Hi all,
Ken and I were playing our tournament game tonight, when we realized that my
game was running much faster than his.
I was hosting the server, and that seems to make a difference, as Ken had
noticed before a speed difference when playing with others.
We checked this by having the
Discussion list gamers@audyssey.org
Sent: Friday, July 27, 2007 2:52 AM
Subject: [Audyssey] Problem with sound rts multiplayer
Hi all,
Ken and I were playing our tournament game tonight, when we realized that
my game was running much faster than his.
I was hosting the server, and that seems
About the amount of messages sent by the server, it could be
drastically reduced if each client simulated the world and only
exchanged the orders with the other clients. For now the game is like
a MUD, with a server that hosts the world and clients that only do the
user interface.
Improving this
Hi,
Sorry for this big problem. The time of the remote client is probably drifting.
For now, if you can't pause the tournament one or two days, the
solutions are probably:
1. use a server hosted by a third computer to minimize the problem,
but anyway I'm afraid that the game will go faster for
only limit population, as previously suggested and not the amount of food
alowd.
Yes, it might be interesting. I am afraid that it would lead to
recruiting only dragons and mages. The cost of the units and the
necessity of building more farms would be the only reason for not
recruiting dragons
One more thing: in the next version, please remove the farm cap and count
the knights as one unit since they function that way--when playing two
players you could have 40 peasants but, because of the caps, only 20
knights--and when you throw the mages in it's worse.
Still digging this game
I also agree with Christopher, also think about it, with some units its
realistic. For example, a knight needs 2 food, because one for his horse, and
one for himself. With catapults, two person needed to move and
operate the catapult. The dragon is a huge beast, so it needs lots of calories,
] Problem with sound rts multiplayer
One more thing: in the next version, please remove the farm cap and count
the knights as one unit since they function that way--when playing two
players you could have 40 peasants but, because of the caps, only 20
knights--and when you throw the mages in it's
I have updated the beta 7 version at http://jlpo.free.fr/soundrts with
a clock that launches a message each minute, so you can check if the
game is synchronized. The synchronization is still the same, though.
___
Gamers mailing list ..
game man, I can't wait until the next version.
Che
- Original Message -
From: Christopher Bartlett [EMAIL PROTECTED]
To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list
gamers@audyssey.org
Sent: Friday, July 27, 2007 7:33 AM
Subject: Re: [Audyssey] Problem with sound rts
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