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May 9th, 2001, 01:07 AM
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National Security Advisor
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Re: tcp/ip Net Play For Space Empires IV
Javaslinger and Phoenix-D,
These area both great ideas, and already being worked on. There is a SEIV play by web site that is being beta tested right now. It looks very promising.
If you are interested in getting involved, search the forum here for "Play by Web" and you should find a couple threads. One of them will have an email you can contact Admiral to sign up.
Here's the thread. I went ahead and looked it up to make it easier on you. http://www.shrapnelgames.com/ubb/For...ML/002278.html
Geo
[This message has been edited by geoschmo (edited 09 May 2001).]
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May 9th, 2001, 02:36 AM
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Corporal
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Re: tcp/ip Net Play For Space Empires IV
In fact, you can register and start playing right now!!!
head over to http://seiv.admiral.com/index.html
There's a game recruiting with 17 empty slots, so feel free to join....
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May 9th, 2001, 06:40 AM
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Re: tcp/ip Net Play For Space Empires IV
it's a must to urgently implement TCP/IP facility in a next patch ! I hope that the guys from malfador are working on it ...
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May 9th, 2001, 11:55 PM
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Re: tcp/ip Net Play For Space Empires IV
I read with interest the possibility of pbem sites and attempting to play Online with the pbem mechanisms already present in SE4. All it seems to me is that this convoluted solution underlines the real need for SE4 to implement tcp/ip play with the next patch.
I thought I recalled tcp/ip play being discussed from the start with SE4. It is great to see SE4 supported the way it is; but, in order to go further, tcp/ip play has to be part of the mix.
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May 10th, 2001, 05:13 AM
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Re: tcp/ip Net Play For Space Empires IV
quote: Originally posted by rodo:
it's a must to urgently implement TCP/IP facility in a next patch ! I hope that the guys from malfador are working on it ...
Quick note: Last I heard, Malfador Machinations has two employee/owners, and only one (Aaron) does any game programming. So even if it is true that there are "guys" at Malfador, only one "guy" can do anything about TCP/IP. Anyone know how long it took the Quake or Diablo programming teams to add in TCP/IP support? I'm sure it would take much longer for a lone programmer.
I understand what everyone is saying about TCP/IP, I have played games over the internet with both TCP/IP and PbEM, and PbEM is a bit tedious if you don't stay on top of all participants to get the turns in on time. Real-time game connections (or at least automated turn retrieval/dispersal and tactical combat over the 'net) would be an awesome feature for SEIV. However, with current resources and current priorities, it will have to wait. I'm just being realistic here (and maybe a bit pessimistic, but oh well).
Until then, stay on top of those players, use and help develop the tools made by fans, make what you have work. Aaron has always listened to players' suggestions (when an e-mail list was set up to discuss what SEIV should be like, early in development, Aaron wanted to drop Tactical Combat (!) in favor of Strategic only). Usually he will implement them, sometimes he won't. All of us will just have to wait.
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May 10th, 2001, 07:59 AM
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Re: tcp/ip Net Play For Space Empires IV
quote: Originally posted by Will:
Aaron has always listened to players' suggestions (when an e-mail list was set up to discuss what SEIV should be like, early in development, Aaron wanted to drop Tactical Combat (!) in favor of Strategic only). Usually he will implement them, sometimes he won't. All of us will just have to wait.
AAAHHH!!! Drop tactical combat!! One of the reasons I find PBEM taxing is because of the lack of tactical combat. While I understand how difficult a thing this is to implement it would be an absolute dream to have full TCP/IP support, including potential multiplayer presence in tactical combat... Whoohoo!
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May 11th, 2001, 01:59 AM
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National Security Advisor
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Re: tcp/ip Net Play For Space Empires IV
quote: AAAHHH!!! Drop tactical combat!! One of the reasons I find PBEM taxing is because of the lack of tactical combat. While I understand how difficult a thing this is to implement it would be an absolute dream to have full TCP/IP support, including potential multiplayer presence in tactical combat... Whoohoo!
I think tcp/ip multi-player tactical combat would be very cool (and very playable) for 1 on 1 games. But one of the best things about SEIV is that you can get into a game with 6, 10, or even more players and have a gigantic game.
People are saying they don't like PBEM because they can't "see anything happening" and they lose interest. How much are you going to see happening while 2 or 3 of your fellow players are duking it out in tactical tcp/ip combat for 25 minutes on the other side of the quadrant? Maybe in addition to tcp/ip and tactical multi-player Malfador needs to add an option to view combat that is going on that doesn't involve your race? Otherwise all your friends that can't get motivated to maintain a "slow" PBEM game are going to be off somewhere else playing Quake.
I am not opposed at all to Malfador implementing Tcp/ip as soon as possible. I was just making the comment that those that are waiting on it are missing out on one of the best parts of Space Empires.
Of course this is just one "Grognard's" opinion.
Geo
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