got dsl, wanna host full game, super map(30000 sq.) everything optimized by expert

Dearest Nicosar, et al.,

My guild has decided to rejoin DAoC given the delays in Shadowbane. We have begun on the Andred server and things are fun and interesting (its a pvp server).

if anyone plays there lemme know. I will still be available when this game gets going. I set up a second machine so I will be able to do both if I have to :)

Keep in touch.
 
Well, since you do not seem to be adressing Narz, I will take it that this is intended for me...

No, its just a mac problem, everything works fine with PC's, tested and retested, but thanks anyway, it's always good to have experts dropping by, technical or gameplaying.
 
I am sorry about all the delays, I was just waiting for anyone to enlist.... .... ....

....

....

SO! Nobody showed... guess 5 players is good enough, since even if our fellow civer Henrik, shown to us by our equally esteemed fellow civer F.M. Klesh, could alleviate us of incompatibility and allow 6 players, it could take a little while more longer, and even a little is too long.

I am also eager to play this game, though ill admit I garnered so much patience to wield control of this game that I nearly fell asleep during my watch! Well, no more, the excitement of playing a real strategy game for once, which I havent played since with me buddies way back when, has gotten me off of my stubborn rump. It's so sad and pitiable, the regular version, that it makes me give a big fat sigh (since it reduces our numbers, as you can see) for all the countless players stuck in the monotonous simplicity of randomized terrain and the lame effect of huts, which, not even for its settlers and advanced units, can give someone far advanced techs that otherwise they could not hope of using.... plus the whole damn game is limiting in almost every way: building an army of dragoons/cannons/musketeers backed up by a decent fleet of Frigates, for example, requires not only the techs to build it, but a great lead in obtaining that science and also a great (and immediately available) production with which to build it. Otherwise, if you dawdle even a little, conscription is just around the corner and one riflemen unit could ensure your plans to waste.

It is no good. I have finally decided this in a private moment of relieving epiphony, but moreso, it is no goddamn fun.

From now on, Nicosar plays no other type of civ but his master gameboard, it's just not worth it. So, to start off this great new line of playing, I will undergo getting this game started as soon as possible, and this includes scanning one page that has all terrain improvement speeds and city improvement costs in it, to abide to a former request, along with the special terrain changes.
(the scanner is working fine this time, but I still have a deep inherent mistrust for all modern technology, and it will not go away simply because of the ease with which you can replace a scanner lightbulb)

Also, I made the changes to the unit sheets which were before delineated in the top of the last honor's code page, so that upon acquiring the correct versions you can print them out and know that all the unit statistics before you are correct. There are no problems with the science sheets, so far as Ive noticed.

I really feel like the exorcist now; I WILL cleanse all of you of the dirty habit (especially for the grown men among you, which is quite nearly all of you, for shame...) of playing the regular version of civ, and unless you get pummeled flat very soon and grow bitter because of it, you will never want to play that stinking and shriveled little boring version of civ you can call: "most other versions of civ besides Nicosar's master gameboard".

-The Gameplayer-
 
I've been thinking.

Even if everyone follows religiously the turn-taking honor system of focusing on the game so that all unit movements are more or less already plotted on the off-turn and then only doing movement itself on their turns, it would still take a while to do turns later in the game. I have played many MP games in this way and it has never before seemed a problem.

However, I have recently ran into the technique of making civ a simultaneous game and it interests me greatly. Alas, it is always new methods and techniques that bring to light problems which before were not 'problems' at all. Just like everyone who had a black and white TV 50 years ago and thought that was just super, but then came home feeling second class after neighborhood gossip reports came in and found out the 'Joneses' had got themselves the state of the art; a color, superior version of their now decrepid piece of crap monotone set. So it happened with television, so it now happens with civ. Amen. Well, enough with the history lesson, on with the show.

For those of you that dont know how it works, here is it, based on my ability to read and comprehend the written language in other threads and also using some mental skills of reasoning:

By adding "Simultaneous= 1" to a specific civ file you can make the game simultaneous. Not everyone need do this, though, only I do for it to work. This means that everyone takes the same turn, and not that there are no turns and you can simply reach across the world in seconds with a warrior by wearing your button-pressing finger to the bone. Taking the same turn implies that while you are moving your ship, for example, your enemy could be moving his own ship in order to intercept it, whereas normally you could make it wherever those few unit movement points would take you without being intercepted at all.

If you move all your units exceedingly quick, though, it does nothing in helping you except establishing your positions first and reward you with more time to plot on other things. It does not mean that you can then proceed to moving all your units again, since that one huge turn that everybody shares only resets itself when absolutely every single last active unit on the entire board is no longer active.

There are some issues that arise with this style of play of course, such as that in battle the host, me, could theoretically move his units far faster than anyone else's and therefore get the obvious upper hand, say, in attacking first with all of his units with high attack and low defense like artillery instead of having them attacked first. This could easily be reprimended and accounted for and eliminated as a problem, since I, the most honorable of honorable players by whom all true honor is honorably set and followed, all very honorable-like (*hehem*), could choose to move my units at half-second intervals like everyone else would be forced to do, meaning that I would have to summon up enough will to restraint myself, even when my opponent is attacking units that could otherwise be prevented by the dishonorable use of my full speed. This is not a problem, since this is Nicosar the Faithful you are dealing with, and not Nicosar the Treacherous, but that is not the real problem. You will have to play especially defensive in wars against the computer since it will not follow by any honor code we establish among ourselves. It would be an ominously and most highly cool thing if it could, but it cant.

This also means, though, that we play with 'unit slide' on, meaning the units are slower to move and therefore the computer will be given far less of an edge. I tried to set the game options to 'no piece slide' off, thereby enacting the default unit movement, in a recent casual MP game just to test it out but it did not have any effect upon the game. I thought maybe it was because I set that option in-game and so the computer couldnt reset itself midgame, but this is not so, since the option was left on and the next time I played all other pieces besides mine were still ignoring the slide. This means, I must assume, that EVERYONE must have this option turned off, meaning slow movement on, and this before the game even starts, so that the computer will not have a chance to act on behalf of one stray player whose option is still on.

Also, this means that the former rule about not doing anything aside from unit movement on your turn is kaput, for obvious reasons, the firstmost being that EVERY turn will be your turn, and if you ignore to perform any necessary tasks by turn's end they will go untouched and next turn will roll around as soon as all units are done moving, and you will miss the opportunity. I would therefore suggest, since everyone will obviously want to do their turn movement before anything else so as to get any possible advantage, to leave a unit always active in some unimportant place where moving it would not be crucial, such as some defending unit in a safe city, so that you can move all units without worry of your cities and other business going neglected. I'm not really sure if the turns automatically recycle upon completion of everyone's turns or if some sort of concensus is required, such as everyone having pressed their enter buttons, and I will make further tests, but I would save the above advice still, as a valid method for turn-taking, just in case.

As for modern air units, simultaneousness threatens to change alot that was already set in stone. I had designed escort fighters and stealth fighters (but jet fighters really take the place of the former ones so that the new stealth fighters are so only in name alone) to act as an air-battle defense system, working respectively alongside with fighters and jet fighters, so as to provide defense for bombers, and also just as air-enforcing units to remain active on your off-turns, since both units have a range of 2 like bombers. But, with simultaneous movement, my bomber could be headed for one of your cities, with an escort fighter behind waiting to back it up, when your fighter comes out of the blue and blows it to crap, my bomber dying undefended and unaccomplished. Hmmmmmm.... would this obsolete the need for 'escort units', which are a miraculous blessing to the game in normal mode, or would it mean that certain different strategies are needed when using air power?

I havent played a game with simul-movement before so I cannot say for sure, but let me try and adress this issue, since it is the only real problem that I can foresee (how I wish now more than ever that there was a way to drag a box around several units, call them a group, and move them at the exact same time with one press of the movement key): since the only real problem, considering my wisdom in introducing the escort concept to the game, would be the problem with defenseless bombers and also perhaps though with air units that are given too low a defense, making it so that in an air battle between two fighters, for instance, the fighter that attacked first would get the considerable advantage when in real life engaging aircraft of the same type, and assumingly with pilots of the same skill, have equal chances whether being rushed at or if they are rushing towards an enemy flock. This second problem could be calculated for, and fighter units could be given maybe slightly more defense (but not equal to their attack numbers, since in civ aircraft stupidly follow ground terrain bonuses, for those of you who didnt know or forgot, and so giving them equal att. and def. would give defending units the upper hand, which is just as bad). This means, also, that bombers and stealth bombers will be given slightly higher attacks so as not to be always thwarted by overly-defensive fighters. This is the minor problem, but the more complex one involves 'eager bombers', as I shall dub this interesting dilemna, since they would go ahead before their escorts to be unfairly blown away. This COULD, theoretically, be ammended by an addition to the honor system whereby players would have to acknowledge somehow (probably through pre-attack discussion) the specific bombers that were being escorted so that those bomber/escort stacks would only be attacked when in position, or only the escorts would be attacked in such pre-warned situations, with the bombers or alone, so that you would have to defeat the escorts realistically before earning the prize of downing the bombers. This might work, though clumsily, but I have thought of an even better way: You would take the two units you would want to move, the escort and the bomber, and you would move the escort first, just one square, then put him under 'wait' command. you would then take the bomber and move him onto the square with the escort, and do this all the way to your target location. There would be no honor code involved, and so if your enemy saw an opening in this routine he could legitimately engage your undefended bomber, but that would be rare, since if you did the square-by-square movement of your escort/bomber stack quickly and effeciently, the only way he could catch you is if he had his fighter somewhere nearby waiting on standby in mid-air for your bomber to be left behind one time, but then again, you could prevent this quite easily by sending out fighters of your own your own to intercept his. I suppose the equivalent of a fighter standing still in mid air for some time would be circling planes, or whatnot, but anyway, if you really wanted to go risk-proof you could have two escorts, one in front and one behind, so that when the lead escort advanced there'd be one behind to protect the bomber! Great, I have only just worked this all out, maybe taking a few breaks to ponder upon it, but it seems to wrap up nicely! I have only calculated for all these problems right now in my own head, of course, and so perhaps there'll be some discrepancies I have not anticipated, but that should cover it. In fact, that should enrich the game through these advanced air dynamics by ten fold, and if done correctly, no player should be able to whine about the unfeasability of it.

Oh! One more thing, of course: missiles! Heres the deal, and heres where the honor code WOULD come into action, but it is no big deal, nothing fancy: if you saw a missile coming your way, you could not try and intercept it unless you had an aegis cruise, flag battleship, mobile SAM, or another cruise missile (acting as an american Patriot missile or an Isreali Arrow) that could do it in time and in range. I can think of no other units that would be sensible under this category, but in any case, the above units cover all three domains, land, air and water, so there should not be too much fussing. As for using cruise missile to utterly annihilate bomber/escort stacks, this is not allowed, just in case, but I dont think cruise missiles are set to attack other air units anyway, so we should be fine.

That seems to be it, except now I will have to change a few units and rescan the sheets and send them out, as well as adding a new section to the honor code dealing with simul-play issues.

Do not worry, all of this is less than it sounds, it shouldnt take too long, and anyway, I am already working on it...

-The Gameplayer-
 
I got through the first few sentences and didn't go further for this reason....my game tends to crash when playing simultaneous mode. I don't know why, but it does. So I must regester a vote against simultaneous play. Sorry.
 
Well, this could be great if it works, so lets try a few things, but first I want you to explain to me the type of game, or games, it was and what you did, if anything. There may be way, and its worth it to find out, despite what people have been saying about war in simul mode i think those problems could be circumvented quite easily.
And General! Shame on you, you read everything I type, even if its about the fungus on my dogs foot, aye soldier?!
 
I am not going to play in simultaneous mode. I have had problems with it in the past, and, to be quite honest, I don't like it. I find the "down" time between turns to be an asset. I don't want to be rushing through a game worrying if my machine is going to crash. I want to have fun when I play, and for me, simultaneous mode is not fun. Therefore Mr. Fungus-foot, there is no point in my reading about potential problems, honor codes, and what not, involved with simultaneous play. Because as I said in the very first sentence of this post, I am not going to play in simultaneous mode, and my mind is set in this matter.
 
Well! a firm general is firm indeed! Do not pour water on this good fellow gentlemen, he will not become soggy!

Fine, fine, I will submit, seeing as it is such a late and unexpectedly controversial move on my part, but this is only because I do not yet have enough expertise on the matter of simul. play to debate successfully its superiority, as I can easily do with all other aspects of my gameboard, but upon analyzing it, simul. play could be a terrific enhancement to the game. Either; players at war would move piece by piece (one moves one, then another moves 1 of his and so on until tha whole battle is played out even more chess-like than ever) or the lag is such that players can move freely about without worrying about less-lagged players moving faster, but in any case the fast-piece slide issue I mentioned is not a concern, and fast piece slide can indeed be turned on, since the AI moves after all humans and not cocurrently with them.

I will do much investigating though, and I suspect heavily that my next game will probably be simul. if things work out pleasingly.

AS for THIS game, though, this beautiful thing that has been dogged upon by lesser gamers that, if I may express my true observations of them, do not know crap from food on the plate when it comes to this game if they would insist on playing 2x2x on small maps and other such stupidities designed for shallow imbeciles, is going to start, without any further obstacles. Some of you may have been thinking lately based on various sources that I am perhaps not this great master that I have procclaimed so dignantly, but I was rusty of the normal game when i played those first few (which were indeed my first few in quite a while from only playing 'altered scenarios', my game of which is the best of those) and besides, you have no idea what I can do when given a target and just a few cities with which to build an army, since all those 'victories' claimed by other players were nothing but start advantages and production leads, and it will astound you, I assure you. Astoundment making for a better game, of course!

I laugh sighingly at those players who judge supremacy based on the power graph!

So, I wil finish up the last few things that need be done and get this underway, it should not take long, now that all issues are out and resolved.

Remember though, games with me and on my gameboard require a little more than just popping in some night and hoping there is a game on, you are all privileged to have someone as thorough and dedicated, and lethally serious when it comes to strategy, gracing the online civ world as me, sionce now if you all remain true and prove to be decent players, and humorous men as well, then we will begin the knitting of a tight group, to which many more can always become a part, that will provide us more stability and comfort in this place of chatting ninnys and casually boring players than ever before, by which tournaments, and nice big healthy ones, will become a common thing. How will I earn such respect so as to hold in tight glue this great cast of amiable and honorable players such as will fill our games?
Well, you havent played my game yet have you? Heheheh, we will see how you feel about Nicosar and his supposedly 'master' gameboard after you are privileged enough to be defeated on it after a great game of struggling to survive.

-The Gameplayer-
 
Dearest Nicosar,

I hav eto be in Richmond on Saturday morning for a board meeting for this thing. I will therefor be out of town friday thru sunday most likely.

Upon my return I will check to see hwo things are coming and to see if the "game" has been scheduled to begin.
 
well, I might as well at this point reveal that Dr eamer will also be absent for about a week from today, whenever that is, so im afraid that this will make further dents in our patience, which are anyway rubber and keep no markings and memories of the past, I hope...

But maybe this is good, because if I look in honesty this time I could probably find two more players and investigate this simultaneous phenomenon as well, since if it works, as would be the qualifying factor to appease the general, then all to the good.

-The Gameplayer-
 
ILL TELL YOU ALL WHAT:

FORGET SIMUL. MODE, ITS SCRAPPED.

I DID A LITTLE READING AND IT JUST HAS TOO MANY PROBLEMS, AND IT WOULD BE EXTREMELY GREAT AND A BEAUTIFUL THING TO SEE ACTUALLY, LIKE TWO FIGHTERS MEETING AND ENGAGING, BUT I SUPPOSE I WILL HAVE TO WAIT TILL I DESIGN ME OWN GAME SOMETIME IN THE NEXT CENTURY TO SEE ALL THE THINGS iVE EVER WANTED.... SO, THE GAME WILL BE NORMALLY TURN-BASED FOR SURE.

THAT DOESNT CHANGE THE FACT THAT WE STILL HAVE TO WAIT FOR OUR MISSING PLAYERS!
 
I was on the verge of quitting all of civ just a few moments ago.

Meaning actually just a few hours before writing this, since the game, it turns out, holds less appeal than i can remember from those glorious games way back when. I was excited at the memory of how fun those games were back then, and when I got DSl a month ago and began to design my master scenario I was reveling in how great a game it was (feelings evoked by memory), but apparently I have grown up too much in the off-time, and the game now seems simplistic and rough, childish and one-dimensional, but most of all, quite boring. I wish to make my own game indeed, as I may have said several times already throughout these many posts of mine, and you may perhaps call me arrogant, as some of you are very fond of doing already, but I believe that with my talents I could create a game from scratch that would never leave anybody as bored as I find myself today with this game called civilisation, and that would have everybody and their grandma playing it as if it was the only game in existence (in paper, i couldnt actually translate it into the computer until I aqcuire a team in the future, even though the 3D department at least wouldnt be a problem for me)

The very turn-based concept seems to me archaic and useless and until sid realizes this and finds a way to make a game in real time that doesnt involve a square map grid but a free-range board then he could make civ10 but itd still seem stupid to me. The ideas that i have in my head.... if I were to carry through with combining them into a solid game, worthy of intelligent people and rich as a game based on reality should be, then I could possibly advance the arena of strategy gaming by at least 20 years, and that is a shy estimate. That is how broad a scope these ideas of mine are leaning towards.

What does this mean?

This means that after this game I will retire from civ. Thats it. I will win, without a doubt in my mind, because I will play heartlessly, and so it will end most untimely before ANYBODY hears a gun-blast, which means unfortunately that all that beautiful modern game i designed will go untouched. Believe me, if you are still standing by the time we get cannons then I will consider it significant of the second coming of Jesus, since it will indeed be a miracle. Who knows, maybe just the thing I need is a nearly full game on my scenario (though i wish to change the map, make a smaller one, if we cant have 7 players its just too big) to keep me interested, but i think that even so I should never play anything but huge tournaments, and that if putting them together takes this much effort that I wont even be playing those. Yes, of course well still play, I may become ruthlessly bent on all your early demises as soon as i see my settler flashing on the screen, but otherwise I still have a heart, as far as reality is concerned, and I wouldnt let you all down who have been so patient with an honest host pitifully trying to compose a full game with custom rules in a place that is so lacking in spirit for the game that I didnt even have to play the to realize its mundaneness; I shouldve just visited the online civ world and seen that all its players were doing nothing but chatting about remote obscurities, since the core of the game itself no longer held any true appeal. That is the truth, no? Well, its a bit bitter on my behalf, you might say, but I will not put curtains over a window that faces a wall just to distract me from the real ugliness of it.

So, as soon as eamer comes back, well play! Also, ive thought about lowering all the unit prices, respectively, so that the game's armies are bigger and slightly easier to come by, since that is indeed tha reason why I slowed down the game in the first place, and upon playing on my gameboard (though suffering a random map) recently I saw that they were too expensive by just a little.

Im sorry if my words put a stain on your opinions of civ, but you might have begun to notice its many faults as well if you have been playing for a while, but it should liven you up a bit if anything, to know that as all old things it is getting old and passing on and that new and better things will replace it, but I certainly dont refer to its heir, civ 3, or even PTW, or for that matter even its unborn grandsons civ 4 or 5 or 6, which will anyway probably just be altered clones and not evolutionary natural conceptions, but a game from a whole new family, one that will replace the stale tyrant of strategy land with a great new king, worhty of the throne!

-The GameMaker-
 
I will be back on wed eve, although people are enticing me interstate again so hurry up with some kind of schedule upon which we'll play.... your words are an advance declaration of war, so be it tyrant, you will come to fear the fell blows of wooden stick... oh yeah, you should bump up the science rate a bit too
 
I plan to, i want to make it 6 times slower instead of ten, but that is far too fast already, and I will only do it because I seek to quicken the game, for good or ill.
 
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