Gen Times - Try Before You Buy... |
Wed, 23 March 2005 15:27 ![Go to next message Go to next message](theme/Stars/images/down.png) |
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I was just wondering....
If you are hosting a game that is generating every x hours... and you change that value...
What exactly happens?
I'll probably have to do this over the coming weekend, and don't want to "accidentally" gen another turn!
Does the new time period come into effect after the next auto-gen, or does it add/subtract the difference between the two, and implement it immediately?
** Storm **
"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"
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Re: Gen Times - Try Before You Buy... |
Wed, 23 March 2005 21:32 ![Go to previous message Go to previous message](theme/Stars/images/up.png) ![Go to next message Go to next message](theme/Stars/images/down.png) |
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Ron | ![](images/commander.gif) | Commander Forum Administrator | Messages: 1238
Registered: October 2002 Location: Collegedale, TN | |
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Storm wrote on Wed, 23 March 2005 15:27 | I was just wondering....
If you are hosting a game that is generating every x hours... and you change that value...
What exactly happens?
I'll probably have to do this over the coming weekend, and don't want to "accidentally" gen another turn!
Does the new time period come into effect after the next auto-gen, or does it add/subtract the difference between the two, and implement it immediately?
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Its implemented immediately. The # of hours before a force gen is counted from the time of the last turn gen. If you have it set to force gen in 24 hours, and 20 hours have gone by since the last gen, and you decide to change the force gen hours to 16, then it would gen immediately since it would see that its been over 16 since the last turn gen.
Remember, count from the time of last gen time.
If in doubt, put the game on hold. Also, 'on-hold time' is counted, so you have to watch it as it may end up genning a turn right after you take it off of hold.
[Updated on: Wed, 23 March 2005 21:34]
Ron Miller
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