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April 3rd, 2001, 07:28 PM
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Private
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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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Vir! You have made a mess of this post once again, now give me a large cup of brivari so that I may begin to forget the bad times and remember the glory of the great Centauri Republic.
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April 3rd, 2001, 07:38 PM
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Colonel
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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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April 3rd, 2001, 07:52 PM
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National Security Advisor
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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.
Geo
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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April 3rd, 2001, 08:34 PM
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Corporal
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Join Date: Mar 2001
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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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April 3rd, 2001, 08:44 PM
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Second Lieutenant
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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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Seawolf on the prowl
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Seawolf on the prowl
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April 3rd, 2001, 09:07 PM
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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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Vir! You have made a mess of this post once again, now give me a large cup of brivari so that I may begin to forget the bad times and remember the glory of the great Centauri Republic.
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Vir! You have made a mess of this post once again, now give me a large cup of brivari so that I may begin to forget the bad times and remember the glory of the great Centauri Republic.
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April 4th, 2001, 09:19 AM
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Major General
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Re: TCP/IP
You cannot play SE4 "realtime", as it isn't.
You can't even play it like SMAC, as you cannot access your cities (planets) if it isn't your turn.
You may call this a major design flaw (and I may agree on this), but it's something which cannot be altered without re-writing the game engine ...
Sorry to spoil your dreams ..
A.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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April 4th, 2001, 02:32 PM
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Second Lieutenant
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Re: TCP/IP
Londo,
I'll throw a vote of support in for TCP/IP. I and three of my friends all look forward to its eventual arrival. All of us like tactical battles and PBEM does not inspire us. So for the time being, its playing and tweaking the AI!
Magus38,
I agree entirely with you. I remember losing many hours playing MOO2 simultaneous across the modem. Ah, those were the days...
Am looking forward to them again with SE4.
[This message has been edited by God Emperor (edited 04 April 2001).]
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April 4th, 2001, 03:09 PM
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Colonel
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Re: TCP/IP
First, I'm not against the TCP/IP, ok? But I think that should be not the priority.
But yea, I can remember the old times playing Moo2 Online too:
- Games with only small galaxies (if not could be games forever).
- Crashing all the time.
- Waiting 20 minutes when other guy was to eat their dinner.
- Or wait until someone come back from the bathroom.
- Or waiting 15 minutes btw two guys are playing an small battle.
- Or when the game was moved to continue other day, waiting hours and hours until all the players are back.
As you can see, I'm not missing the old days.!
Currently you can play games SE4 "Online". Using ICQ, you can play your turn and send it very fast.
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April 4th, 2001, 05:30 PM
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Corporal
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Re: TCP/IP
Practically you don't need TCP/IP, because you can do the same thing with PBEM, and more comfortably. If there were automatic PBEM host servers, that would process and send the .GAM file as soon as it has all the .PLR files, then you would in fact have the same functionality as TCP/IP.
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PBEM
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