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No, but it seems odd they would take simult out for such things. They seem no different from other possible cheats that are in the game and we live with (and detect easily). This is such a great feature, they should have left it in and let us deal with the bugs (and buggers).
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Chaos, panic and disorder - My work here is done.
<font size=1 face=Arial color=444444>[This message has been edited by Alexander's Horse (edited January 22, 2001).]</font>
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One thing we haven't tested yet though is a big war, lots of potential for disputes and bugs I think.
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Chaos, panic and disorder - My work here is done.
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src=/forums/"/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by Crustacian on 01-22-2001 02:09 AM</font>
Carnide said and I can imagine that in a big war you can not see or anticipate all the places of attack so even as host there is no big advantage in a large attack cuz you can only be so many places at once.
<img src=/forums/"/images/blue1.gif" width=100% height=1></font></td></tr></table></center>
Can somebody please go and explain this to Deity? He won't listen to me. He's already preparing the "host advantage" defence for when he loses a war in simult 
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Chaos, panic and disorder - My work here is done.
<font size=1 face=Arial color=444444>[This message has been edited by Alexander's Horse (edited January 22, 2001).]</font>
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Curumbor Elendil
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of Númenor
Nov 1999 time: 00:12
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Bugs with simul moves that I know of:
Huge host advantage in small-scale wars, a lot of people have complained about this.
While you're trying to chat, frequently a unit will activate without your knowledge, and your typing in chat will actually send orders to them!
Sometimes everyone will end his turn, and the game will simply not advance.
People not being able to rejoin a game seems to be more of a problem than under normal settings, especially in larger games.
Defender's advantage in wars of any scale. During an overwhelming attack, this advantage is nullified, but it can still make a difference about how far it goes. I played the French in the standard WW2 scenario against another player playing the Germans, and I managed to hold most of my empire and to take back Paris eventually.
I don't think these problems wreck non-serious games; for serious games they, especially the first one, need to be taken into account. That's why I support Deity's suggestion of moving to turn-based during wars.
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Curumbor Elendil
http://pantheon.yale.edu/~jps35/
ICQ 56126989
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I'm sympathetic to the concerns over host advantage but the problem is in our group we have seen at least one very good game go to the dogs because a big war broke out and the combatants were so dreadfully slow at making their moves, refusing point blank to use a timer, that the game eventually went to E-mail and then was never finished. Personally I would prefer to at least try and put up with the vagaries of simult if it kept good games alive - rotating hosting for example is not a perfect solution may even things out.
One factor people fail to take into account is a crazy little thing called "the fog of war". Simult could be said to simulate that because, just as in war, it varies results in unexpected ways 
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Chaos, panic and disorder - My work here is done.
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