EDIT: sorry, i posted this without looking at the team board. RB will get back to you.
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Realms Beyond has the following proposal for how to handle the turn order during this 2v1 war:
Basically we propose splitting the turn three ways 16hrs/16hrs/16hrs during which each team will make all their movements.
The detailed proposal is as follows:
1) RB has the first 16 hours of the turn to make moves. We have the full 16 hours, the other teams cannot move, upgrade or promote any units during this time. They can of course conduct trades, alter builds, civics, etc.
2) The order for the other two teams should be fixed for the remainder of the war. Templars->Imperio is probably most fair based on the order they've been finishing their turns.
3) 16 hours/16 hours is a workable arrangement, but RB has no objection to the first of the allied teams ending their turn early and then allowing the other to play. As long as the movement rules remain in effect.
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to Dreylins suggestion.
Thats just my opinion - not that of the Rabbits.I don't know why he saved my life. Maybe in those last moments he loved life more than he ever had before. Not just his life - anybody's life, my life. All he'd wanted were the same answers the rest of us want. Where did I come from? Where am I going? How long have I got? All I could do was sit there and watch him die.
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Team Banana supports Dreylin's solution, but would like to ask the Realms Beyond team:
Should you find yourself able to complete your part of the turn before your 16 hours are up, would you have any objection to allowing the Templars to begin their part of the turn immediately afterward?
BTW, I realize your proposal eliminates unnecessary clock-watching by the last two teams, but I am always looking for a way to bring the turns down from the 47 1/2 hour mark (make that 52 1/2 -- I swear the last time I stared at the timer in-game, it clicked backward one second.)
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Donovan - I'm the current RB turn player. My response would be RB has no problem signaling that Templars are free to begin their turn by ending our own turn. However if I log in and then don't end turn please give us the rest of our 16 hours.
Also, keep in mind you will need to coordinate with Imperio to hand the turn over to them early, otherwise the turn won't end any earlier.
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Originally posted by Nugog View Postto Dreylins suggestion.
Thats just my opinion - not that of the Rabbits.Let your every day be full of joy, love the child that holds your hand, let your wife delight in your embrace, for these alone are the concerns of humanity.
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I think that the key part of the proposal is that Templars and Imperio continue to play turns separately with one completing their movements before the other starts theirs, with no overlap between the movement periods.
Beyond that, it's mostly just logistics.
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Templars / Imperio,
12hrs left to go on the turn; we really need your input / buy-in on our proposal before we get too many turns into this war.
@Krill,
Would it be possible to pause the game before the end of turn if we don't get a response - we really need to have a firm agreement in place for the turn order for us to be able to plan our approach to this situation.
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Ruling: Use the RB Proposal for multiteam wars, with an amendment.
1) RB has the first 16 hours of the turn to make moves. We have the full 16 hours, the other teams cannot move, upgrade or promote any units during this time. They can of course conduct trades, alter builds, civics, etc.
2) The order for the other two teams should be fixed for the remainder of the war. Templars->Imperio is probably most fair based on the order they've been finishing their turns, but if one team fails to take their turn in the alloted 16 hours, then that turn is forfiet for moving units. And I am watching.
3) 16 hours/16 hours is a workable arrangement, but if the first of the allied teams ends their turn early and then allows the other to play, that is acceptable. As long as the movement rules remain in effect.You just wasted six ... no, seven ... seconds of your life reading this sentence.
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Krill, one clarification request:
Since the turns actually run longer that 48hrs, should it be explicitly stated:
Team1 (RB) has until 32hrs left on clock to make moves
Team2 (Templars) has from that point (or RB end turn) until 16hrs left on clock to make moves
Team3 (Imperio) can act from 16hrs remaining or if Templars end turn.
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Originally posted by Dreylin View PostKrill, one clarification request:
Since the turns actually run longer that 48hrs, should it be explicitly stated:
Team1 (RB) has until 32hrs left on clock to make moves
Team2 (Templars) has from that point (or RB end turn) until 16hrs left on clock to make moves
Team3 (Imperio) can act from 16hrs remaining or if Templars end turn.You just wasted six ... no, seven ... seconds of your life reading this sentence.
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Hi, i cant enter well in the game. RB and PAL are constaly entering, and say to me this msg.
I'll try to change ports redirection but its doesn't work.
For example Palbo its now for about 2 hours into the game. He enters 7:24am now 9:39 and i cant enter. I havent this problems in other pitboss or with Team banana, Templars o Rabbits. Only with PAL and RB. Why?
Now im the only player in imperio, and my time its no infinite, so its probably i cant keep playing this game with this situation.
Thanks and sry for my english.
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