Lt. 'Killer' M.
Deity
- Joined
- Dec 5, 2001
- Messages
- 7,475
Mike B: as always, when something makes us real curious you come through with a full explanation - thanx!!!!!
Originally posted by Mike B. FIRAXIS
In Si-Move, everyone moves at the same time but you have to wait until everyone moves before you can move again. The turn ends when all players have finished moving or when the turn timer completes. At that point, all upkeep and AI turns take place. Thus, you can potentially lose and re-capture a city on the same turn, depending on when you move your units.
You can set a turn time limit for Si-Move, Turn-Based, and Turnless but it is optional. The turn timer is configurable (slow, normal, fast) but is based on the number of units and cities on the map (so you will get more time for your turn as the game progresses).
Turnless is much closer to (though not quite) real-time. There are no turns. All players move at the same time. When a unit is moved, it cannot be moved again for a short period of time. Once a city is built, it begins to produce and performs upkeep every few seconds. Thus you will get cities producing at different times and units moving at different times.
Oh OK, that's how I thought it was going to be, like in Risk II, but now I guess it's not.Originally posted by TheNiceOne
If, on the other hand you think it functions like the Total War games, where everyone gives their movement orders, but noone actually moves until all finish their turns, then I think you're wrong. This is also a kind of si-move, but I'm quite sure that this is not the kind used in PTW.
No, if I understand correctly that's how it is going to be in turnless mode, not simultaneous mode. In simultaneous mode everything is updated and shown to the players after everyone has moved. In turnless mode each unit's move and everything else (city imp. construction, tech research, etc.) lasts a few seconds.Originally posted by cgannon64
From what you told us, it seems that the game will update what is happening every few seconds in si-move (so you can see when your cities are captured). This means lag in alot of cases! *cgannon64 is joyous that he as Cable, as he will play multi w/o too much lag!*
CG
Originally posted by Mike B. FIRAXIS
In Si-Move, everyone moves at the same time but you have to wait until everyone moves before you can move again. The turn ends when all players have finished moving or when the turn timer completes. At that point, all upkeep and AI turns take place. Thus, you can potentially lose and re-capture a city on the same turn, depending on when you move your units.
Originally posted by warpstorm
For si-move to work right the map has to continually update whenever anything changes.
Originally posted by cgannon64
why does the multi have to go as fast as the slowest player?
CG
You have already got a few responses, but I'd like to comment this as well:Originally posted by cgannon64
Thank you very much Mike!!! So, in some cases, it will pay to move your units last, this way you can respond to an attack?
From what you told us, it seems that the game will update what is happening every few seconds in si-move (so you can see when your cities are captured). This means lag in alot of cases! *cgannon64 is joyous that he as Cable, as he will play multi w/o too much lag!*CG
Originally posted by sumthinelse
It doesn't. There is also the email game, which I think will be quite popular....
Originally posted by docceh
looks like this can open up the possibility for SERIOUS deception tactics
ie, concentrate ur opponent's focus to one area while you surprise attack another ?
can't wait!