TCP/IP capability

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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Grognot
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RE: TCP/IP capability

Post by Grognot »

UDP is probably more useful in something like Netrek -- up to 16 players continuously trading packets with the main server.  Low latency, and with the way the game was designed, things don't shatter if some packets don't make it.  (Although *your ship* may shatter if the 'shields up' command packet gets dropped). 

I don't think it's particularly relevant to something like EiA.  You'd mostly be sending data in bulk transfers unless you redesign the game like allow truly simultaneous econ phase (with updates as the players do their thing) or split the diplomacy phase into a series of simultaneously-done steps.


--
Not a grognard.
Not an optimizer. It's a game to me, not a job.
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Marshall Ellis
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RE: TCP/IP capability

Post by Marshall Ellis »

Grognot:
 
Good point. My xfers will be larger and much less speed dependent. FTP functions could even be used here???
 
 
 
 
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Marshall Ellis
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NeverMan
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RE: TCP/IP capability

Post by NeverMan »

I'm not entirely sure how FTP functions are used but I would imagine, from my experience, that it would make things more difficult. The UDP/IP with reliable (Selective Window or Go-Back-N functions) would be the eaiser, even with having to send an ACK. This really shouldn't be more than 100 or so lines of code per side. Personally, if I was coding this and the transfer size is unknown (and it will be), I would use TCP/IP for the inherent functions it provides and do it in a Client-Server environment, since the game already requires a "host" and is not inherently P2P.
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Marshall Ellis
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RE: TCP/IP capability

Post by Marshall Ellis »

NeverMan:
 
Haven't tested this very much but there are controls that I can drop onto a form that allow FTP xfers from a high level. This might make it possible to do it 20 lines or less (I said might). This might be a little slower but as we said earlier speed is less of an issue.
 
 
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obsidiandrag
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RE: TCP/IP capability

Post by obsidiandrag »

I had made a comment on another forum about the possibility of the TCP/IP and was told it was a dead horse and to look these forums up.  After reading the last 30 or so posts on the subject, I don't think it's dead at all.  I still believe it would make the phases easier.  I have not played the PBEM game yet as I have read all the horror stories of not sending files or computer taking over the game etc.. that and I really don't have anyone I e-mail that often who playes this game.  I do however think if it was set up as an online game to enter or save etc.. it would play very well and you could meet up with other people TO PLAY the game with.  The diplomacy phase alone would be so much better served by being real time.  It is almost impossible to take into account all of the possibilities of the DOW's so the little check boxes have inadvertantly caused me to loose countless alliances and brought me to war with countries that should have never happened (Prussia declaring on Spain for instance...?)  I understand this is a background issue and should wait until after the other more prominent bugs are worked out...  But would definately like to put my vote in for this rather then the PBEM where you send in your turn and then have to wait for the next e-mail to see what happened...
 
NeverMan
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RE: TCP/IP capability

Post by NeverMan »

obsi,

You really should try PBEM, at least try it. I am in 2 PBEM games right now that are going along fine. The only thing is that it would be GREAT if some of the phases could be done simultaneously, like the Eco Phase (this has also been discussed to some length in another thread somewhere). For a 24 hour turnaround game, this implementation would dramatically speed the game up, even a 2X speedup would be huge.

I agree that the interface needs to be fixed when it comes to allying/surrendering/DOWing/etc, as it stands right now, I still can't figure out who I am calling and when. It really limits game play.

The funny thing is no one uses email at all, both of my games are using "group" pages (either google or yahoo) and the files get uploaded/downloaded from there, so as it stands now the game (in a practical sense) is not really stand alone PBEM.
bresh
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RE: TCP/IP capability

Post by bresh »

One of the few things i think tcp/ip could speed up would be battles.
As a bonus it could also remove alot of fears for cheats.
Right now i think most my pbm games the defender has to email someone with his chit-choise.
This could save alot of emails.

Offcourse it would have to be an option.
And not sure how to do.
But for battles you could be asked, if you wanted to connect to xxx.
But you would have to agree with the defender for some specific time both players be avaible, so that if you could not do it by tcp you still had the pbm-battle options.

Regards
Bresh
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