Full Thrust Java test list -- July 2005

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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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