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  • #16
    <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>
    But if I understood civ2 multiplayer model good, it is structured so that clients communicate with the host, so host has num_players-1 connections and each player only one. If the player with the slowest connection is host, he needs to send data to all clients, which is slower then if he has to send it only to host.
    <img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

    I see that you are in charge of developing multiplayer part of Openciv.

    On the start of the game the Host sends all the clients the map. From that point on any changes that you make are sent to the server, and the server then relays all those changes to the other clients. (Changing city production during anyones turn sends the new status to the server). The problem with this is that if someone moves right before the host, and another player changes city production this information is discarded if the player who goes before the host presses next turn.

    There is also a lot of problems with cheating. The host would need to have a class deadicated to saving "previous" values. For instance science and cash of every civ and the associated tax rates, Combat units & non combat units. This could then be used to generate graphs, for the demo graphic sections. Another good thing would be to put real passwords on civ. 128 bit RSA encyption of the map data shouldn't be that hard to do. Not sure if its still outlawed in the states. (its like 15 lines of code!)


    Join the army, travel to foreign countries, meet exotic people -
    and kill them!

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    • #17
      1) do you play on the zone? Yes
      2) do you usually play with people you know?
      Yes
      3) how long does your average session last?
      3 Hours
      4) how long does your average game last?
      A month?
      5) if the game is broken, do you ever continue without that person? Yes
      6) what is the optimum number of players for you? The more the merrier
      7) do you often expirience lag?
      Yes
      8) what time do you set for turn to last (max) and what (min). If people, I know, unlimited. If people I don't know, 2 minutes.
      9) is RT good for MP civ? (simultaneous turns in SMAC) NO
      10) is TOAW system good? (simultaneous planning, and execute at once) ???

      I would just like to add-- I HATE real time games. I much prefer turn based, which is why I love Civ

      ------------------
      Apolyton Empress
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      Apolyton Empress
      "Tongue tied and twisted, just and earth bound misfit..."

      "Sanity is the playground for the unimaginative" --found on a bathroom wall

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      • #18
        mafkusf

        I am not "In charge" of multiplayer, I am only trying to push the discussion about it, thanks for noticing.

        Your assumption before, that when something is changed, all data is sent is suprising, but may be exactly what is causing the lag problems. I have no expirience in programming MP, but I played a variety of games online, and I simply cannot be convinced that it couldnt have been done better.

        Yes, good Idea about saving previous values, it must be done. About encryption, I dont know how much lines of code it is, probably not much, but I think it is rather processor intensive, so I am not sure.

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        • #19
          Then go 8 bit RSA, its super fast 3 seconds for a save and encypt?. Its been a while since i wrote wrote encyption app. It seems that civ is in constant contact with the server and only sends data that has been changed on the client machine. Then on the hosts turn it sends out all info and resyncs everyone. But no matter how you do it, its going to be a pain in the butt if everyone can change stuff at any time. The server will have to have a fairly complex error checking algorithm with all the data being recieved.
          Join the army, travel to foreign countries, meet exotic people -
          and kill them!

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          • #20
            no
            usually
            4hrs
            can take weeks or hours
            prefer not to but a sub is ok sometimes
            no more than 4
            i dont now, but i have cable
            unlimited , so long as noone falls asleap at the helm
            no !!
            ?????
            Boston Red Sox are 2004 World Series Champions!

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            • #21
              markusf, why dont you join the mailinglist?
              I believe the site civ3.sourceforge.org has detailed info how to subscribe (a little complicated). Everyone who wants to contribute should join it.

              Ok, I see noone likes RT, and I kind of expected that . The TOAW is short of "The Operational Art Of War". It is a strategy/tactical game in which all players plan their turns, but their moves are processed only on the end of turn, simultaneously with other players moves. I havent played it (friend told me about it), and I somehow thought it is a known game.
              The ??? I got for answers prove me wrong

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