Multiplayer Sessions

SpoiledFruit

Chieftain
Joined
Mar 11, 2006
Messages
72
Location
Boise, Idaho
Once we get this bug fixed I think we should set times and such where we can test our changes in multiplayer formats. This will help us debug the code faster as well as brainstorm new Ideas. Plus, then we can also just have fun playing civ against one another without worrying about dropped players. (I always wanted to play hotseat but have never had the chance because I don't know anyone who wants to play for that long)
 
Sounds fun. I'm definately up for this. There may be slight problems with the time zones, but I'm sure it's workable.

Won't be able to play before the 24th though. :(
 
If we could get some bug fixes done by the end of the week, I would like to set up a multiplayer game amongst ourselves to see if the dll works in multiplayer as well.

We have been getting some questions recently about the dll's compatability with multiplayer. While nothing we have done should change the stability of multiplayer, I would like to check it our none the less.

I will be running a pitboss game so we all don't have to be on at the same time except for setup. More details as the weekend closes in.
 
I'm off this weekend and will try to make it
 
I was thinking 10:00 MDT (17:00 GMT) we would start the game and it is a pitboss game so we would not all have to be on at once. Other game settings are negotiable here and just before the game starts in the staging screen.

Game name: CCP Test Game
Password: ccpmulti

We will use the most recent relatively stable version dll for the game, so get your changes loaded before I compile it.
 
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