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Re: multiplayer
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However, having played online MOO2 for the past 8 years, I have to disagree with your dismissal of playing online at the same time for extended periods. In my experience, players often find time to play an entire game in one setting, if they are willing to block out the time for it. Game settings matter a lot, of course, to keep it manageable. Also, if players wish to play 1-on-1 matches, scheduling becomes much easier and multiple play sessions becomes a practical thing. It's even possible to do in a 4-5 player game, though it's much more difficult. TCP/IP is important to a lot of us, especially those of us who have spent considerable time using similar play modes in other games. I hope MM isn't quite so dismissive as several posters I've seen about getting this functionality to work smoothly. Respectfully, -Gusset |
Re: multiplayer
No, you misunderstand me.
I am all for organizing schedules and I've played a few 50-turn weekends myself. I'm just saying that TCP mode isn't nessesary. The other modes work just as well, and are often easier to play with. They shift cleanly from daily-turns during the week to turn blitzes during the weekends. No worries about reconnecting everybody before you can start playing. You just play, and if everybody happens to be on at the same time, the turns go voom! |
Re: multiplayer
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Re: multiplayer
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Yes, TC's avatar is from MOO2. |
Re: multiplayer
@Yimboli
yes my avatar is from moo2. the mrrshan race http://forum.shrapnelgames.com/images/smilies/laugh.gif i think over tcp/ip in a simultaneous mode the gameround are faster, to before all if to 6 or 7 goes plays one constitutes a date per week and then play for 4 hours. with play a which this mode well converted folds smoothly with seIV was that unfortunately not so the case. p.s. my english is not the best, i hope u can halfway understand itself nevertheless http://forum.shrapnelgames.com/images/smilies/happy.gif |
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