[Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread Che
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

Re: [Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread Ken the Crazy
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

Re: [Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread SoundMUD
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

Re: [Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread SoundMUD
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

Re: [Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread SoundMUD
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

Re: [Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread Christopher Bartlett
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

Re: [Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread Robjoy
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,

Re: [Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread Willem
] 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

Re: [Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread SoundMUD
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 ..

Re: [Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread Che
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