2191 -> Angels
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ACDG3 - Turn tracking II
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This is a sticky topic.
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The deadline for Angel submission of the turn has been postponed until further notice. We'll try and keep the game moving, but there are a few issues that need to be investigated before the Angel's play the turn.Smile
For though he was master of the world, he was not quite sure what to do next
But he would think of something
"Hm. I suppose I should get my waffle a santa hat." - Kuciwalker
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Regarding reloads:
When I open the turn, I never get any reload warnings.
As I told GeoModder a few weeks ago when he made me aware of this issue, the only explanation I can think of is that often parts of the turn are played by Googlie and me. Eg Googlie plays the first few moves and posts a midturn save, I come online, do some micromanagement and post another midturn, then Googlie's on again and does the last military moves etc... Vishniac also finished a few turns where I first did some stuff.
So I expect that as long as we have multiple turnplayers, you'll see Spartan "reload" warnings which in fact aren't reloads and which we aren't aware of.
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That's strange, if you save and follow on, even with different people, you don't get a reload warning.
I accept the explanation, having seen the Spartan forum quite a bit I don't think there's anything improper at all going on, so I'm happy to declare that play can continue, however I will look into the bug to see if I can find out why it's happening.
Thanks for the explanation.Smile
For though he was master of the world, he was not quite sure what to do next
But he would think of something
"Hm. I suppose I should get my waffle a santa hat." - Kuciwalker
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I have to confirm Maniac's explanation. We had such case once in DA, long ago. And when I investigated the issue further, there is something like that.
There is some "treshold" of changes after which no reload message is given, but I have no idea where it is.
If 2 persons open a turn and then one of them saves mid turn and sends it to the other person, when the second person opens the mid turn there is reload. Although, no double play occured indeed.
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I can follow up Maniac's explanation with some additional info:
After I have made my unit moves, saved and posted for Maniac to do his thing, I'll often reopen the turn to do some map screenies (not everyone on our team has SMAX), look at my Covert Ops data, etc etc. Of course, on these occasions I do get reload warnings, but I thought them of no consequence as when Maniac next posts a save it's under a different name - eg xxx midturn(3) versus my, say, xxx midturn(2) - which shouldn't register.
Sometimes, though, it does - and I don't know why, as the name is different. Generally I've ignored it, though, as after I have made my subsequent moves (eg first run might have been airforce, then Manaic does builds, worker allocations, terraforming, etc, then I might run the navy moves) I'll be saving again under a new name - or finally pressing "turn complete" and zipping and sending on.
I guess that's where the "reloads" are generated.
But there are no replays - indeed there can't be as each time the turn moves between Maniac and me all our moves are enshrined in the current save - and as I explained to Drogue in our private forum, if we were reloading for alternate results we'd be much more successful in hunting down those mindworms/IoD's for their energy boost!!!
I think that the fact we have 2 turnplayers alternating during a turn's cycle is causing the problem - and I don't know how to circumvent/correct that - other than have Maniac solely responsible for the turn, but that's not very efficient given the scope of "the Spartan Operations"
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As you explain it Googlie, it sounds like the reloads warnings happen because you've done "more actions" then the alternate player according to the game. I've had the same in my function as diplomacy checker on the AI's. I sometimes would see a reload warning when I opened a new midsave afterwards.
The solution seems to be that either of you doesn't perform intelligence checks with the already played turn, but instead go back to the original turnsave and work from there. Intelligence/diplomatic info shouldn't be different in that one and then you have more chance not to "overload" on moves in regard with the other turnplayer.
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Originally posted by GeoModder
The solution seems to be that either of you doesn't perform intelligence checks with the already played turn, but instead go back to the original turnsave and work from there.
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