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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Fri Jul 16, 2010 1:05 pm 
Sapphire Luminary

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Chesterfield Taft wrote:
There we go. Should be all fixed now. Thanks for the word.


That may not have been the only bug, the fleet is down to about 1m inf on Uur, IIRC they were about 10m before. Unless they used that inf->power ability there or something, but I didn't think they could do that on normal islands.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sat Jul 17, 2010 4:01 am 
Militia Commander

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Kitteh wrote:
That may not have been the only bug, the fleet is down to about 1m inf on Uur, IIRC they were about 10m before. Unless they used that inf->power ability there or something, but I didn't think they could do that on normal islands.


More like down to 1.5 from 15, but don't look a gift horse in the mouth! :remywicked:

--

Speaking of Winds and Uurwerk, the Wind there doesn't seem to have done any significant inf hits to Uurwerk since it's relanding, after being thrown back from A9. Maybe they got overwhelmed by a sense of deja vu and can't get their act together?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sat Jul 17, 2010 8:29 am 
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Uur's down over a million since it landed, that's much more than normal daily decay isn't it? I'm pretty sure it's working now.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sat Jul 17, 2010 9:07 am 
Militia Commander

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I just triplechecked in three browsers, since my last post. Either Uur's influence hasn't budged one bit for five hours, or something weird is going on. Possibly both.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sat Jul 17, 2010 10:14 am 
Sapphire Luminary

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The wind has been gone for a while...I think the hit would have only happened once or twice since I wasn't on to move it earlier. The influence wouldn't continue decaying until the next server check or until the Wind hit again.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sat Jul 17, 2010 12:43 pm 
Smashing Pumpkins

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Are we still planning on turning the Winds off at 11am tomorrow?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sun Jul 18, 2010 6:19 am 
Cupid

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Kalin wrote:
Are we still planning on turning the Winds off at 11am tomorrow?


If the purpose was to test out a new mechanic, I think these past few days sufficed...

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sun Jul 18, 2010 8:49 am 
Smashing Pumpkins

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Kalin wrote:
Are we still planning on turning the Winds off at 11am tomorrow?

Apparently not. (Lost 1mil at Leng when it landed at 11:15.)

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sun Jul 18, 2010 9:52 am 
Snuggler

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The Winds will remain around.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sun Jul 18, 2010 10:05 am 
Moostro

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Chesterfield Taft wrote:
The Winds will remain around.

Until when?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sun Jul 18, 2010 11:48 am 
Export Counsel

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nehp wrote:
Chesterfield Taft wrote:
The Winds will remain around.

Until when?


Er, yes, until when? I mean, I can push winds around for another few days, but come Friday the Jade Hand is going to need yet another leadership shuffle if we're supposed to be hitting a button every few hours.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sun Jul 18, 2010 12:03 pm 
Smashing Pumpkins

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It looks like the winds aren't doing anything except the -5% when they land. At least I haven't seen any inf loss from the one that's been sitting at Leng for 3 hours.

If we're not taking a break between waves, then Brown will probably need a temporary leader too, since Turbo is on vacation today through Thursday.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sun Jul 18, 2010 12:45 pm 
Messenger of Service

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Kalin wrote:
It looks like the winds aren't doing anything except the -5% when they land. At least I haven't seen any inf loss from the one that's been sitting at Leng for 3 hours.

If we're not taking a break between waves, then Brown will probably need a temporary leader too, since Turbo is on vacation today through Thursday.



I will be able to check in a couple times a day but cannot be relied upon to push wind buttons at specific times.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sun Jul 18, 2010 9:33 pm 
Cupid

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Chesterfield Taft wrote:
The Winds will remain around.


So, are there any programmers who would be willing to write a script to load alternating links every 10 hours and 45 minutes? I'd even pay for a copy; I'd rather fulfill my obligations to my faction by dishing out a few bucks than by continuing to play this.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sun Jul 18, 2010 9:48 pm 
Helpful

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If I were writing it, I'd have cron ask wget to load the page (with your cookie), then compute the next time to run (since every 10h45 isn't the same time every day).


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Sun Jul 18, 2010 10:15 pm 
Moostro

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Eskay wrote:
If I were writing it, I'd have cron ask wget to load the page (with your cookie), then compute the next time to run (since every 10h45 isn't the same time every day).


Yes, I can, and got it almost ready to go mid-week, but decided to rough it out to 'experience' the story of it.
Although I could, I'm of the opinion that we really shouldn't, because if we don't want it that much, it will be changed rather than automated.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 19, 2010 5:15 am 
Smashing Pumpkins

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Kalin wrote:
It looks like the winds aren't doing anything except the -5% when they land. At least I haven't seen any inf loss from the one that's been sitting at Leng for 3 hours.

It seems the hourly decay only happens when I'm asleep. After 11 hours of doing nothing, the Lure at Leng woke up and spent < 9 hours deleting all our inf:

Image

Could someone please explain what the Lure is supposed to be doing?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 19, 2010 6:49 am 
Cupid

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nehp wrote:
Yes, I can, and got it almost ready to go mid-week, but decided to rough it out to 'experience' the story of it.
Although I could, I'm of the opinion that we really shouldn't, because if we don't want it that much, it will be changed rather than automated.


No no no no no. I am NOT humoring the thought of this staying around in any way, shape, or form. Skyrates is not WoW; a faction is not a guild going on raids together where you have to be there at exactly the right time at the cost of your work, sleep, and social life so that you don't let everyone else down. I do not want to play a game where you are forced to keep playing because your individual absence will ruin the game for dozens of other players.

(And yes, I do say that as President of the Jade Hand, which is a position of social obligation... but remember that a Faction Leader covers the jobs of three separate people -- deciding where to run and how [Secretary of Defense], negotiating with other factions [Secretary of Foreign Affairs], and clicking lots of links to keep things going [Secretary of the Interior]. Plus, none of those positions are particularly time sensitive, and there are two other players whose sole jobs it is to step in if one of the others feels like a break [President and Vice President]. I can be a good President by checking in once a day; I can't be a good Faction Leader without checking in at least five.)

I consider a script for the Winds to be bringing the game back to what it's supposed to be: a sporadic game in which you plan ahead. If your plane lands while you're in a meeting, it's fine: you plan ahead and tell it to buy Ore at 11:21 AM then fly on to Alpha 10. Yes, you don't get the benefit of being there in person -- you can't see if a luxury good just popped up or if Ore is suddenly a horrible deal -- but you can keep playing and generally it isn't a huge deal. A Wind script would let you do the same thing: at 11:21 AM, the Wind would get bounced. It might not be to the optimal place, but it would be to the pre-decided place at the pre-decided time.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 19, 2010 7:48 am 
Snuggler

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Winds are now turned off.

I was away for the weekend and was not sure when I was getting back. As such, I could not address them during that time.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 19, 2010 7:59 am 
Incarnation of Rock

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Dang, I had a real nice post on what a terrible idea Winds were and they were gone before I could finish. Since I'm here though, any chance we could get the ~35 million or so they destroyed on Grotto while you were taking time off we weren't allowed to? :razz:

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