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-   -   turn vs simul. pains (http://forum.shrapnelgames.com/showthread.php?t=1778)

Puke February 7th, 2001 08:56 AM

turn vs simul. pains
 
i dont get to read this forum like i used to, but i will do my best to check up on responses to this thread.

alot of things are harder to take longer to do in a simultanious game. for instance, stellar manip. lets say you have a ship parked over a warp point, and you give the order to close. it closes in the turn resolution. lets say you have a ship in space, but give it orders to move to a warp point and close it. you have to move it there one turn, and close it the next.

now, lets say you have a ship parked on WP-A, you order it to move to WP-B, then you insert the close order after the move order. you can actually do it this time, since you are already parked over a WP to start with. simultanious games SHOULD NOT check to see if stellar manip can be done before accepting an order, cause it just hoses things up and costs you a turn. you end up with stupid things like stacks of warp points being build over a star so people can execute any order combination they want. the down side is that some doinks will end up giving their ships invalid orders and wont find out until the next turn, but whos problem is that anyway? really?


oh well. i tend to find simultanious games much more challenging as it tests your abilities to coordinate Groups and assign orders rather than bull it out in the standard tactical furballs. I just wish it didnt have so many discrepancies.

pardon the rant.

Jubala February 7th, 2001 07:10 PM

Re: turn vs simul. pains
 
What really bugs me in simultaneous turn games is how launching units work. It's all or nothing! I can't tell my ship to launch only 15 mines, it will launch as many as it can and if it can launch all mines it has it will! It's a pain to have to build one ship with launch capacity and another with cargo storage and send them off together just so I can have some control on how many mines/sats I launch by transfering the number of units I want to launch between the turn before. I shouldn't have to do that.

Seawolf February 8th, 2001 01:10 AM

Re: turn vs simul. pains
 
Well now you know what we have been working on while people have been yelling for a patch

------------------
Seawolf on the prowl

Puke February 8th, 2001 01:20 AM

Re: turn vs simul. pains
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Seawolf:
Well now you know what we have been working on while people have been yelling for a patch

<HR></BLOCKQUOTE>

right on! here's to the design team working on my favorite mode of play! thanks guys.


Seawolf February 9th, 2001 09:18 PM

Re: turn vs simul. pains
 
Jub,

I just meant that there are many problems with the sim tunr and we are working on to fix them all.

------------------
Seawolf on the prowl

Jubala February 10th, 2001 02:36 AM

Re: turn vs simul. pains
 
Seawolf, does that cryptic sentence mean that we'll be able to specify the amount of units to remote launch in sim games in the next patch? Or are you unable to answer that due to non-disclosure agreements or whatever?

Either way, improvements to sim turn, no matter what type of improvement, will make me a happy camper. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Jubala February 10th, 2001 03:50 AM

Re: turn vs simul. pains
 
Ok, sounds good. Thanks Seawolf.

Marty Ward February 10th, 2001 04:32 AM

Re: turn vs simul. pains
 
Is simultanious move worth playing? I've always done turn based.

Jubala February 10th, 2001 08:56 PM

Re: turn vs simul. pains
 
Marty, if you play pbem simultaneous is the only way to go as turn based will take forever. With 7 players in a game and each player taking 24h to do his turn and send it on to the next you'll only get to play one turn a week. Even if all players are fast and it get the turn away in 12 hours you'll still only get to play 2 turns a week. With sim games all player s to the turn at the same time and send them to the host. The host compiles the new turn when all turns are in or a set time is reached (usually 24h after Last turn was sent out) and sends them out to the players. This way you get to play one turn/day, sometimes maybe even two turns/day if everybody is fast. So sim turn is superior for pbem. And it also makes the game less prone to die if a player loses interest. In a turn based game the game dies if a plyer stops doing his turns. In a sim game the player is simply set to AI control and the game goes on without him.

Marty Ward February 10th, 2001 09:00 PM

Re: turn vs simul. pains
 
I've never PBEM. Is it worth, or possible at all, to play sim only against the AI?


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