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Author Topic:   Multiplayer "deficiencies"
Sand posted 06-02-99 11:06 PM ET   Click Here to See the Profile for Sand   Click Here to Email Sand  
Hey all,

I have been diving headlong into my first PBeM game. It has breen pretty good so far, but it appears that Firaxis left out some very important aspects of the multiplayer experience that detract from the enjoyability of the game. I hope they will see this and correct these thing:

1. Diplomatic setup options. Why is everyone already able to talk to one another? I know that is by default, but certainly it would be easy enough to guve us the choice of either having open diplomacy from game beginning or having no contact possible (as in single player) until contact is made in game. Simple addition.

2. The other, which I just ran into bugs me to no end. When trying to engage in diplomatic discussions with the other human players, the amount of actual text you can put in there is pitifully small. You simply cannot convey subleties to human players in 12 words or less. This text buffer must be increased dramatically. I know you can use email, but to me that seems a bit artificial.

I know others have posted similar multiplayer features they would like to see, so maybe if we get a small list together Firaxis can add these relatively simple things to increase multiplayer more (its pretty darn good already).

Sand

cousLee posted 06-02-99 11:49 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
Sand,
1> yep
2> yep
3> fix probe team bug
4> fix the other probe team bug also
5> and another probe team bug
6> explain why base trading was excluded
cousLee
Dowdc posted 06-03-99 12:35 AM ET     Click Here to See the Profile for Dowdc  Click Here to Email Dowdc     
There is the choice of open diplomacy or no contact in the alpha.txt file. Just change one of the parameters in there. I'm not sure what would happen if one player had the file set up one way and the others had a different configuration, though.
Sand posted 06-03-99 01:04 AM ET     Click Here to See the Profile for Sand  Click Here to Email Sand     
CousLee,

I have not run into the probe team bug - what does it entail?

In fact, I had not even notice that base trading was excluded. That simply could not be too difficult to implement if its easy enough to do in single player. I also adds a whole heck of a lot to the subtlety of playing - which is a good thing.

Dowdc, I had heard about that editing in the alpha.txt file, but I figure if its already there in the alpha.txt file, how hard could it be to add that choice when setting up a game? I would expect it would be a very easy addition.

I am hoping though since the PBeM portion was only recently added that the Firaxis guys are still putting stuff like this in for v 4.0. Perhaps along with the "normal" bug list sent in we can send in a "multiplayer" list as well.

Still having a blast playing though.

Sand

cousLee posted 06-03-99 01:42 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
probe A: when you use probes against a pact/treaty brother in PBEM, the attacking faction get that option of stern warning, or declate vendetta. Instead of the faction that was probe attacked.

Probe B: It has been reported, that is IP games, you can not move a probe team into a pacted faction's base. you lose the probe when you select "keep moving".

probe C: Infiltrate Datalinks is totally unbalanced.

tfs99 posted 06-03-99 08:28 PM ET     Click Here to See the Profile for tfs99  Click Here to Email tfs99     
You can edit the alpha.txt file to get NED (No Early Diplomacy) but it can be edited back and the game will change back to W&W (Wild and Wooly).

I agree it should be an option. But as you have already encountered, the MP aspects of SMAC were given a bit of the short shrift.

>>>> Sand

You can type more than one line of text. Perhaps it's because I have a bigger display now that I don't find it a problem.

SMAC n ... Ted S.

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