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Old December 18, 2000, 05:06   #31
Hydey
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by deity on 12-17-2000 10:36 PM</font>
I'm still in a mood and crook


<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>
So you are Normal Deity then



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Old December 18, 2000, 15:50   #32
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John replied to my thread in the Test of time forum:

<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font>
There were a few things that got left in--or left out, depending on how you look at it. What happened was that as we went along, merrily working on the game, Spectrum and then Hasbro management (remember, development of this game spanned the Hasbro buy-out) fiddled with the schedule many, many times. One result of this was that features we once planned to finish had to be cut. Some were close to done, but not quite (and they hadn't been tested), while some were just started. Rather than go through and remove all the code, the programmers (on the off chance that maybe we could reanimate a feature or two) just deactivated it. (Don't ask me for details; I'm not a programmer.)

The simultaneous human movement thing was actually a leftover from the Multiplayer Gold Edition. The team put it in and it seemed to work, but in testing we found that it caused major game play problems, including opportunities for blatant cheating. So, we nixed it in the shipping version, but the code, like a trick knee, remained in place waiting to cause trouble. We developed ToT based on a version of the MGE code-base--thus the legacy simultaneous human turns code.

<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

Might there be more!???
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Old December 20, 2000, 08:45   #33
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Any suggestions on how to perform the same hack on the Mac MPG? Unlike windows, Mac apps don't run around naked; it takes a little bit of knowledge to get the clothes off - knowledge that I don't posses!

The MacSoft programmer that performed all the Mac patches has evidentally moved on and I don't know who to ask for help!

Note: flaming Troll responses telling me to go buy a PC will just make me despondent and more likely to climb the UT "Texas Tower" with a scope rifle.

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Old December 20, 2000, 12:35   #34
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by MacUser on 12-20-2000 07:45 AM</font>
Any suggestions on how to perform the same hack on the Mac MPG? Unlike windows, Mac apps don't run around naked; it takes a little bit of knowledge to get the clothes off

<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

Try going to a fancy restaurant, maybe some wine... Then back at your house put on some soft music...


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Old December 20, 2000, 14:56   #35
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So have any long term problems showed up? You speculated in the Civ Fanatic post that there might copuld be some.
Host advantage could maybe be delt with by means of the "designated driver". Host could be a non agressive, maybe even nuetral type Civ with a unique strategy of somekind.

Other than that this does not seem to be only a thing for war games. Remember if all movement takes place at the same time, even a peacefull game would go much quicker. If 5 players each take 15 minutes to move in turn based, how much savings in time is that if they all can move together for a total of 15 minutes? BEEG SAVINGS!! A 7 player diplo game could have days, maybe even weeks shaved off it in time spent moving.
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Old December 20, 2000, 15:44   #36
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I don't see what the complaining is all about.

So what the defender will lose a horse out in the field. I don't see anyone whining about the fact that when someone attacks a city with 20 units you can now counter attack in the same turn. That imo is the biggest change, and gives the defender a huge advantage.
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Old December 20, 2000, 17:44   #37
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by markusf on 12-20-2000 02:44 PM</font>
So what the defender will lose a horse out in the field. I don't see anyone whining about the fact that when someone attacks a city with 20 units you can now counter attack in the same turn. That imo is the biggest change, and gives the defender a huge advantage.
<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

I agree with you, Markus, that does give the defender a huge advantage. Plus, the defender can move additional defensive units into threatened cities (and fortify them instantly!), and it's a given that before a city is taken over, the defender will sell its most expensive improvement.

Clay Pigeon, The Capo, Easthaven, some others, and I played a 7-player simul-turn game today and came across some bugs. One turn the game just hung up; it wouldn't flip over to the next turn even though everyone had moved. We even tried using a timer.

Also, twice when we reloaded the game, the screen said "waiting for others to join" ten minutes after everyone had joined. We had to quit and try again. My hunch is that this bug may be the result of not everyone having edited the civ.ini file, but I don't know.

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Old December 20, 2000, 17:52   #38
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has nothing to do with the civ.ini. I ran into that as well. The host needs to restart as civ2 messes up the tcp/ip ports when there are more then 4 players. The part where it hangs is usually some dialup player who cut out or sort of disconnected, its very annoying.
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Old December 20, 2000, 17:56   #39
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I agree marcus
In the last game, I had a city under sieg. When i came up from the other side, my opponent moved some of the sieg units. Leaving just the one forifyed pike. Im sure he ment to move other units that were behind to stack the pike but befor he could i noticed it and bribed the pike. This changed the out look to my favor. But it probably would not hav happened in the regular game.

curumbor elendil - I noticed some lag in this game , did you have the same exp.

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Old December 20, 2000, 19:35   #40
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"There would be total chaos in a huge war!"

oh yeah!

How can I do this in PC Civ 2 MGE or ToT (I have both)??

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Old December 20, 2000, 20:32   #41
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by Field Marshal Klesh on 12-20-2000 11:35 AM</font>
Try going to a fancy restaurant, maybe some wine... Then back at your house put on some soft music...


<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

LOL! I wonder if my iMac likes Cosmopolitins?

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Old December 21, 2000, 00:33   #42
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by Clay Pigeon on 12-20-2000 04:56 PM</font>

curumbor elendil - I noticed some lag in this game , did you have the same exp.

<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

I don't know, I was the host.

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Old December 23, 2000, 05:15   #43
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Oh, wow, thank God. If this works...

My friend and I used to play CivNet on a null modem cable between my laptop and desktop. But Civ2 is a much better game than Civ... so we tried multiplayer Civ2. But Civ2 got rid of simultaneous mode, which was horrifying. One turn at a time is so SLOW! It made playing a game in one night almost impossible. In fact, it made things extremely slow and tedious as you'd sit around and wait for the other person to do all their Civ-type fiddling about with all their cities. I guess in a big multiplayer game you can spend the off-time in diplomacy, but with two... simultaneous was SO MUCH BETTER. Its absence in Civ2 meant that we've had to play our competitive games essentially against the computer - we start a game, save the 4000BC savegame, transfer it across, and then see who wins first etc. It's companionable Civ2, but it's not as competitive as simultaneous CivNet used to be.

If this works out... wow. All I can say is - whoever's in charge of Civ III, PLEASE BRING BACK THE SIMULTANEOUS PLAY OPTION!! Without it, two player Civ is much much less fun.
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Old December 24, 2000, 16:04   #44
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by AustralianJeremy on 12-23-2000 04:15 AM</font>
Oh, wow, thank God. If this works...

My friend and I used to play CivNet on a null modem cable between my laptop and desktop. But Civ2 is a much better game than Civ... so we tried multiplayer Civ2. But Civ2 got rid of simultaneous mode, which was horrifying. One turn at a time is so SLOW! It made playing a game in one night almost impossible. In fact, it made things extremely slow and tedious as you'd sit around and wait for the other person to do all their Civ-type fiddling about with all their cities. I guess in a big multiplayer game you can spend the off-time in diplomacy, but with two... simultaneous was SO MUCH BETTER. Its absence in Civ2 meant that we've had to play our competitive games essentially against the computer - we start a game, save the 4000BC savegame, transfer it across, and then see who wins first etc. It's companionable Civ2, but it's not as competitive as simultaneous CivNet used to be.

If this works out... wow. All I can say is - whoever's in charge of Civ III, PLEASE BRING BACK THE SIMULTANEOUS PLAY OPTION!! Without it, two player Civ is much much less fun.
<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>


I concure, your Excellency.


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Old December 25, 2000, 11:10   #45
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>>>>>>> WARNING! <<<<<<<<<

Combat in this mode = instant success for either ...

A> the Civ with the 1st in color sequence &/or(?)

B> the player with the better connection to host machine

unless... U are playing a severely handicapping person that can not click on their mouse button.

Major Bummer!

Needs more testing / research to find out which is the bigger factor, I spent a brief but painful period trying to fight a war against someone that had <A> above. Don't know if [b] applied also.

But "Simultaneous" does NOT mean out of sequence.

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Old January 1, 2001, 02:28   #46
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one can still do city management, can't one? isn't it just a matter of being sure not to move that last unit until you're done? it might piss people off if they have to wait for you, but if people like a game that is completely simultaneous, might I suggest Command and Conquer, or even Age of Empires?
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Old January 1, 2001, 11:35   #47
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Couldn't agree more Matt... but now the speed-freaks want to set time limits so as to prevent even that from happening. Let alone the nego's, fun, & banter of chatting.

I truly don't understnad why some people bot this GRAND STRATEGY game, when they are so into rushing it.

As U said... why didn't they buy or play C&C or Ages... or Pac Man or Space Cowboys Shoot'm Up.

I totally agree with the efficiency & speed at which the game stuff gets done, that part IS great. Today's connections & computing power really handle things well.
But it should be used as a faster tool, NOT to change the game to a contest of point & shoot, don't worry about building a civ, just find the others to kill'm asap.

Diety had some good ideas on how to balance & switch between simul when building & discovering, then switch to regular when a war starts.

For U speed-freaks out there... mite suggest U drink a few less cokes or coffees before sitting down to play Civ. In fact, a beer or glass of wine makes a better drink for proper Civ'ing!

Save the Gatorade & uppers for RTS or shoot'm-up's or the jock contests they were designed for.
<font size=1 face=Arial color=444444>[This message has been edited by KenThur (edited January 01, 2001).]</font>
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Old January 1, 2001, 14:59   #48
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by KenThur on 01-01-2001 10:35 AM</font>
Diety had some good ideas on how to balance & switch between simul when building & discovering, then switch to regular when a war starts.
<font size=1 face=Arial color=444444>[This message has been edited by KenThur (edited January 01, 2001).]</font>
<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

I think that this is possible. If the host saves the game. Then loads it up in Single player, he can then save the game as a scenario, and then all the players can rejoin the scenario which the host will set up as turn based. This is untested but should work.

My computer is offline so I can't try it. But I will when I get a chance.


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Old January 1, 2001, 22:15   #49
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by CornMaster on 01-01-2001 01:59 PM</font>
I think that this is possible. If the host saves the game. Then loads it up in Single player, he can then save the game as a scenario, and then all the players can rejoin the scenario which the host will set up as turn based. This is untested but should work.

My computer is offline so I can't try it. But I will when I get a chance.

<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

I just tested it and it does work! In fact, you don't even have to save as scenario - just load the saved game as a scenario! The only catch I anticipate is that other players will probably have to have the file.



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