Full Thrust Java test list -- July 2005
Re: Feature request: Null orders
Indy wrote:
>>I've been giving some thought to this myself over the past couple
>>of days. I've got a number of games that have stagnated.
>>
>>I can force a game to process with a server command, but it'd be
>>easier to automate it. It could be a game option field that is
>>set by Roger's scripts. I think the default should be about 14 days.
>>
>>Null orders in the movement phase means auto damage control and
>>no course changes. Null orders for combat leaves the firecontrol
>>settings the same as the previous turn.
>>
>>
>
>The *only* problem I see with this is when there are instances when
>someone unexpectedly has to go away from a game for a while without
>warning or word. Another instance would be when there is preplanned
>travel and the game did not finish in time for the travel to occur,
>leaving a member of the game out of it for a bit.
>
>Just a couple of pennies worth. ;-)
>
>
Good points. I've got three directories for all FTJava games;
complete, active, and inactive. I can inactivate and reactivate
a game by a server command. An inactive game wouldn't be visible
in the status or to the deadline clock. Only active games would
be subject to the clock.
Thus, if a player had to leave, I could inactivate their game until
they returned.
Jon
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