Thanks Azazell. Full of information as always.
Shacknews put their article up too early, so I'd imagine that's why it's gone now. You should see many articles on multiplayer over the next few days, starting at 10AM PST tomorrow.
Also, sounds like the guy at Shacknews hasn't even played a multiplayer game of Civ4 in his life. It's as if simu-turns are completely new to him.
if he thinks processing turn data takes time, what does he think having separate turns for each player will do to the length of a game? :-/
This is why I almost never played any multiplayer with Civilization 4. I hate using the ST system since I want to spend time carefully making my decisions and not rush my plans. This is something that can take long enough if you are playing a LAN game with another person and I can't even be bothered to do it with dozen ones.
Oh, OH! What happens if the timer ends and you have two units in the same hex? Inquiring minds are hard at work in thinking how the game can be broken.
Somewhere a wormhole between two sets of temporal coordinates remains open just a bit too long and exponentially amplifies latent radiation from the surrounding space. The universe then ends weeping over the violation of 1UPT and other unbreakable natural laws.
2k needs to answer please.
Because if the turn cannot be completed even if the timer runs out because of 1upt violation, then some poopy_person can stall MP game this way forever!...
*sigh* while I appreciate some news on MP, I would hardly call this much at all. It reads more like "My first TBS multiplayer game 101" than any kind of in-dept analysis. Much of the concerns are likely chalked up to host settings, which we get very little detail on. There's nothing about pitboss or pbm etc. I really wouldn't jump to any conclusions about MP based on this article.
is it possible to safe a multiplayer game and continue the other day with your friends?