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April 3rd, 2001, 07:28 PM
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Private
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Join Date: Dec 2000
Location: Harrisburg,PA,USA
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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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Join Date: Jul 2000
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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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Join Date: Jan 2001
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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
Location: Kirkkonummi Finland
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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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Join Date: Aug 2000
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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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Private
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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.
__________________
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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