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  #1  
Old April 3rd, 2001, 07:28 PM

Londo Londo is offline
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Default TCP/IP

Many moons ago it was stated that TCP/IP was to be incorporated in a patch file allowing realtime multiplayer play over the net. I know that it is heresy to admit this, but I actually have not touched my SEIV disk in over a month as I have been awaiting word on this development. Alas, it appears that my quest for this feature will continue indefinitely. Does anyone know what the status of TCP/IP is for this game and when it is due to be implemented. As much as I love this game, playing the AI isn't as enjoyable as going head to head with a human opponent.

When can we expect it?????
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  #2  
Old April 3rd, 2001, 07:38 PM
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Master Belisarius Master Belisarius is offline
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Default Re: TCP/IP

I do not want to flame Londo, but in my opinion (of course), the TCP/IP games will be only a minor SE4 feature, to play SE4 skirmishes.
Annisquam wrote that he take 1-2 hours to play their turn, and myself, usually spend at least 30 minutes in SE4 with a medium empire... Then, really I would not like to wait 30 mins per every player in the game, to play my own turn.
Still I believe that the AI must be the priority over the TCP/IP, but as I said, is only my opinion.
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  #3  
Old April 3rd, 2001, 07:52 PM
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Default Re: TCP/IP

I agree with MB about the limitations of TCP/IP for a turn-based game like SEIV.

Londo, think about how long it takes you to do your turn in a single player game and
multiply that times the number of people playing and that is how long you would have to wait between turns. If you had a game with 15 players or more, you would be doing nothing for hours while you wait.

Even if they could somehow implement tactical combat for multi-player games, combat is usually 2 or at most 3 players and the rest would be sitting idlly at there machines waiting for their turn to come back around.

However, it would be more useful for simultaneuos games. At least then you would have everybody working their turn at the same time. The host machine could assign a time limit, or at least monitor each player to see if they are still active and take there turn for them if they are not.

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Old April 3rd, 2001, 08:34 PM

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Default Re: TCP/IP

I don't understand why anyone would play TCP/IP when we have PBEM already.

Also I don't understand why you need a SE4 disk.
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  #5  
Old April 3rd, 2001, 08:44 PM
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Default Re: TCP/IP

TCP/IP will be implemented but not in the near future. We need to get the game right first before we takle that issue

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  #6  
Old April 3rd, 2001, 09:07 PM

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Default Re: TCP/IP

i am focusing on simultaneous games, I have no intention of waiting a half hour at a time for my turn. 3 friends and I are eagerly awaiting TCP/IP as this will allow us to play together in real time, the same way we have in other great games including Age of Wonder, Europa Universalis, and Alpha Centauri. This game belongs in a class with those others, and in my opinion would be superior once TCP/IP is implemented.

Boy, didn't realize that I would nearly be flamed (just kidding, Belisarius) about this issue.

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