October Update!
Moderator: MOD_EIA
- Marshall Ellis
- Posts: 5630
- Joined: Tue Oct 02, 2001 3:00 pm
- Location: Dallas
October Update!
Hey all:
Sorry for the late update but we're very busy with the PBEM features right now so things are a bit chaotic. As far as where we are? Well, PBEM is all we lack guys (Minus playtesting bugs and improvements). I wish I could say something definitive but again as a developer, I'm hesitant to do so.
We're creating a PBEM feature set that will work like this:
1. Host starts the game.
He also selects the options for the game and whether or not he will have GA powers. The GA powers will allow the host to kick people out of the game or allow the computer to play their nation for a phase BUT the powers are optional. Some players may not want to play with a host that has these powers which are revealed to each player before play. The host must also have the email addresses and the nations of each player for him to enter once then the start game file is emailed to all players.
2. Next player in sequence.
The next player then plays and when his turn ends, a file will be created for him to email to all other players. Some actions create message files to be sent to other players (To create alliances, etc.) for their responses. If you are waiting for your turn then the game will go into VIEW mode only allowing you to view items on the map but not change anything.
2a. Computer Players
If a computer player is right after a human player then typically it will play the computer and save its turn as well. This creates the need for the human player to send out a couple of turn files at the same time BUT the game will not allow the loading of a turn file out of sequence so it should be fine for a player to receive multiple turn files.
This is a high level overview of the PBEM flow. Let us know your thoughts...
Hang in ther guys...
Thank you
Sorry for the late update but we're very busy with the PBEM features right now so things are a bit chaotic. As far as where we are? Well, PBEM is all we lack guys (Minus playtesting bugs and improvements). I wish I could say something definitive but again as a developer, I'm hesitant to do so.
We're creating a PBEM feature set that will work like this:
1. Host starts the game.
He also selects the options for the game and whether or not he will have GA powers. The GA powers will allow the host to kick people out of the game or allow the computer to play their nation for a phase BUT the powers are optional. Some players may not want to play with a host that has these powers which are revealed to each player before play. The host must also have the email addresses and the nations of each player for him to enter once then the start game file is emailed to all players.
2. Next player in sequence.
The next player then plays and when his turn ends, a file will be created for him to email to all other players. Some actions create message files to be sent to other players (To create alliances, etc.) for their responses. If you are waiting for your turn then the game will go into VIEW mode only allowing you to view items on the map but not change anything.
2a. Computer Players
If a computer player is right after a human player then typically it will play the computer and save its turn as well. This creates the need for the human player to send out a couple of turn files at the same time BUT the game will not allow the loading of a turn file out of sequence so it should be fine for a player to receive multiple turn files.
This is a high level overview of the PBEM flow. Let us know your thoughts...
Hang in ther guys...
Thank you
Dial-up dinosaurs
Check his location. Poor bloke is from Croatia. I think he's lucky he has electricity!
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- Posts: 160
- Joined: Thu Jun 26, 2003 5:40 am
Timelimit and automatic reminder.
For the PBEM:
I would like a option to have a timelimit. The player who have not made a Turn in X time will the AI make a move for.
I would also like to see the option to have a reminder mail sent after X time has passed without a Turn from a player.
I would like a option to have a timelimit. The player who have not made a Turn in X time will the AI make a move for.
I would also like to see the option to have a reminder mail sent after X time has passed without a Turn from a player.
"'Malta - The Thorn in Rommel's Side"
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- Posts: 38
- Joined: Wed Oct 01, 2003 4:59 pm
Release Date
What is the targeted release date now?
Jason
Jason
That might be a bit tough considering it is not similtaneous movementbuena wrote:I can see a game like that will take ages to complete. Wouldn't be less complicated if the host waits until it receives all the pbem turns and then activates the turn? You could set a time limit for turns and make the game more fluid.

peskpesk wrote:For the PBEM:
I would like a option to have a timelimit. The player who have not made a Turn in X time will the AI make a move for.
I would also like to see the option to have a reminder mail sent after X time has passed without a Turn from a player.
I've seen problems in TCP/IP games when a player takes too much time. (The game was against a best friend and a time limit wasn't selected.) I often do other things like make and eat my breakfast or paint some miniatures while waiting, yet a time limit for TCP/IP is still a very good thing. I hope that it makes the cut.
As for PBEM, the only time that I've seen where this can be a problem is where a player plays more than one game at a time. Waiting for your "turn" to have your opponent take his game turn sucks. In a game where it has gone to excess, I've found it necessary to end the game. It just wasn't worth it. Neither is it necessary for a time limit for PBEM, IMHO.
The way that I see it, it will be dedicated folks that will play this game. True we cannot see what has happened to player A when he hasn't surfaced for a while. Life happens sometimes and it is better to give the benefit of the doubt. When the absence happens in excess of a reasonable amount of time without notice, it is better to just cut them out.
If I can't send at least one turn a day, I send the reason why instead. I'd rather send the turn. REAL good communication is essential for any PBEM game. It really is REAL easy. It takes what, a few minutes at most to compose and send an email???? Duh!
Vive l'Empereur!
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- Posts: 59
- Joined: Mon Dec 16, 2002 4:00 pm
- Location: Mt. Olive, NJ
I am still not going to target a release date, but I will say this. We have completed almost 95% of the game to this point and we are about to test the PbeM features of the game, which was the last Major coding feature. We are now into test/tweak mode. We are doing all we can to put out the best game possible.Wellington12347 wrote:What is the targeted release date now?
Jason
Carry on,
Bart
Thanks Bart.Bart Koehler wrote:I am still not going to target a release date, but I will say this. We have completed almost 95% of the game to this point and we are about to test the PbeM features of the game, which was the last Major coding feature. We are now into test/tweak mode. We are doing all we can to put out the best game possible.
Carry on,
Bart
Better is preferred to sooner.
A game always gets better reception if the a and b tests are done thoroughly and catch the "game ruining" bugs.

"Life is tough, it's even tougher when you're stupid" -SGT John M. Stryker, USMC
Id stress the importance of a feature someone else asked. Timed turns in PBEM games.
These are ESSENTIAL when there are as many as five or more players.
If one player does not answer say within 24 hours then the AI moves that turn. This should not put the player out of the game. Who could return giving orders next tunr normally. This way the game is not dependent on single players personal affairs what ever they might be.
For myself I'd be happy to know if I dont cant send my turn in time then AI handles it and I can move the next turn when that is ready to do.
Another point Id like to make about PBEM games:
There should be an option for new players to take the major powers controlled by AI or some other player who quits. Simply the host should be able to redirect the email turn. If there is a password protection then this should be disabled in such instances.
This is a one long game. All of us played the board vatiant know that. It takes commitment and time to play it. Every effort should be taken to ensure the players are not stricly tied into the game and there are options to be choosed from if someone can't finish the game. Both of these things I mentioned are for this goal. To make the game more playable and enjoyable.
These are ESSENTIAL when there are as many as five or more players.
If one player does not answer say within 24 hours then the AI moves that turn. This should not put the player out of the game. Who could return giving orders next tunr normally. This way the game is not dependent on single players personal affairs what ever they might be.
For myself I'd be happy to know if I dont cant send my turn in time then AI handles it and I can move the next turn when that is ready to do.
Another point Id like to make about PBEM games:
There should be an option for new players to take the major powers controlled by AI or some other player who quits. Simply the host should be able to redirect the email turn. If there is a password protection then this should be disabled in such instances.
This is a one long game. All of us played the board vatiant know that. It takes commitment and time to play it. Every effort should be taken to ensure the players are not stricly tied into the game and there are options to be choosed from if someone can't finish the game. Both of these things I mentioned are for this goal. To make the game more playable and enjoyable.
- Marshall Ellis
- Posts: 5630
- Joined: Tue Oct 02, 2001 3:00 pm
- Location: Dallas
Interesting Idea????
Hello all:
I like you idea Ozie of the PC autoplaying if a players waits too long. My experience is that often the PC is not aware of informal agreements which are made between players in EIA and this could be a source of heartburn if the PC doesn't follow through on the agreement BUT this is also incentive to not miss your turn. CURRENTLY and in the first release, the only way that this happens is if the GA (Optionally the PBEM host) tells the PC to temporarily assume control. The GA can also of course replace or "boot" a player.
Thank you
I like you idea Ozie of the PC autoplaying if a players waits too long. My experience is that often the PC is not aware of informal agreements which are made between players in EIA and this could be a source of heartburn if the PC doesn't follow through on the agreement BUT this is also incentive to not miss your turn. CURRENTLY and in the first release, the only way that this happens is if the GA (Optionally the PBEM host) tells the PC to temporarily assume control. The GA can also of course replace or "boot" a player.
Thank you
Marshall is there any chance that beside mine and Ozie idea about timelimit untill the AI takes over that you can have a reminder sent, will be implemented?
peskpesk wrote:For the PBEM:
I would like a option to have a timelimit. The player who have not made a Turn in X time will the AI make a move for.
I would also like to see the option to have a reminder mail sent after X time has passed without a Turn from a player.
"'Malta - The Thorn in Rommel's Side"