TCP/IP

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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Jimmer
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RE: TCP/IP

Post by Jimmer »

I agree that the "next big update" should be TCP/IP play. If they can get that going correctly, we'll probably have no problem keeping 7-player games together.
At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?
Titi
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RE: TCP/IP

Post by Titi »

ORIGINAL: Froonp
I wonder where this survey was conducted, and with what EiA players. The EiA players I know all don't understand how the designers could leave TCP/IP aside.

Hi Fabrice,

It was done on the forum a year ago. The posts were done mostly by :

1) old players of the table game that requested PBEM or an AI knowing the difficulty to find 6 skilled opponents.
2) new players that have never played the game and wanted an AI to learn it.

Nobody in the project at that time was wise enough to understand that a decent AI for a complex game like EiA would be impossible to write, either cause they knew EiA but nothing in computer code or they knew computer but nothing of EiA.

The worst is i feel that Matrix support this mistake in the hope of selling more copies.
They lost me on this game but that left me more time for WiF [:D] with all the wonderful job you and others are doing on it.

As for TCP/IP we were only 2 or 3 to support it.
It's our curse as wargamers, as we are playing "old games", we need to play them the "old way", so no innovation.
LarkinVB
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RE: TCP/IP

Post by LarkinVB »

I won't hold my breath for network code. It isn't that easy to do and most likely too much work for a patch.
pzgndr
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RE: TCP/IP

Post by pzgndr »

I won't hold my breath for network code. It isn't that easy to do and most likely too much work for a patch.

It's not easy but it is doable, and Matrix has plenty of experience making it happen with their games. After the first bug fix patch, I would expect the next major update would be the editor and other scenarios. After that, I could see TCP/IP becoming a priority for a patch.
Bill Macon
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DodgyDave
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RE: TCP/IP

Post by DodgyDave »

after the patch, they should put priority on TCP/IP or AI, because what will we do with other campaigns or editor, if no one wants the game, due to very slow pbem gaming or useless AI?
pzgndr
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RE: TCP/IP

Post by pzgndr »

Well, pbem shouldn't be any slower than playing via VASSAL or some other pbem program.  The first patch should resolve a few minor issues with the pbem process and then it should be about as good as it can get.  Until TCP/IP gets implemented, if at all, there's still hotseat for local playgroups to get together and use.  Didn't they used to meet in person anyway to play the boardgame??  (Just kidding.)
 
I don't want to start another inane AI argument here, but my thought is that with a few modest improvements in the first patch or two the AI can become considerably better.  It is after all functioning - declaring war, building units, maneuvering and fighting battles, etc. - but it's priorities are misplaced.  As a novice, I found the AI to be OK for learning the game but after a few weeks now its weaknesses are annoying.  However, a few adjustments to how the AI gets itself into wars/alliances and its ability to fight with stacked corps should help a lot.
 
Anyways, a few improvements should bump the AI up into the "OK" range (ie, not useless) and should be made in conjunction with the editor and other scenarios for the second patch.  Those other scenarios will need to be developed first so further AI development and playtesting can best address the full spectrum of the grand campaign.  Implementing TCP/IP and a more comprehensive update to the AI to bump it into the challenging range will both require significant time and effort.  TCP/IP may be the better bet for priority here, since AI development will be a longer term effort. 
Bill Macon
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Jimmer
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RE: TCP/IP

Post by Jimmer »

I'm thinking "out loud" here:
 
I wonder if TCP/IP play can be crafted in by simply allowing a client/server kind of connection?
At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?
Mus
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RE: TCP/IP

Post by Mus »

ORIGINAL: LarkinVB

I won't hold my breath for network code. It isn't that easy to do and most likely too much work for a patch.

Yeah its real tough thats why 99% of all games have it.

[:'(]

If Matrix wants this game to be a bigger success they will make TCP/IP a priority. Heres an example conversation Ive had with several other gamers:

Me: Check this game out, looks promising, its a Napoleonic era turnbased wargame where each player controls one of the major powers of the era.

Them: Napoleonic?

Me: Yeah. Think Risk but a hundred times more complicated so you can get really into it.

Them: Wow this looks really cool maybe I will get it and we can play that with X, Y and Z

Me: Well I havent bought it yet because its only PBEM for now, not really sure why.

Them: Whats PBEM?

Me: Play by email. You make your moves and then send the files to your opponents and so on.

Them: LOL. Sounds really boring. Must take forever to play a game.

Me: Yeah...
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