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problem with idlers?
Posted: Sat Jan 17, 2015 6:47 pm
by mmm2
Hey,
It seems we have big problem with idlers in LT34. In other forum we somehow came to strange conclusion that settlers will magically disappear after 12 or so turns if idle?? In my localhost tests, this does not happen!!...
What to do?: I suggest common sense solution: lets start a thread about waiting list, and assign to those on waiting list before T0 ends. We do not want to wait until T1, as this is unfair to give players wanting to join a 1 turn handicap with lost turn... We can delay game, but if someone hasn't arrived by T0 then they should be assigned to someone who wants to play, or just removed.
Let's please not turn the first 15 turns into a circus easter egg hunt like last game...?
Posted: Sat Jan 17, 2015 7:43 pm
by Corbeau
Well, there woin't be easter egg hunts here. First you need 72 bubbles to produce a trireme. That will take at least ten turns. Then you will have to sail all those islands. That will take more time. So no, I don't think there will be such hunt this time.
Posted: Sat Jan 17, 2015 7:52 pm
by Corbeau
BTW, do we know how many potential idlers are there at the moment?
Posted: Sat Jan 17, 2015 10:04 pm
by wieder
There has been 3-5 idlers in the last few games, but of course we have no such information until the start of T3. The rules say that if someone hasnät logged in the first 3 turns, that player's nation can be given away. Not before. There is really no way to give away nations before T3.
The start units of the idlers will not be there for the rest of the players to capture. They will be removed from the game. This is done by someone who is not playing the game. That person will take the delegation of each of the idler nation and disband all the units. We are planning to do this around T10. I don't think anyone would be able to research map making before that, build a ship, send units and actually manage to find the units.
If someone is able to pull off a trick like that, wow
Taking a nation at T3 is still not that late. Of course it's not T0 but I really feel that there is a possibility for a successful game even at that time. This is also due to techs becoming cheaper if anyone invents them.
Posted: Sat Jan 17, 2015 11:11 pm
by wieder
"wieder, why can't you just remove those players who idle?"
This is the plan but they need to be removed with a /take and then disbading the units. With LT33 we saw some unexpected results when the idlers were removed from the actual save file.
If you mean about why to replace the idlers with new players, the reson for that is to avoid having a map with too few players. If someone wants to play and it can be done, why not?
Posted: Sun Jan 18, 2015 8:59 am
by HanduMan
Kryon wrote:
I meant removing by the /remove or /delete command from the server or whatever the command is. Would that cause an issue as well?
Freeciv version 2.3.5 server wrote:
> help remove
Command: remove - Fully remove player from game.
Synopsis: remove <player-name>
Level: ctrl
Description:
This *completely* removes a player from the game, including all cities
and units etc. Use with care!
Posted: Sun Jan 18, 2015 10:43 am
by wieder
I'm not sure how akfaew removed the players from LT33. If it wasn't with /remove then this might be a possibility.