Apolyton Civilization Site Forums
  Clash of Civilizations
  Asynchronous multiplayer

Post New Topic  Post A ReplyPost A Reply In A New Window

profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   Asynchronous multiplayer Format for Better Printing
ChrisShaffer
Chieftain
Chicago, IL, USA
Aug 1999
posted February 10, 2000 08:32   Click Here to See the Profile for ChrisShafferClick Here to Email ChrisShaffer  send a private message to ChrisShaffer Visit ChrisShaffer's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
The old multiplayer threads are heavily slanted toward direct-connection multiplayer. There is brief mention of supporting PBEM, but nothing else.

Direct-connection problem: Most people don't have ten hours at a stretch to play games. It's hard to match schedules for 4+ players to actually complete a game.

PBEM problem: It takes far too long to play a game. One player can easily delay a turn for an extended period of time. Even with dedicated players, it is difficult to finish games.

Have you considered server-based asynchronous multiplayer? The game is hosted on a server which adjudicates turns on a schedule. Between adjudications, each player connects to the server and submits orders for the upcoming turn. If a player misses a turn, the AI plays it. With this model, it would be easy to run multiplayer games with as many as four turns per day.

There are, of course, lots of implementation issues to be worked out - for example, would players download a complete turn file, play offline, and upload orders, or would they use a client-server connection and play the turn completely online?

However, I think this model has significant advantages over direct-connection and PBEM.

Glak
Warlord

Apr 99
posted February 10, 2000 11:17   Click Here to See the Profile for GlakClick Here to Email Glak  send a private message to Glak
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Nice idea, but it would have to be an option. Mainly because someone will have to be able to run a server 24 hours a day. It could be added to the peer to peer thing. It would be a holding area for the commands, you wouldn't even have to have it calculate the game or anything (though you'd probably give it the AI). So someone creates the server. Everyone logs on the first time and gets the initial game state. Everyone gives commands, and the server stores them. Then when the next turn starts (once everyone has given commands, or the time limit is reached) then it starts passing out complete sets. Then the game is processed on each computer.

So from the user's point of view, he would log in and get the previous turn's orders. Those orders would modify his local save game. Then he could log off and play the turn (or stay connected) and then log back on and upload his orders.

PBEM is impossible, no question about that.

ChrisShaffer
Chieftain
Chicago, IL, USA
Aug 1999
posted February 10, 2000 19:58   Click Here to See the Profile for ChrisShafferClick Here to Email ChrisShaffer  send a private message to ChrisShaffer Visit ChrisShaffer's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
PBEM is difficult, not impossible. The popularity of SMAC via PBEM proves that.

Server space isn't that hard to come by these days. One person could easily host dozens of games on a single server. Games like Galaxy galaxy.pbem.net prove that the server based system works.

If adding it to the peer-to-peer system is a way to do it, then I think you should seriously consider that.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted February 10, 2000 21:51   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Chris:

Welcome to the forum!

What you request is possible, but our efforts right now are on single player anyway. If you want this to stay in the 'instituional memory' you should put it in the multiplayer thread. Otherwise it is likely to be long forgotten by the time we get back to multiplayer stuff...

Kull
Clash of Civilizations
Diplomacy & Web Editor

El Paso, TX USA
Mar 99
posted February 10, 2000 22:24   Click Here to See the Profile for KullClick Here to Email Kull  send a private message to Kull Visit Kull's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I'll put a link to this thread on the "Multiplayer Coding" page. That way it won't completely disappear.

ChrisShaffer
Chieftain
Chicago, IL, USA
Aug 1999
posted February 11, 2000 02:36   Click Here to See the Profile for ChrisShafferClick Here to Email ChrisShaffer  send a private message to ChrisShaffer Visit ChrisShaffer's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Thanks to Kull for linking this from the Multiplayer Coding page. That thread looked somewhat dead...which is to be expected since you say you're not working on multiplayer now.

I hope you keep multiplayer on the list of things 'to-do' later though. The SMAC games I've had the most fun playing are scenarios with 2-4 humans teamed up against an 'inflated' AI. One example - 4 humans with normal start vs. 3 pacted AI starting at 3x the power of the humans.

It would be very nice to be able to play this kind of game against a competent AI :-) Or to play games where human/AI alliances square off against each other. Or, the true fun game - where humans and AI are indistinguishable to the players.

Xuenay
Warlord
Turku, Finland
May 99
posted February 11, 2000 05:36   Click Here to See the Profile for Xuenay   send a private message to XuenaySend a Message to UIN: 18051088
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Remember to have HotSeat play...
Toubabo_Koomi
Clash of Civilizations
Disease & Natural Disasters Models


Oct 1999
posted February 12, 2000 01:09   Click Here to See the Profile for Toubabo_KoomiClick Here to Email Toubabo_Koomi  send a private message to Toubabo_Koomi
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I'm with ChrisShaffer, in that the best multiplayer games are those "where humans and AI are indistinguishable to the players".

I've always hated that in Civ II multiplayer you always knew who was human and who was AI, but I guess it would take an increadibly sophisicated AI to compete against imaginative players.

Apolyton Civilization Site Forums
> > > Clash of Civilizations Forum

next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | HAC | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War | WesW's Ctp1/2 Site