.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   SE4 TCP/IP use poll (http://forum.shrapnelgames.com/showthread.php?t=11086)

PvK January 11th, 2004 04:15 AM

SE4 TCP/IP use poll
 
I'm curious how much the TCP/IP feature in SE4 Gold has been used.

Captain Kwok January 11th, 2004 04:37 AM

Re: SE4 TCP/IP use poll
 
I've used TCP/IP a few times with few or no problems on my end, but many others have had complications with it at the same time. I'd like to see the interface and execution improved to make it much more worthwhile.

Atrocities January 11th, 2004 04:47 AM

Re: SE4 TCP/IP use poll
 
I will have detailed post about TCI/IP play in a while, but I feel it is an important part of the game and with improvements will become widely used.

TerranC January 11th, 2004 04:58 AM

Re: SE4 TCP/IP use poll
 
I guess I'm the only one that doesn't care about TCP/IP.

IMHO, I think it's just gravy on a big fat steak; the game can still be good without it, and it would be better with it, but it doesn't have to have it.

PvK January 11th, 2004 05:28 AM

Re: SE4 TCP/IP use poll
 
You were the only one in the first four votes, but I tend to agree with you, TerranC. I'm rather intrigued that someone has already claimed to have completed multiple TCP/IP games - I didn't think it'd be very likely, unless in a LAN setting.

PvK

Fyron January 11th, 2004 05:36 AM

Re: SE4 TCP/IP use poll
 
One possible venue in which TCP/IP is useful... very highly likely that there are a lot more than just that one person that have completed games via TCP/IP (even excluding those people that s/he player the game(s) with).

Another way in which it shines is if there are 2 human players. In that case, it is definitely faster than PBW, by far. It is only when you start getting more players that PBW is faster.

Also, I have been able to get TCP/IP to work through various firewalls without a hitch (both on my end and the other players ends). Is this a corporate firewall for an office building of some sort that you can not get it to work through PvK? I assume you tried port forwarding and DMZ server already.

[ January 11, 2004, 03:40: Message edited by: Imperator Fyron ]

Atrocities January 11th, 2004 06:01 AM

Re: SE4 TCP/IP use poll
 
It would be ideal for competative or Lan play.

DavidG January 11th, 2004 06:18 AM

Re: SE4 TCP/IP use poll
 
in the Last question surely this part:

"TCP/IP is impractical because the turns take so long to play" is a failure of SE4 as opposed to a failure of TCP/IP as the question implys and thus if you think this maybe you should pick the Last option that is SE4 needs much more work making TCP/IP work

Atrocities January 11th, 2004 06:21 AM

Re: SE4 TCP/IP use poll
 
I think it important to mention that many games like SEIV have had TCI/IP play and they all worked about as well as SEIV.

Rebellion and BOTF. BOTF was a buggy POS when TCI/IP play was used and people used the CHAT feature.

Rebellion worked ok but took a long time to process turns.

PvK January 11th, 2004 06:29 AM

Re: SE4 TCP/IP use poll
 
I've got firewalls both at home and at work, but I only tried on the home firewall. I tried to open a port on the home firewall and it didn't seem to work, but I only tried for a while. It's good to hear that you've been able to get it to work through a firewall.

I've played several two-player games via PBW. When the turns were short and we were both at hand, we burned through turns with hardly any delay, and it didn't seem at all inconvenient to me. I suppose it is a little more cumbersome than TCP/IP would be, particularly for novice Users, but it's hard to feel like TCP/IP would add a lot. And I know you folks are by no means novice Users, so that's why it's a bit hard for me to understand.

That, and the time needed to complete even a single turn later on in the game, even on a small map against one opponent. In two-player PBW, even if you're not both on at the same time, you usually get to do two turns in a row, which can be up to two hours late in the game.

PvK

Atrocities January 11th, 2004 06:37 AM

Re: SE4 TCP/IP use poll
 
UserX, Kwok, and I are doing that right now. It is a lot of fun.

Captain Kwok January 11th, 2004 06:44 AM

Re: SE4 TCP/IP use poll
 
Quote:

Originally posted by Atrocities:
UserX, Kwok, and I are doing that right now. It is a lot of fun.
<font size="2" face="sans-serif, arial, verdana">Although Atrocities did cry when he lost a number of ships to a mine field. http://forum.shrapnelgames.com/images/icons/tongue.gif

Atrocities January 11th, 2004 07:45 AM

Re: SE4 TCP/IP use poll
 
That was a dirty handed thing to do to a conquring fleet!

Atrocities January 11th, 2004 06:35 PM

Re: SE4 TCP/IP use poll
 
Below is a post I posted in the STM Discussion Thread about our recent attempt at a TCI/IP game.

Quote:

Well now, for those who wanted to know, and those who didn’t can still read it, here is how our TCI/IP Game went.

The game had three players, User X, the Host, Captain Kwok, and my self.

We all met up on MSN chat at around 5:30 and UserX posted the game settings and his IP address.

I attempted to join, and was given two IP’s to select from. I figure this was because I am on dial up and using Earth Link. I chose the IP I was using on this computer, and was able to join the game upon entering the Hosts IP. Shortly thereafter I was given the option to create my Empire. It was not long after this that we encountered our first problem. The Host reported a Stream error and we have to reset the game and attempt to join once more.

Our second, third and fourth tries also failed for some reason. The Host, UserX then re-booted his connection and we tried again this time with success.

We were all able to submit our empire files and the first turn was set into play.

After the first turn was played I clicked finish turn and was returned to the Chat window. However, my turn was never received by the Host. We elected to have the Host, UserX, process the turn to see what would happen. We were guessing that perhaps the turn was received.

I discovered upon playing Turn 2 that the Ai had ran my turn. I simply processed the turn without making any changes.

Again UserX did not receive my player files and we again opted to process the turn to see what would happen. The turn was processed and I again checked to see if any orders had been completed. The Ai’s orders had been completed. I processed my turn and was returned to the chat window where I reported success to the Host.

Upon trying to run Turn 3 the Host ran into a steam error. At this point we decided to call it quits and try the game on PBW. We had no idea what was causing the problem at this point, but we soon discovered what might have been the culprit.

As we set up the PBW game we discovered that one of the players files was not matching the host game. We trouble shooted the problem and continued the game.

It is my belief that the TCI/IP game would have worked had we all had the same files. This will have to be confirmed by a second attempt later on.


Bug / Glitch
1. Chat log did not automatically advance downward as new comments were added. After a bit it did begin to function correctly. Not sure what caused the hang up, but thought it important to mention.

Suggestions for TCI/IP based upon my experience with it.

1. It would be nice if the chat log was saved somewhere for later reference.
2. The QUIT GAME button needs to be moved. It is in a very dangerous place.
3. A RESEND turn option would be nice
4. A CONFIRMATION that the Host has successfully received all turns would be nice for all players to see.
5. An error log would also be very helpful in isolating the cause of game failures.
6. The addition of one on one chat would be nice. This way two empires can communicate privately while waiting for turn files.

All in all it was a great attempt and I want to thank UserX for Hosting the game, and Captain Kwok for being there to play. Thank you both very much.
<font size="2" face="sans-serif, arial, verdana">

Captain Kwok January 11th, 2004 08:58 PM

Re: SE4 TCP/IP use poll
 
An interesting side note to our TCP/IP adventure was that we did end up playing 49 turns in just over 5hrs on PBW with 3 players.

Fyron January 11th, 2004 09:02 PM

Re: SE4 TCP/IP use poll
 
nm

[ January 11, 2004, 19:04: Message edited by: Imperator Fyron ]

David E. Gervais January 12th, 2004 02:16 AM

Re: SE4 TCP/IP use poll
 
I still haven't tried the PBW feature in SE4, and the only network I'm on is with my brother and he would not be interested in playing games.

Now about TCP/IP in SE5, Aaron has not discussed this feature at all with me, so I'm as blind as you when it comes to info on that... That said,..

If SE5 has any part of it as 'Real-Time' play, then it might be a neat feature to have. (Think of Starfury with multiplayer mode) I for one might be convinced to try something like that out. (It would be like the first steps to having a mmorpg in the Space Empires Universe. A very interesting idea.) The only drawback would be that if we could all get togeather Online in the game as opposed to here in the forums, then it might have a deprimental effect on the number of visits I/we make here as opposed to meeting Online in the game. http://forum.shrapnelgames.com/images/icons/icon12.gif

Anyway, it was an interesting pole, Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

[ January 11, 2004, 12:17: Message edited by: David E. Gervais ]

Atrocities January 12th, 2004 06:44 AM

Re: SE4 TCP/IP use poll
 
Quote:

Originally posted by Imperator Fyron:
nm
<font size="2" face="sans-serif, arial, verdana">????? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/confused.gif ????

capnq January 12th, 2004 08:18 PM

Re: SE4 TCP/IP use poll
 
I think that means 'no message', i.e. Fyron edited away a post that he couldn't delete.

Fyron January 12th, 2004 10:33 PM

Re: SE4 TCP/IP use poll
 
Well nm usually means either "nevermind" or "not much"...

Fyron January 13th, 2004 07:35 PM

Re: SE4 TCP/IP use poll
 
Quote:

I didn't know there was a way to play via TCP/IP, or I've never successfully used TCP/IP to play even part of a game.
<font size="2" face="sans-serif, arial, verdana">You know... this answer should have been split into two parts... the two different answers are completely different, and it makes that 45% that chose it not a very useful figure...

But anyways... here is a new question for you:

If someone were to set up a TCP/IP site to help organize such games and find players to play with, would you play TCP/IP more often?

eddieballgame January 19th, 2004 06:47 PM

Re: SE4 TCP/IP use poll
 
Tried TCP/IP Last night for the first time. 2 humans & 6 computer opponents. Both of "us" had to disable our firewalls to receive files. The game worked without any problems. One thing, though, the host has access to all races. Passwording prevents said access. All in all, we were pleased with how the game played. Faster then hotseat! http://forum.shrapnelgames.com/images/icons/icon7.gif . I have not tried PBW yet.

Fyron January 19th, 2004 07:50 PM

Re: SE4 TCP/IP use poll
 
When you load up a PBEM game, you are shown the list of all races to choose from, and can access any of them if you know their passwords or they have none. If the host logs in as the host with the game master password, he has access to changing any empire's password, amongst other things. So, it is not unexpected that the host would have complete access to the game.

eddieballgame January 22nd, 2004 06:25 AM

Re: SE4 TCP/IP use poll
 
Played another TCP/IP game the other night. The game proceeded without any problems. I am very pleased with this function. I am just learning how to play this game & am very impressed with the depth & detail of this program. BTW, great forum. http://forum.shrapnelgames.com/images/icons/icon7.gif


All times are GMT -4. The time now is 10:06 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.