Re: Multiplayer Campaigns are go!
Quote:
Originally Posted by TheSeated
They call it a "turn slice" in mp civ. Turns are taken in real time and when everyone has clicked the next turn button the next turn will begin.
Yeah... I remember how I discussed such an option for MTW I believe.
That would actually be doable since there was nothing that was done right away (like moving the armies). I used to use that as an argument all those "it will take too long waiting for three other players doing their turns". There was even a guy that proposed that every player should get a little weak bodyguard unit for proper battles so we could all watch and talk about it (and perhaps even backstab if it came to that).
Re: Multiplayer Campaigns are go!
So, at the moment the main restrain is that you can't choose to fight against the AI if they attack you...
Re: Multiplayer Campaigns are go!
Apparently you can, I too have had that problem, my sieging army got thrown off Rennes. NOT happy. Making a mod for this would not be that hard actually. Just make a historical battle for every actual battle. This would involve lots of coding, and wouldnt fit in without some more uber coding. So in the near future, MP campaign battles - no.
Re: Multiplayer Campaigns are go!
Quote:
Originally Posted by pevergreen
Apparently you can, I too have had that problem, my sieging army got thrown off Rennes. NOT happy. Making a mod for this would not be that hard actually. Just make a historical battle for every actual battle. This would involve lots of coding, and wouldnt fit in without some more uber coding. So in the near future, MP campaign battles - no.
you can? what do i have to do in order to be able to defend against ai attacks on one of the human players? at the moment this is the biggest problem. i can live with having to autocalculate player vs player battles (for now :D ) if i am at least able to properly fight the ai in battle.
Re: Multiplayer Campaigns are go!
I had replied in another thread, but someone said you could vs AI, if s/he knew that I meant defending, I dont know. So as it sits now, you cant defend from AI, until someone proves or mods otherwise.
Re: Multiplayer Campaigns are go!
Myrddraal well finally they did some thing right :D
this would probably will save some work time.
i really liked the diplomacy solution though the battles is the major battle here.
it works great almost in all aspects what left to do is to fix battle problems.
i read some where that a guy told that the battles that out of your turn will be played only if a city is under attack. but it is incorrect any battle out of your turn will be auto resolved and that is the only major problem.
SEGA did a great job , and they already organized the game to notice who is
a AI or human. therefore i guess that what should be done is to create a
script that in stead of ending the turn with the last player view to end it
with full view that won't show AI moves and in this end turn mod
all attacked human players will get to play their battles.
this wont be easy but if it can be created well the hot seat will be 89% perfect
what left after this is to try to write a program that will extract saved game info
by the way is the game codded like the old game or more comfortable to mod ?
Re: Multiplayer Campaigns are go!
Another bug.
If you have a papal election, only the first voter gets to vote.
The rest of the players will automatically vote for the Preferati with the highest piety...
Re: Multiplayer Campaigns are go!
Ok, here's the deal.
A player at the twcenter discovered how to play defensive battles against the AI in hotseat.
Nontheless, during these battles the AI controls your own troops as reinforcements, overwriting all your commands with others of its own...
Before the battle it does not give you the option to ucheck the box with the "AI control", neither from your main force or from your real reinforcements...
Is there a way to disable this, either by:
- Disabeling AI controlled reinforcements all together
- Having a console command to control those troops
- Any other way at all
We are very, very close to having a playable hotseat campaign...
By the way, here are the settings of the preferences file modified in order to play the battles, although atm I should say, "watch the battles"
[multiplayer]
playable = 1
hotseat_turns = 0
hotseat_scroll = 0
hotseat_update_ai_camera = 1
hotseat_disable_papal_elections = 0
hotseat_autoresolve_battles = 0
hotseat_save_prefs = 1
hotseat_disable_console = 0
hotseat_validate_diplomacy = 1
Good luck
El Basto
Re: Multiplayer Campaigns are go!
Does the game behave normally considering everything else? No strange quirks poping up besides the AI taking control of your reinforcements?
Re: Multiplayer Campaigns are go!
ours won't us do anything diplomatically with each other. playing as Muslim nations, we are trying to destroy the indels of Europe and take control of the mediteranean. however, when we try to gift things to each other or offer treaties, trade rights, etc, when one of checks the box to make an offer or gift, nothing happens.
Re: Multiplayer Campaigns are go!
Quote:
Originally Posted by mor dan
ours won't us do anything diplomatically with each other. playing as Muslim nations, we are trying to destroy the indels of Europe and take control of the mediteranean. however, when we try to gift things to each other or offer treaties, trade rights, etc, when one of checks the box to make an offer or gift, nothing happens.
you have to wait until next turn, when the other human player can receive your offer and accept it or rejected (gift are auto accepted though).
Now... what about that no AI contro reinforements command?
Re: Multiplayer Campaigns are go!
Quote:
Originally Posted by elbasto
you have to wait until next turn, when the other human player can receive your offer and accept it or rejected (gift are auto accepted though).
that has not been my experience though. i click to offer, then to close the Dip sheet i have to click the check mark, which gives the audio of unfruitful negotiations. i advance turns and a new Dip sheet never appears for the other person to accept or decline the offer. they never receive the gifts when i click that button.
i know what's SUPPOSED to happen. the problem is that it ISN'T happening.
Re: Multiplayer Campaigns are go!
Quote:
Originally Posted by mor dan
that has not been my experience though. i click to offer, then to close the Dip sheet i have to click the check mark, which gives the audio of unfruitful negotiations. i advance turns and a new Dip sheet never appears for the other person to accept or decline the offer. they never receive the gifts when i click that button.
i know what's SUPPOSED to happen. the problem is that it ISN'T happening.
have you modded your game in any way?
I've do the testings in version 1.0, maybe the patch have some negative effects...
Re: Multiplayer Campaigns are go!
it's possible. i am using the 1.1 version.