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LT33 has started! Good luck!
Port: 5033.
Disregard the timer on the www, it still needs some work.
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If you can't connect, then you're using a wrong client. I'm seeing a couple of errors in the logs:
2: XXX was rejected: Mismatched capabilities.
Thats why we had the test games...
Acceptable clients are from the 2.3.x series.
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For those people who are less computer savvy who don't want to just up and quit the game... you can find the older version of the client here:
http://freeciv.wikia.com/wiki/Download
I'm hoping this works, because I have to install it as well.
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I don't understand how there are any problems. We had three test games. marlowe, you cannot log in because you didn't confirm your participation.
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Provided that players are using the correct 2.3.x client...
There might be some confusion about the hostname and port numbers.
For instance, I've seen reference on a previous thread to hostname lt33.longturn.org on port 5033
But, on this page http://longturn.org/game/LT33/ it shows up as simply longturn.org on port 5033
I'm about to connect for the first time, so I don't know which will work but I suppose I'll know momentarily. Being a new LT player myself, I can certainly sympathize with some of the players having trouble connecting
EDIT
Turns out both names resolve to the same address (lt33.longturn.org & longturn.org) on port 5033.
Last edited by Nimrod (2014-08-04 18:25:31)
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"Shhh ! I'm hunting wabbitts ... "
NIMROD
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how do I confirm? marlowe
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game has already started, so it's too late to confirm. akfaew may allow you to replace an idler, but probably you would miss at least turn 0..
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Nimrod, both are the same computer.
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Given the large number of players, and therefore more idlers than usual expected, would it be a good idea to reset the confirmations and allow people to continue signing up?
Maybe with re-confirm every week if they want to be added. That way you can build up a list of reliable reserve players who are keen to get in the game.
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Lord_P, I feel I should just go ahead and remove the absolute idlers who never logged into the game after around 3-10 turns from the start, as point 4.2 of our rules allows. This is before anybody has a chance to interact with them. I could start replacing idlers after 3 turns, but the preferred method of finding replacing players here would be direct contact with me.
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I think we forgot to set the max winning alliance size. Let's agree to a value of 6.
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As I already said on #longturn I had understood that the max numbers of the winners was 6.
It may be worth noting that this means the number of the winners of the game -> max winning alliance size.
During the game it's possible to have more players playing in one alliance, but in the end only 6 can win. Having those mega-alliances is disliked by many and it's something probably most of the people wouldn't like to see happening. In the past mega-alliances (or some other forms of agreements) have been formed by several smaller alliances when they saw one very powerful team quickly gaining ground and probably winning if nothing was done.
In the past this has been one very important part of the game. How to grow and conquer without worrying everyone else and making them join forces.
It would be interesting to know how it was on GT or on LT before LT30, but since LT30 the most aggressive and powerful alliance (in the early game like T0-T100) has quite often lost when everyone else has turned against them.
Also, starting a war on multiple fronts has been usually a very bad idea for the most powerful alliance :SS
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Lord_P, I feel I should just go ahead and remove the absolute idlers who never logged into the game after around 3-10 turns from the start, as point 4.2 of our rules allows. This is before anybody has a chance to interact with them. I could start replacing idlers after 3 turns, but the preferred method of finding replacing players here would be direct contact with me.
... is Longturn a dictatorship?
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"... is Longturn a dictatorship?"
It's really not as far as I know, but when the community can't decide or when there are too many suggestions, it's better when someone makes the calls. That way the decisions are done and the stuff with the game is not stuck.
If you want to replace an idler, you can directly contact akfaew who can possibly do something after 3 turns.
The 3 turns limit happens because before that we don't know if someone is idling or not.
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@ Akfaew : thanks, yes I surmised that they were the same machine since they resolved to the same IP. I think my post was already edited to reflect that realization. Thanks for confirming, however
@ Marlowe : Maybe a "Benevolent Dictatorship" would be a more appropriate term ? =P
No, of course not I'm kidding. The rules are pretty clear, and frankly I've seen when things are handled by Polls instead of a single admin, and rule by mob (or Mobocracy) isn't much prettier, actually. I can't say that I agree with everything, but then again there's no guarantee that anyone would be on the winning side of polls 100% of the time, either.
Besides, it looks like we are being encouraged here to Admin our own games. So perhaps the best thing for those who disagree would be to run their own game here (on LT), and see what it's like
Myself, I'd like to bring back a few scenarios from GT. Working on that in my spare time. Stay tuned.
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"Shhh ! I'm hunting wabbitts ... "
NIMROD
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guys may i join the LT33 game? i were in vacations and just came back!
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So Longturn is a collection of monarchies. ..
Those who admin a game have absolute power but try to keep the various fuedal lords happy and stop the rabble from causing trouble in their kingdom.
Nothing wrong with that. If I had the time I would make my own rules but I don't so I can't complain
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Marlowe, kull, make a post in the Idlers thread. I'll post a list of idlers after three turns have passed. You will then choose one of those idlers. You will of course have a three turn handicap. I will have to edit the .sav file manually, so some downtime is inevitable. I'm announcing it now, so that there will be no confusion. I think that will be around Saturday.
Nimrod, that's great to hear. Feel free to contact me with any technical questions.
To answer your question about backups, I learned my lesson in the past. For those interested:
- the game is saved every hour (it chokes the server a bit, so it's best not to do it too frequently). The server is located in Austria.
- the saves are rsynced to my home NAS (in Scotland) every 30 minutes to a ZFS filesystem. A snapshot is taken every day.
- every day the saves are additionally backed up to a server in France.
I hope this should do the trick! However a corruption in the .sav due to a /remove can go on for some time before causing a crash (a nation splitting for example).
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Nice, that's quite the backup strategy. Excellent that you have copies in several locations
Question: When you actually execute the /remove command, do you ask all connected players to log off beforehand ? Seems to me that you'll minimize the chance of corruption if the number of changes taking place at any given moment are reduced to near zero when the remove command is processed...
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"Shhh ! I'm hunting wabbitts ... "
NIMROD
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Maybe I'm just worrying too much. I don't remember the details of the bug, it may even have been fixed. We'll have to see.
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