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  • Originally posted by Krill View Post
    OK, I need a little help to understand the exact timeline here, so here goes:

    525BC, Pal move units to the positions in the sceenshot shown on page1, with the workers under the axe stack in their land, and end turn. Rabbits move stuff, and then end turn, including the workers on the hill 1 of Valley Hutch.

    500BC: Rabbits wait 24 hours, then move the workers next to Valley hutch away, and end turn. Then PAL destroy Watership Down, road the tile 4 of the axe stack, and move the axes to the tile vacated by the workers, and end turn.

    475BC: PAL don't wait 24 hours, and attack Valey Hutch, thus destroying it in a double move.

    Is this correct? I need to know the bolded bits especially. I won't be giving a ruling until I have atleast the 525BC, 500BC and 475BC autosaves.
    I thought that if a team double moves because 24 hours have passed (as rabbits did...that does not change move order...so next turn team that moved first in the war can double move back....

    Comment


    • Ruling:

      I have found two infractions have taken place, one by both PAL and the Rabits. PAL have double moved, leading to a delay in the game and a reload; in the reload the Rabbits have moved differently to how they moved originally, leading to their advantage, and I feel that moving differently because of new infomation is in breach of the spirit of the game. There is one easy way to deal with this. Before the game was reloaded, there were not rule infractions prior to 475 BC, so this is what we shall do:

      Reload the 475BC autosave; PAL cannot move the units in the Rabbits' lands for 24 hours or until the rabbits have moved after the reload has started, because this is the double move that lead to this in the first place. The moves that the rabbits have done differently in the reload will not have occured and they will not benefit from them. This also stops any honest mistakes from happening.
      Last edited by Krill; January 8, 2009, 10:58.
      You just wasted six ... no, seven ... seconds of your life reading this sentence.

      Comment


      • Originally posted by Indiansmoke View Post
        I thought that if a team double moves because 24 hours have passed (as rabbits did...that does not change move order...so next turn team that moved first in the war can double move back....
        The rules don't stipulate that you can double move if you missed moving in the first 24 hours of a turn, so it would be against the rules.
        You just wasted six ... no, seven ... seconds of your life reading this sentence.

        Comment


        • nice work Krill. Fair but firm.
          Quote: "All Happiness is the release of internal pressure"
          Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
          woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

          Comment


          • Originally posted by Krill View Post
            The rules don't stipulate that you can double move if you missed moving in the first 24 hours of a turn, so it would be against the rules.
            Ok, this needs to be clarified in the rules however.

            So in effect what you say is that when a team that moves first at war fails to take the move in the first 24 hours and the other team double moves, turn order is changed and the team that double moved moves first from now on..

            Comment


            • Originally posted by Indiansmoke View Post
              Ok, this needs to be clarified in the rules however.

              So in effect what you say is that when a team that moves first at war fails to take the move in the first 24 hours and the other team double moves, turn order is changed and the team that double moved moves first from now on..
              While double move would be a somewhat harsh way to describe it, you are correct in my understanding of the rules.
              You just wasted six ... no, seven ... seconds of your life reading this sentence.

              Comment


              • Originally posted by Krill View Post
                Ruling:

                I have found two infractions have taken place, one by both PAL and the Rabits. PAL have double moved, leading to a delay in the game and a reload; in the reload the Rabbits have moved differently to how they moved originally, leading to their advantage, and I feel that moving differently because of new infomation is in breach of the spirit of the game. There is one easy way to deal with this. Before the game was reloaded, there were not rule infractions prior to 475 BC, so this is what we shall do:

                Reload the 475BC autosave; PAL cannot move the units in the Rabbits' lands for 24 hours after the reload has started, because this is the double move that lead to this in the first place. The moves that the rabbits have done differently in the reload will not have occured and they will not benefit from them. This also stops any honest mistakes from happening.
                I would suggest that you slightly word this differently, as "PAL cannot move the units who at any point in the turn are in Rabbit territories, until after Rabbits have moved, or 24 hours have passed".
                <Reverend> IRC is just multiplayer notepad.
                I like your SNOOPY POSTER! - While you Wait quote.

                Comment


                • OK, Snoopy, can you get us back online with civstats too?
                  Thanks

                  Comment


                  • Okay, game and civstats are up.
                    <Reverend> IRC is just multiplayer notepad.
                    I like your SNOOPY POSTER! - While you Wait quote.

                    Comment


                    • Edit

                      Comment


                      • He who knows others is wise.
                        He who knows himself is enlightened.
                        -- Lao Tsu

                        SMAC(X) Marsscenario

                        Comment


                        • So Geo, when should I be expecting that public apology? You know, you'll feel alot better once you get it off your chest.

                          Comment


                          • I'll think about it once you a) prove you can post consistently like an adult (name calling, CAPS posting etc...) b) make an apology yourself since it seems you started the whole issue.

                            Until then, see you at the gates of Valley Hutch (as long as it lives).
                            He who knows others is wise.
                            He who knows himself is enlightened.
                            -- Lao Tsu

                            SMAC(X) Marsscenario

                            Comment


                            • Cool it guys.
                              You just wasted six ... no, seven ... seconds of your life reading this sentence.

                              Comment


                              • Another issue that we need to address in the rules is logging in after you finished turn.

                                Example...Rabbits play first on the war...the log in make their move finish turn...next we log in make moves...then rabbits log in after us, see what we done, units moves etc and they change que builds in cities and move units...

                                I am not saying they do it 100%, but there is no way to control this...

                                So I am asking for this to be applied as a rule...so after rabbits or anyone moving first in war finishes turn, they are not allowed to log back in until we have a new turn...

                                Comment

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