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OK, we have a few more days of voting still to come, and then a few days to decide who we want to play, and then a few more days for CyberShy to make the map (all the previous statement is presuming that the final patch comes out....); so I thought it about time we sorted out the one major stumbling block of Pitboss, the double move......
As we have agreed an initial turn timer of 48 hours here is a preliminary draft of my thoughts on the double move rule :
The Double Move Rule : 48 hour turns
1. No double moves during a time of war, except as noted below.
During times of war all concerned Civ's should allow for 1/2 the turn timer (24 hours) to pass between moves if the other Civs involved in the war have not moved since a concerned Civ has moved.
In other words: You cannot make moves during periods of war until either one of two things have occured:
i. All other concerned Civs in a war (being at war in game) have made moves/completed one turn since you have made your moves/completed a turn.
ii. 1/2 the turn timer (24 hours) has past since you made your moves/completed your turn.
The reason "made your moves/completed your turn" is worded that way is that a team can log in make some moves, log out, log back in and make more moves. Once a team makes ANY moves the requirement that says a team must make a move/complete a turn is fullfilled.
2. No moving of units after you have pressed 'End Turn'
3. No double moves of a Settler, at any time, if an opponents Settler is in the same vicinity as yours, and visible, except as in point 1.ii. above.
4. No double moves of a unit, at any time, if a goody hut is nearby, and an opponents unit is in the same vicinity, and visible, except as in point 1.ii. above.
5. Double moves should be allowed at all other times in order to help speed game play.
6. Play fair, be a gentleperson. We are all here to have fun and enjoy ourselves. Let's do just that and not screw our fellow gamers over by bending the rules to give ourselves an unfair advantage.
Thanks to Bigfree for his work in putting together this ruling in the Warlords DG
Last edited by RobWorham on 23-04-2008 at 18:08
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Emperor
Maryland Heights, MO
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Sep 2002 time: 21:42
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For clarification; is giving a goto order that will take more than one turn to execute in time of war considered a "double move" or not?
I think the game normaly executes the "continuation moves" after you cycle thru all active units waiting for orders the first time, but you can execute them all immedately by a certain hot-key combo that escapes me.
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quote: Originally posted by RobWorham
Comments?
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Good Luck?
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What about some form of punisment for breaking the rules? Rules are useless if they can be broken with impunity...
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Deity
amongst equals.
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Jan 2004 time: 04:42
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There is one situation where double move during peacetime can create strife: the founding of a new city in sight of a settler from an opponent.
For instance: settler is on its way to a settling spot, scout discovers an opponent settler heading towards the same area. Our civ is last to play.
Turnplayer moves the settler, executes 'end turn', and founds the city in the new turn before the opponent turnplayer can react.
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Deity
amongst equals.
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Jan 2004 time: 04:42
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quote: Originally posted by Shalkai
Excuse my ignorance, but how would this be possible? Can you "un-end" your turn with PitBoss by taking back control somehow? |
In Pitboss, as long as other civs haven't played their turn and units haven't moved yet, they can move even after you have pressed "end turn".
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Any more thoughts on this, either as individual players or as teams opinions??
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Emperor
Maryland Heights, MO
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Sep 2002 time: 21:42
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Well, I don't think anyone's answered my question on weather giving a unit a movement order that takes more than one turn to execute is a double move or not.
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If there is a hot key combo that executes automatic moves immediately, then personally, I would say that breaks the double move ruling....
If automatic moves are executed once you have selected all other units, and not necessarily moved them, then I would also say that breaks the double move ruling......
I must clarify that the above two opinions are my personal opinions, and do not reflect those of The Rabbits.....
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Warlord
Perth Western Australia
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Aug 2004 time: 11:42
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quote: Originally posted by joncnunn
Well, I don't think anyone's answered my question on weather giving a unit a movement order that takes more than one turn to execute is a double move or not. | It does not matter because it is not possible to move twice during one turnset. So you will be doing is just getting them to move whn you want them to. I don't see how it is possible for it to be a potential DM.
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Emperor
Maryland Heights, MO
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Sep 2002 time: 21:42
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In Civ III MP for all but the first player all move orders that didn't fully execute that turn were double moves (except for the first player).
Because at the very begining of the turn every pending move order was immedately executed prior to the first player getting his turn.
Civ IV did thankfully change that.
quote: Originally posted by classical_hero
It does not matter because it is not possible to move twice during one turnset. So you will be doing is just getting them to move whn you want them to. I don't see how it is possible for it to be a potential DM. |
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Chieftain
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Feb 2008 time: 22:42
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quote: Originally posted by classical_hero
It does not matter because it is not possible to move twice during one turnset. So you will be doing is just getting them to move whn you want them to. I don't see how it is possible for it to be a potential DM. |
I have never played PitBoss mode, but I do know about simultaneous turn multiplayer and think classical_hero is right. I am guessing the hotkey we are talking about is Ctrl-A here. If we follow the rules in the first post, Ctrl-A is a non-issue, I think.
Last edited by crescentfresh on 21-04-2008 at 21:45
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Added to OP :
quote:
3. No double moves of a Settler, at any time, if an opponents Settler is in the same vicinity as yours, and visible, except as in point 1.ii. above.
4. No double moves of a unit, at any time, if a goody hut is nearby, and an opponents unit is in the same vicinity, and visible, except as in point 1.ii. above.
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Warlord
Perth Western Australia
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Aug 2004 time: 11:42
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I would like to see an extension to the time allowed before DM during war. I would like to see it being 3/4 of the time we have, so that if we decide to increase the time later on in the game, the time is flexible.
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