Is that character a variant? (I just love getting asked that in channel.) - Charis

Create an account  

 
RBP12 IT and Tech Issues Thread

Little point in saying this since a meteor is probably headed for my computer as we speak, but since some of the games needed reloads anyways I went ahead and got server 1.5 up and running. It's pretty fancy: renewable ergonomic stand (monitor set on cardboard box), superior ventilation (case door removed), and extra-quick-release drive bay (hard drive sat on bare metal case chassis).

This isn't a permanent solution, but it does have about twice the performance and half the hardware age of the old server, and perhaps more importantly since it doesn't need to be remoted into it's less susceptible to VNC crashes necessitating a restart.

Anyways, game is reloaded to the newest save, which is the start of 2440BC. I think I have the configuration settings right, but it's certainly possible I missed something. If that's the case I'll fix it tomorrow.
Reply

(June 26th, 2013, 00:48)sunrise089 Wrote: Little point in saying this since a meteor is probably headed for my computer as we speak, but since some of the games needed reloads anyways I went ahead and got server 1.5 up and running. It's pretty fancy: renewable ergonomic stand (monitor set on cardboard box), superior ventilation (case door removed), and extra-quick-release drive bay (hard drive sat on bare metal case chassis).

This isn't a permanent solution, but it does have about twice the performance and half the hardware age of the old server, and perhaps more importantly since it doesn't need to be remoted into it's less susceptible to VNC crashes necessitating a restart.

Anyways, game is reloaded to the newest save, which is the start of 2440BC. I think I have the configuration settings right, but it's certainly possible I missed something. If that's the case I'll fix it tomorrow.

lol
Yeah, I'm not happy about my past behaviour either. shakehead
Reply

Strange request: I ended turn on the new turn (not the turn that just rolled) without thinking clearly. Most likely this will be fine, and I should post back in here in about 10 hours (normally, not everyone has ended turn by then anyway), but if I don't, could the last person to play send me a message before they end turn? Worst case scenario, I don't have the time, so I just say, "Okay, end turn" then smack myself in the head a few times; otherwise, I'll say something like "Can you not end turn for 15 minutes?" I don't want to hold everyone up any more than I would if I hadn't ended turn, but I also don't want to punish WarriorKnight for my mistake.

Edit: Actually, probably a fair bit less than 10 hours.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

Shouldn't be a problem!
Reply

All good!
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

Guys, I won't be around from tomorrow morning (03 July, 0630 UTC) till Friday morning (05 July, same time). I will try to post what to do in my thread but I might not find the time for that. So if you see me not having ended turn, please pause.
Reply

My mouse stuck while opening the game and held some sort of weird click upon entry into the game, causing effectively a really bad misclick, and honestly, I'd like a re-load to when I logged in. If someone has some great objection to this, please let me know, but it wasn't like this was even a normal misclick, I clicked something on a different program, then it just stayed down, I guess. I wasn't even holding it when the Pitboss game opened.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

Hey guys, unexpectedly I will be w/o internet during my trip from July 11th-22nd, kjn says he saw the opening threads, but did not remember anything, is that okay with everyone?
http://nijidraws.tumblr.com/ - Crediting the artist who made my profile pic.
Reply

I'm OK with reload for Merovich.

EDIT And with a sub for BaII too.
Reply

I'm fine with the subbing. I'm going to send sunrise a gmail message about reloading in a bit if nobody has any objections.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply



Forum Jump: