TCP/IP

Panzer Command: Ostfront is the latest in a new series of 3D turn-based tactical wargames which include single battles, multi-battle operations and full war campaigns with realistic units, tactics and terrain and an informative and practical interface. Including a full Map Editor, 60+ Scenarios, 10 Campaigns and a very long list of improvements, this is the ultimate Panzer Command release for the Eastern Front!

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Doug Hubley
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Joined: Wed Aug 18, 2010 10:39 am

TCP/IP

Post by Doug Hubley »

Congratz on what looks like a great new addition to the game!

Is there any thought to including tcp/ip play in the future?

Thanks

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junk2drive
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RE: TCP/IP

Post by junk2drive »

Yes but...

The new Multiplayer system uses a live sync program, similar to Slitherine's MP server system. I have tested it with Dropbox and Windows Live Sync. When two people are sitting at their computers with the game running, the turn exchange is so fast as to be like TCP/IP.

Hotseat is possible but you have to exit the game and change the player name and that slows things down a bit.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
Doug Hubley
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RE: TCP/IP

Post by Doug Hubley »

Thanks, Junk2.

This is in the Ostfront edition or a future build?

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junk2drive
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RE: TCP/IP

Post by junk2drive »

Ostfront

Also the system is automatic and fairly foolproof. You can minimize the game (button provided) when you send your turn and you will get a system tray popup when your opponent has done his turn. Maximize the game again and you see what turns are ready to play and which ones are still waiting, in the case of multiple opponents.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
Doug Hubley
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RE: TCP/IP

Post by Doug Hubley »

Sounds fantastic!

I will order it for sure now.

Tks.

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junk2drive
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RE: TCP/IP

Post by junk2drive »

I've never played any game TCP/IP but I assume you cannot play more than one person at a time that way. With our system, you can have as many as you want.

Plus none of the firewall/router hassles.

And you are not tied to a game company server. Dropbox is free, gives you plenty of storage, and has a system tray icon that lets you know when files have been added, deleted, or changed, etc.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
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Mad Russian
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RE: TCP/IP

Post by Mad Russian »

I've played A LOT of TCP with other games and PCO plays as well as any of them.


Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Geordie
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RE: TCP/IP

Post by Geordie »

Is the file exchange a movement and orders phase in one turn? What I mean is, do I get to see the action for a minute, or 40 secs if I want to and then plot my next turn?
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junk2drive
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RE: TCP/IP

Post by junk2drive »

One phase per exchange for a two phase battle. Orders, then reaction, then orders...
 
So plot your moves, send, receive, watch playback, plot, send,
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
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junk2drive
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RE: TCP/IP

Post by junk2drive »

There is also a review mode if your opponent has not done his turn yet. You can load up and watch the playback over and over.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
rickier65
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RE: TCP/IP

Post by rickier65 »

ORIGINAL: Geordie

Is the file exchange a movement and orders phase in one turn? What I mean is, do I get to see the action for a minute, or 40 secs if I want to and then plot my next turn?

J2D has the PBM system down pat - But I will add that it plays really smooth when you use one of the online file storage sites (like Dropbox or Windows Live online file app). If both players are online playing, you play your turn, post the file and once your in the flow, by the time you've issued your orders and moved to the next phase, your opponents turn is sitting there waiting to play - without evering leaving the game to get email or save files.

I know J2D have played several turns (8-9) in an evening without missing a beat (usually interupted by the supper bell).

Thanks
rick
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Mad Russian
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RE: TCP/IP

Post by Mad Russian »

I have posted this in another thread but it's also relevant here as well.
*PBEM - TCP/IP. Using Drop Box you can play PCO as a combination of PBEM and TCP/IP without any connections through your ISP or any server. This is quick and easy and the turns can be done either back to back as in TCP/IP or saved for later as in PBEM. This is how I play most often and this is great!

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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