PBEM & TCP/IP
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- Posts: 1149
- Joined: Wed Jun 23, 2004 3:20 am
PBEM & TCP/IP
Waiting for the first patch before deciding whether to purchase this one but from what I understand, using PBEM, all battles are resolved using the quick battle method. However the tactical battles sound interesting especially if you could play against a human opponent. Can you switch between PBEM and TCP/IP once you have started a game using one of these modes? It would be nice if you could use PBEM for your strategic moves and then when a battle is initiated, switch to TCP/IP so you could resolve it tactically. If this can't be done now, maybe this is something that could be considered for the first patch?
- Erik Rutins
- Posts: 39662
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
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RE: PBEM & TCP/IP
You can't switch between modes, sorry and I'm not sure what it would take to implement that in the future. Regarding our update plans, they are as follows:
The first patch is mainly about getting the save/restore to detailed combat feature implemented, though there are a few tooltips added and I made some attempts to fix the alt-tab issues and the CTD's (only testing can tell whether I was successful).
Here's the version history going into the first patch so far:
Changes 1.00->1.1
--------------------
* Added tooltip manual text to choose-upgrade dialog
* Added tooltip info in Relation Adviser
* Added some right mouse button info in attachment box
* Now shows current move orders as very faint arrows
* Increased AI run away from detailed combat threshhold
* Tweaked detailed combat AI parameters
* Added save/restore features in single-player detailed combat
The next patch will also mainly be about fixing bugs and adding in-game information (tooltips, additional reports... especially economic information). Also some of the simpler game-balancing tweaks.
We'll shoot for a features patch down the road to add more leader abilities, upgrades, and other game features.
The first patch is mainly about getting the save/restore to detailed combat feature implemented, though there are a few tooltips added and I made some attempts to fix the alt-tab issues and the CTD's (only testing can tell whether I was successful).
Here's the version history going into the first patch so far:
Changes 1.00->1.1
--------------------
* Added tooltip manual text to choose-upgrade dialog
* Added tooltip info in Relation Adviser
* Added some right mouse button info in attachment box
* Now shows current move orders as very faint arrows
* Increased AI run away from detailed combat threshhold
* Tweaked detailed combat AI parameters
* Added save/restore features in single-player detailed combat
The next patch will also mainly be about fixing bugs and adding in-game information (tooltips, additional reports... especially economic information). Also some of the simpler game-balancing tweaks.
We'll shoot for a features patch down the road to add more leader abilities, upgrades, and other game features.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: PBEM & TCP/IP
What is the eta for the first patch?
RE: PBEM & TCP/IP
ORIGINAL: tgb
What is the eta for the first patch?
It's currently in testing, so it depends on what errors are found if any with the patch.

RE: PBEM & TCP/IP
really appreciate the follow up on the patch, you guys seem to care about your product. nice to see in this bottom line world we live in. great game !!
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." Patton


RE: PBEM & TCP/IP
ORIGINAL: McHugh
Waiting for the first patch before deciding whether to purchase this one but from what I understand, using PBEM, all battles are resolved using the quick battle method. However the tactical battles sound interesting especially if you could play against a human opponent. Can you switch between PBEM and TCP/IP once you have started a game using one of these modes? It would be nice if you could use PBEM for your strategic moves and then when a battle is initiated, switch to TCP/IP so you could resolve it tactically. If this can't be done now, maybe this is something that could be considered for the first patch?
TCP/IP
as it is now you can play against humans using tactical battles just using TCP/IP right???

RE: It works
ORIGINAL: Mogami
Hi, Playing one now. What a hoot. Needs chat in battle though (and all menus)
TCP/IP
have u tried an 8 player game this way??? anyone else??? just wondering how well it would work...

RE: It works
Hi, Played for several hours. We are going to start a new game at 830pm est (4 hours from now) If you want in post here and IP will be PM'd to you when time comes.
I propose 1796 scenario highest glory (You can save and resume online game so you don't have to finish all at once. Players all give orders at same time. You do have to sit through other peoples battles but they are amusing and if it's you or your Ally it's worth while to watch)
I propose 1796 scenario highest glory (You can save and resume online game so you don't have to finish all at once. Players all give orders at same time. You do have to sit through other peoples battles but they are amusing and if it's you or your Ally it's worth while to watch)

I'm not retreating, I'm attacking in a different direction!
RE: It works
I'd like to try and join you to see how it goes. jstran93@yahoo.com
RE: It works
Ok, we will be starting up in about 1.5 hrs from this post.]
edit:
I'll pm you in about 1 hr with my IP for the connection.

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- Posts: 96
- Joined: Tue Jul 12, 2005 6:57 pm
RE: It works
Quick question for those playing TCP/IP.
Is there a turn timer so you can set up longer or shorter turns? It would be nice to be able to play quick games, creating a bit of tension, along with longer drawn out ones.
Sorry, don't have my manual here at work
Thanks,
James.
Is there a turn timer so you can set up longer or shorter turns? It would be nice to be able to play quick games, creating a bit of tension, along with longer drawn out ones.
Sorry, don't have my manual here at work
Thanks,
James.
RE: It works
ORIGINAL: TheRockSal
Quick question for those playing TCP/IP.
Is there a turn timer so you can set up longer or shorter turns? It would be nice to be able to play quick games, creating a bit of tension, along with longer drawn out ones.
Sorry, don't have my manual here at work
Thanks,
James.
No turn timer.
You go through your turn, doing what you have to do. When you're done, you hit the end turn button like single player games.
This brings you to another screen in which each nations flag is represented letting you know if the player has finished their turn or not.
Once everyone is done, then the turn progresses and you watch the action/take part in battles/etc just like in single player games.
The game provides you with a chat feature in both situations, while doing the turn and while waiting for others to finish. You can send your chat to either everyone or to your allies.
I suspect that once the Alt-Tab feature is patched in, this will make for some very fun games as people will be able to use email or icq to work out some side deals and so forth secretly.

RE: It works
Hi, Once you've tried online you will think it the only way to fly.

I'm not retreating, I'm attacking in a different direction!
RE: It works
If anyone wants to get in on this, we are starting in 10 minutes. Let me know and I'll pm you the IP.

Bawk Bawk Bawk
Hi, Come on we need a brave mean nasty evil genius to play France.

I'm not retreating, I'm attacking in a different direction!
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- Posts: 230
- Joined: Mon Jun 20, 2005 5:19 am
RE: It works
As someone else posted before, for working adults, TCP/IP is simply not a viable option.ORIGINAL: Mogami
Hi, Once you've tried online you will think it the only way to fly.
RE: It works
Hi, You don't have to finish a game in one session. In TCP/IP all players enter orders at same time. So it does not take any longer online then it does solo or PBEM.
You do have to find players that have the same schedule for play where in PBEM one player can do turn at midnight and another at 3am.
But if you can find players who can all be online for 2 hours every monday then TCP/IP will be much more fun then PBEM.
You do have to find players that have the same schedule for play where in PBEM one player can do turn at midnight and another at 3am.
But if you can find players who can all be online for 2 hours every monday then TCP/IP will be much more fun then PBEM.

I'm not retreating, I'm attacking in a different direction!
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- Posts: 230
- Joined: Mon Jun 20, 2005 5:19 am
RE: It works
That's my point. Getting people together is the impossible part.ORIGINAL: Mogami
Hi, You don't have to finish a game in one session. In TCP/IP all players enter orders at same time. So it does not take any longer online then it does solo or PBEM.
You do have to find players that have the same schedule for play where in PBEM one player can do turn at midnight and another at 3am.
I think that for people with demanding jobs as well as children, the idea of regularly being online for two hours at the same time the same day of each week is outright fantasy. And as soon as you try to coordinate 3+ players? Forget it.But if you can find players who can all be online for 2 hours every monday then TCP/IP will be much more fun then PBEM.
But yes, I agree that if it were somehow possible, TCP/IP would be preferable to PBEM. I just can't see it ever happening.
RE: It works
Hi, There are currently 29 persons logged into the COG forum. Many of them are the same I see whenever I log in here. So 29 people are on the internet at least 8 of them frequently. At least 8 of them could be playing online at this very moment.
After 1000 or more copies have been sold it should not be difficult to find 2 or more players with the same schedules. (At least thats what I am counting on)
It is hard to get people to commit to anything they can't finish online in 4 hours but they will commit to PBEM that requires months.
I don't see where commiting to several sessions online requires more commitment but it does seem to be the case. (You can save online games) Online players can come and go.
(You could have team online games where monday Bill runs Sweden and on Wen Tom does. )
After 1000 or more copies have been sold it should not be difficult to find 2 or more players with the same schedules. (At least thats what I am counting on)
It is hard to get people to commit to anything they can't finish online in 4 hours but they will commit to PBEM that requires months.
I don't see where commiting to several sessions online requires more commitment but it does seem to be the case. (You can save online games) Online players can come and go.
(You could have team online games where monday Bill runs Sweden and on Wen Tom does. )

I'm not retreating, I'm attacking in a different direction!