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  #51  
Old September 12th, 2004, 07:18 PM
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Default Re: MP game; very hard research. Any takers?

Yes, please make sure that renaming is turned on. It's a real pain when it gets forgotten.
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  #52  
Old September 12th, 2004, 07:31 PM
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Default Re: MP game; very hard research. Any takers?

Yes, I intended to turn renaming on, but thanks for reminding me; it is the kind of detail which can be missed at game setup , and forgetting it would be very, very annoying later on.

I like the sound of "Not_stupid_just_slow", and will likely pick this name for the game. Thanks!

Assuming Deccan drops in at his usual hour, I would expect the game to get started Sunday in the morning GMT (or even in the night, depending on my insomnia). The turns will be proceeded in the evenings however, barring real-life issues. So you should expect turns to run in between 1800 and 1900 GMT (or the proper name for the time zone unaffected by the Daylight Saving Time; is it actually GMT?). UK is one hour ahead of this time, Central Europe is at +2, and the Eastern Coast would be at -4. I do not know what time it would be in the other time zones though.
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  #53  
Old September 13th, 2004, 11:56 AM
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Default Re: MP game; very hard research. Any takers?

I encourage everyone to check their emails and respond quickly these first few turns. At least the first 10 turns we should be able to crank through.

Let's do it!
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  #54  
Old September 13th, 2004, 07:49 PM
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Default Re: MP game; very hard research. Any takers?

Most turns went in fairly quickly (I am only waiting for Boron as I am typing this) this turn, so we should be able to go through the first turns without having to wait for too long.

Speaking of which, I would like to add a modification to one of the rules. Instead of running the turns at a fixed hour, wouldn't it be better if I executed the turn as soon as possible, while using the fixed hour as the actual deadline?

For example, if the deadline hour is 1800, but I get all turn files at 1000 and can run the turn, the next deadline would be set at 1800 (making it 56 hours, with 8 "free" hours) and not at 1000. It allows for a quicker turnaround early on, while still giving a fixed deadline and so enabling people to get a routine. Any objections to this change?
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  #55  
Old September 13th, 2004, 07:56 PM
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Default Re: MP game; very hard research. Any takers?


If the deadline stays the same hour, quickhosting when all the turns have been received seems great to me, a win-win proposition.
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  #56  
Old September 13th, 2004, 08:07 PM
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Default Re: MP game; very hard research. Any takers?

Seconded.
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  #57  
Old September 13th, 2004, 09:43 PM
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Default Re: MP game; very hard research. Any takers?

Sounds good to me.
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  #58  
Old September 13th, 2004, 11:04 PM
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Default Re: MP game; very hard research. Any takers?

I agree, let's play as fast as everyone gets their turn in.
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  #59  
Old September 14th, 2004, 10:00 AM
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Default Re: MP game; very hard research. Any takers?

We will be then going this way; the only problem I have with this method is that it didn't occur to me before. But I guess I am indeed "Not stupid; just slow".

Yellow Cactus may be stalling turns in the days to come. Should we be waiting for his turns, or go ahead when the deadline kicks in? From the Yellow Cactus will stale thread:

Quote:
YellowCactus said:
Hello All!
I'm all packed up and leaving the Florida Coast. Expect my turns to stale for a couple turns....but If I don't return. I'm Dead.
-Yc
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  #60  
Old September 14th, 2004, 12:18 PM
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Default Re: MP game; very hard research. Any takers?

I think we should wait at least 24 hours from our Last hosting, but if he's not going to be around for a few days no sense delaying the game further.
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