take my turns, because (near as I can tell) someone uploaded a pretender over the top of mine, with a password.
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  #26  
Old April 13th, 2004, 06:21 AM
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Default Re: All The Nations (new game)

Well I just took my turn and it's still Turn 1 with 9 hours to go. Nobody has gotten a stale turn as far as I can see.

I was surprised to see that the game got started somehow, and I assume the other 6 people who haven't gone yet aren't aware yet.
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  #27  
Old April 13th, 2004, 06:39 AM
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Default Re: All The Nations (new game)

Quote:
Nobody has gotten a stale turn as far as I can see
That is correct, but in 9 hours time there will be at least one nation (Vanheim) not in. I want to know from the players if they think that's enough to warrant a restart. If not, how many dropouts on turn 1 does warrant a restart? Cainehill is the only person to have answered my question.

And on the subject of Cainehill/Vanheim, will the person who gazumped his position come out with your hands up!! I won't shoot, I just need the password, so the position can be offered to its rightful owner or converted to AI.
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  #28  
Old April 13th, 2004, 06:55 AM
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Default Re: All The Nations (new game)

If the people who "drop" would be turned to AI I'd be willing to play with up to 6 drops myself.
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  #29  
Old April 13th, 2004, 06:57 AM
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Default Re: All The Nations (new game)

geh, i'd rather start a new one than have to bot a bunch right off the start.

edit: well, actually, 17 is a bit unreasonable for a game

might be something to be said for a bunch of bottings.

[ April 13, 2004, 05:59: Message edited by: archaeolept ]
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  #30  
Old April 13th, 2004, 07:04 AM
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Default Re: All The Nations (new game)

Quote:
If the people who "drop" would be turned to AI...
But that's not possible if they've set passwords (no master password on the mosehansen server). If there's even one dropout with a password set (which there is - Vanheim) then the quickhost setting is defeated.

The mood seems to favour a restart. I'll give it another couple of hours for more feedback and then restart under the name "Crowded_Land" unless there's a deluge of supporters for continuation.
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