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Is this true?
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That to get a tcp/ip multiplayer game going, that you have to go through setting up a server and writing scripts? If it is true then, Wow! Why would anyone do this to a game? I mean i feel like I am back in the early 80's with my Commodore 64 and 2400 baud modem. This is pretty retarded if you dont mind my saying. You say "this game is designed for multiplayer". Then make it hardly playable except by lame *ss PBEM. It is a shame.
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Re: Is this true?
You do not have to write scripts. It might help though.
I personally like scripts, as do lots (I think) of this community. To some extent you are back in the 80's. Welcome to the past. Take care not to change anything, lest you destroy the future. |
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Ooh. Watch the ripples! Seriously, I leave hosting to the more technically minded folks around here. You can also read the manual closely about this subject and many will volunteer to walk you through the process. |
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Hosting doesn't need scripts, and is not (in theory) hard at all. Any difficulties tend to be with trying to host over the internet through a router or network.
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TC/IP games need no scripts 90% of the time, unless you wish to speed things up with command line switches and the like. However, it is very simple to set up a TC/IP game without anysuch things. A hamster could probably do it. What is your problem with PbEM? Alright, big games are a mess, but a two player PbEM game is simple and easy. It's not like a multiplayer game will really go fast though. PbEM is probably where most people will use scripts. A script that automates the file moving tasks (and even hosting) can be set up. I believe gandalf has a thread posted about this. Such scripts are virtually incomprehensible to all us hamsters out here though, so most people leave hosting of big PbEM games to the more technologically adept.
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Yeh, you don't _need_ scripts. But scripts let you make sure the game gets restarted if the Dom3 process (program for you non-techie types) dies or the machine reboots, help you ensure that turn files and other critical files are backed up, etc. And they let people run actual game _servers_ capable of hosting multiple games at the same time, with players able to create new games via a web (or other) interface. As far as PbEM games go, I'm not sure you even really need scripts for them either - a good enough mail client can do about 75% of the work required. Again, scripts can help automate things and prevent human error. |
NO !
How to set up a Dominions MP game :
1 PC has to be set up as "host", though one player might play on this machine, too. You'll have to start 2 instances of Dom3 on this machine. The instance which runs as host does not need a seperate KEY - only the player (clients) need one each. For hosting, you might make a seperate shortcut with the following command line options (especially handy if you plan to host more than once): PATH\dom3.exe -fsmw --tcpserver --res 800 600 --port 4000 --noclientstart This will start up Dom3 in a small window, without sound and music, and will take you directly to the "enter game name" screen (hint: if you want to continue an old game, just use its name). After you entered the game name, the server is waiting to accept connections from the clients. On top of the window it will show the local ip and the port its running on (set to 4000 by the command line switch). LAN MP game Now start up Dom3 on the different players PCs and chose "network game, connect to server", type in the IP and port number given by the server. If you're playing on the same comp the server runs on, use "127.0.0.1" for the IP, or "localhost" if that doesn't work. Internet MP game If you're playing over the internet, you'll need the internet IP your host PC is using. Let the player (clients) connect to that IP. When all players are connected, hit "start game" on the small server screen. Scripts are only needed for a dedicated Dominions server machine, set up to host several TCP/IP and/or email games at once, partly or fully automated. |
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2. Every MP game out there needs a server. The only difference is that most shooters allow listen-servers, where you play in the same instance as the server. Even then, you always have better performance with a dedicated server. This is perfectly normal and I'd like to see a game "designed for multiplayer" that does this differently. 3. In Dom2 it took me about two minutes to set up a TCP game using my own PC (incl. routing through firewalls on my network and my oppeonents). 4. In Dom2 it took me about five minutes to get a dedicated server up and running, hosting several games at once. 5. PBEM is a perfectly valid mode, see SteelPanthers, CombatMission and the like. Quote:
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Cool down Scipio...
No script no fuss : use the network menu to start a server, start a game, give your IP + port to your friends, so they connect, and here you go ! |
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PBEM is great precisely because it's slow, you can take the 2 hours you need to finish your moves when it's turn 89 of a 17 player game. http://forum.shrapnelgames.com/images/smilies/laugh.gif
There's time for diplomacy, planning strategies, etc. |
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That's why you join more than one PBEM at the same time. http://forum.shrapnelgames.com/images/smilies/wink.gif Though it can be dangerous when you suddenly don't have the time to do orders properly for all your daily turns.
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PbEM has an advantage in hosting because you can process turns as "host then quit" without leaving it running all the time on your machine. One person can host a LOT of PbEM games.
TCP/IP is better for blitz games though. As for why anyone would want a game that scripts? I love a game that scripts. I think that anyone who programs at any level on their machine would see the advantage of scripting. But its not mandatory. Just a really really cool option. For instance; Anyone can easily create a desktop icon for each game you are in. Set the server, port, graphics mode, music mode, turn on logging, etc etc. That way I can play solo games on my machine in full graphics/music mode but play my server games in low graphics, no music, quick in and quick out since I dont have to keep changing the server info. I can even set it to auto-email my turns if its a pbem game Gandalf Parker |
Re: Is this true?
Is the demo multiplayer? If so, how would you set it up to work?
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P.S.: Demo is multiplayer compatible. |
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The most common problem with switchs in Windows is when windows went to a Program Files directory. That caused the call line to the program to show up with quotes around it. And people want to put the switches inside the quotes also.
Switches go outside the quotes. And yes, the demo can run as a host and as players so its possible to have a complete multiplayer hosted game with just demo versions. |
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And how do you do it - I think I have written extensivly about that further up in this thread http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Is this true?
Yes I saw that. However the path specified doesnt seem to work. However we did play with it enough to get it to work. So, thanks.
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