At the creation of a multiplayer hot seat game, you have to set the position of each player, and according to this organization, you see or not the movements of your AI ennemies, and if you don't see them, you see only an amazing message text which sums up you what the combats were.
You see the movements + combats of the AI players which are put after you.
You see a message text for the combats of the AI players which are before you AND after the other human players.
So, for example, for :
Human 1
Human 2
AI
AI
AI
The Human 1 will see nothing, only message texts, he will be disadvantaged.
The Human 2 will see everything : the movements of AI, AI, AI, and barbs.
(But the Humans don't see the movements + combats of the other Human and have only message text for the other)
So, I've invented an organization to make balancing between players, and each player will have the same number of seeings, for exemple :
Human 1
AI
AI
Human 2
AI
AI
Each player will see 2 AI (but Human 2 will see Barbarians in addition to the AI)
This thing of "you see or not the movements + combats according to the organization and the position of players, and so, you'll maybe see only a f*cking message instead" (sorry for the bad word) is bad, but I understand the problems, but I think we can find another issue to solve this.
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I firstly thought to show the movements + combats of the players who play before you AND after the other human players BEFORE/AT THE BEGINNING your turn. (in addition to the messages)
But there is a problem : There can be incoherences like : What if the unit that fought one of your units, is died, at the beginning of your turn, because killed AFTER his fighting against you because he was killed by the other human player in this "between" time ? => You'll see a unit that fight you, but it is a dead unit actually ! So you will see it disappears after? The unit that fights you is died in fact, so you see a dead unit, this is a incoherent thing.
This unit was in fact killed by the other human player between the AI's turn and your next turn.
So I've thought to a solution :
At the beginning of your turn, you don't have control (like at the end of your turn when you see the AI players movement (AI that you can see because after you and before the other human)), and the games shows you the combats in the same time that the messages are displayed, and this "showing" is in fact a "showing" of what happened IN THE PAST, in the conditions when these AI units attacked you.
For exemple, you have :
Human 1
AI
AI
Human 2
AI 3
AI 4
You have seen at the end of your turn the 2 first AI.
When the Human 2 played his turn, he sees the 2 last AI.
And at the beginning of your turn, you'll see, the other human player + the 2 last AI's movements + combats.
You'll see each player movement seperately :
You will see first the Human player's movement + combat as it was during its turn.
You will see the AI 3 movements + combats AS IT WAS WHEN HE ATTACKED.
After these things are shown, you see the AI 4 movements + combats IN THE SAME CONDITIONS IT WAS WHEN HE ATTACKED.
After, you'll see the barbarians' movings.
So you see ALL PLAYERS' movements and combats, and each player, with a different phase, and it tells you what happened between your last turn and your current turn, we see how the past evolves since your last turn, you see all what happened since the last time you played, and so, you'll know all what happened.
To know what player's movements is shown, you can have an indication somewhere like "AI 3's turn", so you know how it was UNDER EACH PLAYER'S "TIME".
So you have a "showing phase" of each player, and you see how it was in the past for each player, progressively of each player, so it is like a past shower, that brings you until the present moment, when you will get control, and when you will be able to play.
When I talk about movement and combat seeing, I talk about the things that occurs IN your sight, not outside, of course.
See the poll.
You see the movements + combats of the AI players which are put after you.
You see a message text for the combats of the AI players which are before you AND after the other human players.
So, for example, for :
Human 1
Human 2
AI
AI
AI
The Human 1 will see nothing, only message texts, he will be disadvantaged.
The Human 2 will see everything : the movements of AI, AI, AI, and barbs.
(But the Humans don't see the movements + combats of the other Human and have only message text for the other)
So, I've invented an organization to make balancing between players, and each player will have the same number of seeings, for exemple :
Human 1
AI
AI
Human 2
AI
AI
Each player will see 2 AI (but Human 2 will see Barbarians in addition to the AI)
This thing of "you see or not the movements + combats according to the organization and the position of players, and so, you'll maybe see only a f*cking message instead" (sorry for the bad word) is bad, but I understand the problems, but I think we can find another issue to solve this.
-
I firstly thought to show the movements + combats of the players who play before you AND after the other human players BEFORE/AT THE BEGINNING your turn. (in addition to the messages)
But there is a problem : There can be incoherences like : What if the unit that fought one of your units, is died, at the beginning of your turn, because killed AFTER his fighting against you because he was killed by the other human player in this "between" time ? => You'll see a unit that fight you, but it is a dead unit actually ! So you will see it disappears after? The unit that fights you is died in fact, so you see a dead unit, this is a incoherent thing.
This unit was in fact killed by the other human player between the AI's turn and your next turn.
So I've thought to a solution :
At the beginning of your turn, you don't have control (like at the end of your turn when you see the AI players movement (AI that you can see because after you and before the other human)), and the games shows you the combats in the same time that the messages are displayed, and this "showing" is in fact a "showing" of what happened IN THE PAST, in the conditions when these AI units attacked you.
For exemple, you have :
Human 1
AI
AI
Human 2
AI 3
AI 4
You have seen at the end of your turn the 2 first AI.
When the Human 2 played his turn, he sees the 2 last AI.
And at the beginning of your turn, you'll see, the other human player + the 2 last AI's movements + combats.
You'll see each player movement seperately :
You will see first the Human player's movement + combat as it was during its turn.
You will see the AI 3 movements + combats AS IT WAS WHEN HE ATTACKED.
After these things are shown, you see the AI 4 movements + combats IN THE SAME CONDITIONS IT WAS WHEN HE ATTACKED.
After, you'll see the barbarians' movings.
So you see ALL PLAYERS' movements and combats, and each player, with a different phase, and it tells you what happened between your last turn and your current turn, we see how the past evolves since your last turn, you see all what happened since the last time you played, and so, you'll know all what happened.
To know what player's movements is shown, you can have an indication somewhere like "AI 3's turn", so you know how it was UNDER EACH PLAYER'S "TIME".
So you have a "showing phase" of each player, and you see how it was in the past for each player, progressively of each player, so it is like a past shower, that brings you until the present moment, when you will get control, and when you will be able to play.
When I talk about movement and combat seeing, I talk about the things that occurs IN your sight, not outside, of course.
See the poll.