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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 1:02 am 
Moostro

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Turbo Lance wrote:
nehp wrote:
Chesterfield Taft wrote:
Should be properly cleaned up now, sorry for the trouble.

I *believe* when the bug occurred, the cost of the Wind was at 0, so you should not have lost funds. If you did, just let me know how much and I'll refund.


Looking at the total supplies/wf count per skyland history records, I see no lure-sized changes at the time of the errors.



I just tried to put 13 Fortifications on IdP.
My resources were taken but only "Lure the Wind" shows up in the pending action list by me

(taken resources were costs of 13 Fortifications- - not lure the wind i believe)

EDIT: Same bug seem while trying to add some Arms to A6

This just happened to me on Getty as well. I just resent a blockade to itself and it's got a lure visible.
The thing that appeared to work earlier (A3 blockade to itself) is not in the incoming queue anymore.
The blockade I sent to getty from getty and to luz from getty both failed to actually show up, they just showed as executed when trying to send.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 1:16 am 
Snuggler

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Doh. All right, I believe it should be fixed now.

Provide me a list of what specifically went wrong and where you spent it, and I'll recover it all in a batch tomorrow.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 2:34 am 
Moostro

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Chesterfield Taft wrote:
Doh. All right, I believe it should be fixed now.

Provide me a list of what specifically went wrong and where you spent it, and I'll recover it all in a batch tomorrow.


The attempted blockade on getty from before your second fix hijacked the LURE to getty. If you're still up, could you stick it back onto Fuseli? We've mapped our hours out in detail starting from getty at 10am PDT, hehe.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 2:36 am 
Moostro

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I notice there's a LURE on a6 and lhasa, so something like this probably happened to someone else as well.

Elt, islo, lhasa still have theirs, so I'm guessing purples went to a6 and reds went to getty.

*** Don't worry about "fixing" reds, I'll just send it from getty to a17 at a time that will simulate a 10a departure from fuseli.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 4:41 am 
Moostro

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Updated to note not to fix red's, I'll just send it off at an appropriate time.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 5:12 am 
Smashing Pumpkins

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nehp wrote:
As the abilities list still list some bizarre and seemingly incorrect 'time per mile' listing, a little reverse engineering test:

Fuseli to Alpha 17 (4766km)
15minute base time
332 minutes to execute
=15km per 1min

As I discovered yesterday, this is consistent with the other actions; the time per distance value is measured in minutes per 10 miles, hence the 16.8 multiplier.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 5:27 am 
Messenger of Service

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Chesterfield Taft wrote:
Doh. All right, I believe it should be fixed now.

Provide me a list of what specifically went wrong and where you spent it, and I'll recover it all in a batch tomorrow.


Attempted 5 Arms at A6 and 13 Fortify at IdP last night
They turned into Lure the Wind in both cases (only A6 Lure is active now)

This morning i was able to put the Arms and Fortify's up- but have now paid for it 2x

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 8:11 am 
Snuggler

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All right, I think the Winds should be back where they belong. I'll see about recovering supplies/work now.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 8:16 am 
Snuggler

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And Turbo, you should be refunded now.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 8:30 am 
Cupid

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Taft, when does the Wind check to see where it has landed? Are these guesses correct, assuming a Green Wind?

1.) If the Wind lands on a skyland with a non-Green flag (Fleet, League, whatever), it will fly back to Eltsina at its standard pace of 1 minute/km.

2.) The Wind will NOT transfer itself when Fleet Inf becomes greater than Skytopian inf, but instead will WAIT until the flags change.

The first is just a clarification of "If Lure the Wind ends up on a non-faction controlled Skyland, it will transfer itself." The second is a question of how long we can survive -- I don't think there's any way for Green to avoid losing skylands to the Wind, but the question is whether they will fall like dominoes within the span of minutes or if could be limited to one per day by letting the Fleet completely annihilate a skyland it already "won" by just landing there.

In other words, because I really care about this question and want it to be clear, say that all of our skylands have buffers of less than 500,000 influence. The moment the Wind lands on any of them, Fleet inf becomes greater than Skytopian inf, but the flag will still be Green until that night. Will the Wind bounce around and destroy all ten skylands within a matter of minutes (or hours, if it actually flies there), or will it sit on that skyland until the flag actually changes?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 8:37 am 
Messenger of Service

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Chesterfield Taft wrote:
And Turbo, you should be refunded now.


Thank you.

PS- I see that the speed of the Lure is such that we will have to use it almost 3x a day. I am not asking that it be made cheaper (unless 600k/450k is not the intended daily spend of resources) but maybe slower? I for one would be okay if the cost was tripled but the speed was cut in third. I know that gives us a little less flexibility, but I don't think leaders are likely to use any flexibility here..we are probably all going to shuttle the Wind between our farthest 2 skylands as much as possible.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 8:47 am 
Cupid

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Turbo Lance wrote:
we are probably all going to shuttle the Wind between our farthest 2 skylands as much as possible.


For the first two days, the "farthest 2 skylands possible" means a nice 9.5 hour trip in the air. Unfortunately, each landing will destroy our buffers by over half, so after that, we'll be down to bouncing it between Gonk and Aleut every 1.5 hours... thus my last post.

Mm, sporadic. :remytasty:

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 8:47 am 
Snuggler

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Kippei wrote:
1.) If the Wind lands on a skyland with a non-Green flag (Fleet, League, whatever), it will fly back to Eltsina at its standard pace of 1 minute/km.


2.) The Wind will NOT transfer itself when Fleet Inf becomes greater than Skytopian inf, but instead will WAIT until the flags change.[/quote]

Once a day, I'll be checking where the Lures are. If they're on a skyland of an inappropriate flag, I will instantly transport them to an appropriate target.


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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 8:52 am 
Messenger of Service

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Kippei wrote:
Turbo Lance wrote:
we are probably all going to shuttle the Wind between our farthest 2 skylands as much as possible.


For the first two days, the "farthest 2 skylands possible" means a nice 9.5 hour trip in the air. Unfortunately, each landing will destroy our buffers by over half, so after that, we'll be down to bouncing it between Gonk and Aleut every 1.5 hours... thus my last post.

Mm, sporadic. :remytasty:



Even in that scenario, would you object to the costs being increased if the speed were reduced?

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 9:07 am 
Cupid

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Chesterfield Taft wrote:
Once a day, I'll be checking where the Lures are. If they're on a skyland of an inappropriate flag, I will instantly transport them to an appropriate target.


Alright, thank you! So, not quite as ideal as moving when the flag falls, but still nowhere near as bad as moving when the inf falls.

Edit: Actually, wait, nevermind -- if it's based on flag, that's 100% awesome. Woot!

Turbo Lance wrote:
Even in that scenario, would you object to the costs being increased if the speed were reduced?


Oh, lordy no! The slower the better!

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 10:10 am 
Cupid

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nehp wrote:
Fuseli to Alpha 17 (4766km)
15minute base time
332 minutes to execute
=15km per 1min


Hm, an Inger moves at 16.7 km per minute, so a messenger in a standard Ingersoll would be able to just outfly the Winds.

Hmmm, need to figure out how to work that into a story somehow...

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 12:52 pm 
Moostro

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Right, sorry, was tired last night:
Four blockades were what failed. One a3 to a3, two attempts for getty to getty, and one attempt getty to luz. After the final fix, I got them all actually rolling, but these were the ones that said they succeeded and billed us, but didn't. =)

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 2:31 pm 
Moostro

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Reposting an updated table with the correct hour markers.
It looks like taft went with this system but no 2hour moratorium (which was in my original table.)

Code:
Hour 0:  5% or 500k
Hour 1:  3% or 300k (net  8%)
Hour 2:  6% or 600k (net 14%)
Hour 3:  9% or 900k (net 22%)
Hour 4: 12% or 1.2m (net 32%)
Hour 5: 15% or 1.5m (net 44%)
Hour 6: 18% or 1.8m (net 56%)
Hour 7: 21% or 2.1m (net 68%)
By this point, even the uber skylands would be around 10mil and it would take up to four more hours maximum to zero them.

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 2:36 pm 
Messenger of Service

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BUG ALERT

Brown Wind (sounds smelly) just hit A1 and we went from almost 24M to less than 1M

That is slightly more significant than promised

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 Post subject: Re: Hidden War - The Five Winds
PostPosted: Mon Jul 12, 2010 2:38 pm 
Smashing Pumpkins

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Image
Yup, it looks like it set us to 5% in stead of reducing us by 5%. (We were over 22mil last night.)

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