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  #181  
Old November 11th, 2011, 12:20 PM

Catquiet Catquiet is offline
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Default Re: DHG - Deadhouse Gates. Non NewB. 7/9 players remain

Did you remember to turn Skaven to AI?
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  #182  
Old November 11th, 2011, 12:49 PM
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Default Re: DHG - Deadhouse Gates. Non NewB. 7/9 players remain

Yep
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  #183  
Old November 11th, 2011, 05:51 PM
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Default Re: DHG - Deadhouse Gates. Non NewB. 7/9 players remain

Catquiet, did you see evidence of Skaven not being AI?- As in doing nothing?
I sent a turn to the server with the turn AI command. It should have caught.

BTW, does anyone have any idea why Stagger Lee staled?- He actually staled once, then we rolled back and waited a lot and he staled again. has he gone AWOL?
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  #184  
Old November 11th, 2011, 09:41 PM

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Default Re: DHG - Deadhouse Gates. Non NewB. 7/9 players remain

The llamaserver says "Skavenblight Waiting for 2h file" and it is still listed as human in pretenders of the world. I thought those would have changed when it was switched to AI.
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  #185  
Old November 11th, 2011, 11:35 PM
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Default Re: DHG - Deadhouse Gates. Non NewB. 7/9 players remain

I'm not AWOL, I thought it wasn't hosting til the 17th. I got a little busy, and wasn't checking every day. And the rollback wasn't for me, I hate those things. My turns aren't quick and my ally in this war can't continue. Oh well ...
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  #186  
Old November 12th, 2011, 05:21 PM
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Default Re: DHG - Deadhouse Gates. Non NewB. 7/9 players remain

Catquiet, I checked and you're right. It turns out I can't send the turn AI command from my laptop. The server rejected my command due to some CD key violation error, I assume it resents the fact that I sent both Bretonn & Skaven turns with same key.

I actually have two dom disks (yes, I bought it once more to support IW), however my other computer died long ago. I will ask another player to do so.

Stagger Lee, I was just concerned. Thank you for posting and for continuing to play.
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  #187  
Old November 14th, 2011, 09:47 AM
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Default Re: DHG - Deadhouse Gates. Non NewB. 7/9 players remain

Is it just me or did the rollback started messing everybody's turns?

I see commanders appearing and disappearing, same for items. It's not all over the place but I seem to notice that things are not quite as I left them.
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  #188  
Old November 15th, 2011, 12:34 AM

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Default Re: DHG - Deadhouse Gates. Non NewB. 7/9 players remain

I did, but then I just deleted my .2h file and started from scratch, and everything seems as it should be.
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  #189  
Old November 15th, 2011, 07:51 PM
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Default Re: DHG - Deadhouse Gates. Non NewB. 7/9 players remain

Quote:
Originally Posted by LoloMo View Post
I did, but then I just deleted my .2h file and started from scratch, and everything seems as it should be.
This seems to be the fuzziest part of the rollback process. If the old 2h is present, the game adds to it. If that 2h is from a turn that was rolled back, some unit ids are different. If that 2h is then further built upon, the id conflicts propagate.

If no old 2h is present, an entirely new one is created. If all players delete the old 2h, the risk of conflicting ids is greatly reduced, if not eliminated. Or so I've heard ...
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  #190  
Old November 16th, 2011, 05:12 AM
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Default Re: DHG - Deadhouse Gates. Non NewB. 7/9 players remain

I tried that (deleting the .2h file). It doesn't help.
Looks like something in the .trn or ftherlnd DNA is screwed due to rollback, hence I see strange stuff like for example my knights converting into maidens and vice versa and more twilight zone stuff.

Make me question the decision to rollback, but well what's done is done.
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