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  #1  
Old October 16th, 2006, 06:31 PM
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Default multiplayer

did someone make some experiences? the multiplayer mode interest me over tcp/ip. I dont have the gameyet, therefore I ask.
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  #2  
Old October 16th, 2006, 06:36 PM
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Default Re: multiplayer

Huh?

Me and Se5a have been playing some multiplayer, using FTP for convenience, but Email works too.
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  #3  
Old October 16th, 2006, 06:41 PM
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Default Re: multiplayer

argh! no tcp/ip? that is a joke or?
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Old October 16th, 2006, 06:46 PM

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Default Re: multiplayer

Its there but SJ is saying he hasn't tried it.
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  #5  
Old October 16th, 2006, 06:49 PM
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Default Re: multiplayer

ah ok, thanks. how do the attitudes/konfiguration for the multiplayer look? someone would be so friendly and few screenshots show up?
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  #6  
Old October 16th, 2006, 06:50 PM
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Default Re: multiplayer

There is a TCP/IP mode, yes.
However, as a Turn Based Strategy game, you don't need it.

There is no reason why players need to be online at the same time, other than the fact that you get through more turns if your schedules match.

When playing via Email/FTP or PBW, you take your turns whenever you like.
You can even play while the other people are sleeping or at work/school.
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  #7  
Old October 16th, 2006, 07:13 PM
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Default Re: multiplayer

yes thats right, but i would play the game in network in simultan mode. more rounds in a session.
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Old October 16th, 2006, 07:25 PM
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Default Re: multiplayer

Indeed, all serious multiplayer is simultaneous mode, no matter what the file transfer method.
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  #9  
Old October 18th, 2006, 02:45 PM

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Default Re: multiplayer

Quote:
Suicide Junkie said:
There is a TCP/IP mode, yes.
However, as a Turn Based Strategy game, you don't need it.

There is no reason why players need to be online at the same time, other than the fact that you get through more turns if your schedules match.

I am not knocking a PBEM/PBW game pace in the slightest. I plan to play it, and I think I will enjoy it.

However, having played online MOO2 for the past 8 years, I have to disagree with your dismissal of playing online at the same time for extended periods. In my experience, players often find time to play an entire game in one setting, if they are willing to block out the time for it. Game settings matter a lot, of course, to keep it manageable.

Also, if players wish to play 1-on-1 matches, scheduling becomes much easier and multiple play sessions becomes a practical thing. It's even possible to do in a 4-5 player game, though it's much more difficult.

TCP/IP is important to a lot of us, especially those of us who have spent considerable time using similar play modes in other games. I hope MM isn't quite so dismissive as several posters I've seen about getting this functionality to work smoothly.

Respectfully,

-Gusset
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  #10  
Old October 18th, 2006, 07:00 PM
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Default Re: multiplayer

No, you misunderstand me.

I am all for organizing schedules and I've played a few 50-turn weekends myself.

I'm just saying that TCP mode isn't nessesary. The other modes work just as well, and are often easier to play with. They shift cleanly from daily-turns during the week to turn blitzes during the weekends.
No worries about reconnecting everybody before you can start playing. You just play, and if everybody happens to be on at the same time, the turns go voom!
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