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  #21  
Old May 16th, 2001, 12:45 AM

God Emperor God Emperor is offline
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Default Re: tcp/ip Net Play For Space Empires IV

Geo,
Agree with your comments, although as a lover of tactical combat (I still get all nostalgic about some of my MOO2 combats with friends), I definately look forward to a TCP/IP Version (that supports tactical combat). Only three of my friends play SE4, so games shouldnt drag too much and shouldnt be too hard to coordinate.
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  #22  
Old May 16th, 2001, 01:49 AM
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Default Re: tcp/ip Net Play For Space Empires IV

Don't get me wrong. I would love tactical combat in multiplayer games. I was just saying I'd be suprised if we got it. It doesn't seem to be one of Aaron's priorities, considering he almost took it out of SEIV entireley. From what I hear it was only the strong reaction of the beta group that changed his mind on that.

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  #23  
Old May 16th, 2001, 10:54 PM
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Default Re: tcp/ip Net Play For Space Empires IV

Actually it was even before the beta group. There was an e-mail discussion list (it might still exist on EGroups, although there hasn't been a message on it since about halfway between beta start and SEIV release. If it's still there, then the archives are, you can see all the grand ideas and their usually much simplified Versions in the game ) for features SEIII fans wanted in SEIV. Basically, everyone was talking of how great tactical combat would be if things like gun facing, targetting arcs, inertia/gravity effects, true coordinates, etc. were added into tactical combat. Then they learned that tactical combat wouldn't be too different from SEIII, and shortly after that Aaron wanted to take it out completely. I think that one fact made up for all of the smashed hopes

Tactical Combat in multiplayer games really wouldn't work when you think about it, because it's really a separate game within the game (one reason why I didn't want tactical *ground* combat... game, within a game, within a game ). It would be fine for a one on one game, but if you have a large free-for-all game, think of all the combats that would take place, and how long it would take these grand battles to play out, one, by one. If put in at all, there would have to be a switch.
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  #24  
Old May 17th, 2001, 11:54 PM

Admiral Grover Admiral Grover is offline
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Default Re: tcp/ip Net Play For Space Empires IV

Actually the list is still there on EGroups. Although it is now Yahoo! Groups. Just search for SE4 and you should find it. There has been several good discussions on it recently, although they do tend to get off-topic quite easily.

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  #25  
Old May 18th, 2001, 06:18 AM
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Default Re: tcp/ip Net Play For Space Empires IV

Hmm... I never heard of a move. You're sure it's the same list? Wykan as the not-always-there moderator and Tim McElwain (I probably spelled that wrong...) as the day-to-day moderator? I was pretty sure it just died out when everyone realized that SEIV is here, and they didn't have to dream of game features anymore

From the description, it sounds right... towards the end, I don't think more than 10% of the Messages even remotely related to SE4
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  #26  
Old May 18th, 2001, 05:33 PM
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Default Re: tcp/ip Net Play For Space Empires IV

eGroups either merged with or was taken over by Yahoo! Groups a while ago. There was very little change otherwise; everything was taken care of pretty much automatically, except for a few minor distribution problems that took a bit to straighten out.

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