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I restarted the test game.
Passwords are cached, the game is run on a different server than the www. I'll try to sync them once a week or so.
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I also think no big units on triremes is still a good idea with islands. It gives the advantage to the defending player but doesnt stop a D-day style landing of massed Legions. Only one city needs to be captured to build catapaults on an island.
I agree 100%. Let catapults out of seas. Trireme or caravel warfare will be limited and tricky strategy would need to be thinked of. And if you think about, when would you apply the rule against big land units carried on the sea? In a continent-based game??? This rule has been developed for THIS (islands) kind of game, not others!
Just one more thing. If there were no citymindist (which I hate with all my soul), one could think of founding a siege camp (i.e. a small city) in enemy islands, where with some luck he could start to build some catapults and also recover wounded units. That would be strategically very interesting (as well as historically realistic). *
But with an island full of cities and that d***ed citymindist on, you have to destroy or capture one city, before.
And that's another point against citymindist (I think it already has some 1,000,000 negative points, and I really wonder why we still let it exist).
* Speaking of history, the D-Day has been driven that way: it was difficoult to land heavy units, and lighter ones had to capture the port of Calais to let the invasion continue.
For that reason I would go even further than this new rule: if it would not be tricky in coding it, I would make that galleons and transport CANNOT land or carry directly from land tiles, but they needs a port (city) for all those kind of operations. THAT WAY would be tricky to do a D-Day invasion!!!!
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Wouldnt restricting transports from unloading without a port restrict populating empty islands?
==== In the end, Nerds with Linux will rule the world ====
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I am wondering if I crashed the server? At least I got kicked when I did /observe and now I cannot log in (server does not ask me for a password, it just says "The operation completed successfully".
I restarted the test game.
Passwords are cached, the game is run on a different server than the www. I'll try to sync them once a week or so.
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I'm also unable to log into the test game. I get the usual "Conection to server refused ... etc".
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I am also unable to log into the test game; message: "The operation completed successfully." comes up, but I am not prompted for the password. Also, I have a yahoo email account and have not received any updates about when the 'real game' will start. May I suggest a really long first turn, so that nobody misses the start?
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yeah, i think the server crashed for some reason.
==== In the end, Nerds with Linux will rule the world ====
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It appears as though the Real LT31 has started.
==== In the end, Nerds with Linux will rule the world ====
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Server crashed, hopefuly because of the short turn timeout, or maybe because the saves filled the entire disk so no space was left. Anyway, LT31 has started!
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Yeah, out of disk space would make most applications crash....
==== In the end, Nerds with Linux will rule the world ====
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Server crashed, hopefuly because of the short turn timeout, or maybe because the saves filled the entire disk so no space was left. Anyway, LT31 has started!
Should I get James to setup a bash script that cleans up older saved games, or will you be able to monitor/maintain it?
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