#26 2012-12-04 22:45:51

mrsynical
Player
Posts: 171

Re: Idlers

The danger of including AI's rather than just remove nations is that they become a juicy target to take over fairly easily (providing even more bonus for somebody who is starting next to them).

Lord_P wrote:

Idlers to AI is a great idea. Would it also be possible for new players to /take any available AIs? Might speed up adding new people to the game in place of idlers.

I played the similar ruleset from the last LTex against AIs and they where suprisingly dangerous.

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#27 2012-12-05 14:37:55

kull
Player
Posts: 43

Re: Idlers

one of the main reasons that lead to me to join longturn was due to the fact that we will be all humans and that makes an excelent game....in my opinion introduce AI will lead to a not so "loyal way longturn" play! and to play with AIs each one can start a local server and play......

in the previous servers there where any AI's playing?

Last edited by kull (2012-12-05 14:38:51)

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#28 2012-12-05 17:35:24

akfaew
Administrator
Posts: 622

Re: Idlers

kull wrote:

in the previous servers there where any AI's playing?

To my knowledge, never in the history of longturn (except civil war) were there ai players, though I might be wrong.

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#29 2012-12-05 21:07:05

mrsynical
Player
Posts: 171

Re: Idlers

This sounds correct. Civil war has typically been pretty late in the game and the AI are usually wiped out immediately as they are typically "dumb".

I suggest we set a date to remove idlers (as has been done in the past) - I suggest within the next 1-2 weeks. We can try setting idlers to AI in an EX game.


akfaew wrote:
kull wrote:

in the previous servers there where any AI's playing?

To my knowledge, never in the history of longturn (except civil war) were there ai players, though I might be wrong.

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#30 2012-12-06 04:14:49

Dimitril
Player
Posts: 83

Re: Idlers

I'm again playing with AI, but I see no problem if they are just "babysitter". Everything a npc have should be deleted as soon as they get in contact with another player if they are not taken over by a player before.

If someone is concerned by players taking idlers being weaker, wouldn't a little bonus of some sort could be given to them? Like additionnal settlers so they do not fall behind.

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#31 2012-12-06 21:23:46

akfaew
Administrator
Posts: 622

Re: Idlers

These games should be about winning. Players coming late into the game shouldn't really be a priority here. Experimental games are a different story though.

Idlers will be removed around the time players have boats.

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#32 2012-12-08 20:38:00

Paladin
Player
Posts: 4

Re: Idlers

I'd like to replace an idler. I'd be fepf pls.

Ingame nick could also be Paladin. Thanks in advance.

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#33 2012-12-09 09:38:15

akfaew
Administrator
Posts: 622

Re: Idlers

Paladin, you are in and should be able to log in now.

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#34 2012-12-09 13:05:57

Paladin
Player
Posts: 4

Re: Idlers

Thanks, it works out.

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#35 2012-12-25 22:29:00

waknuk
Player
Posts: 2

Re: Idlers

Thanks for trying. The email address I have registered with the forum has been my primary email address for over 10 years. I havent noticed any problems in the last few months.

Perhaps there's a problem with forum email? That might explain why some of us failed to get notifications.

No problem though. I hope LT31 goes well and may look to join a future game if time allows.

mrsynical wrote:

I tried to forum contact waknuk and the email bounced.

akfaew wrote:

If waknuk or anybody else wants to join and take over an idler - pick the idler yourself, for maximum fairness, and I'll replace him.

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