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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ2-Multiplaying-Archive > Is Multiplayer OCC a real option to play faster?
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SCDARS is offline SCDARS
Warlord

Sep 1999
time: 06:12
Question  Old Post 26-12-2000 10:09 Visit SCDARS's homepage!
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#1 Report this post to a moderator
Is Multiplayer OCC a real option to play faster? Help yourself to an AD-FREE life

I wonder whether you have ever tried to play OCC in multiplayer... What are you experiences?
I think it could greatly improve game pace/ velocity... Or is it just impossible, because the starting loctaions are so different? Then one could consider a map with fixed starting points, or what do you think?
Are there any "justly" arranged maps designed for multiplayer to be downloaded on the net?

And how about starting a game simultaneous and then changing to normal play when real wars begin?
<font size=1 face=Arial color=444444>[This message has been edited by SCDARS (edited December 25, 2000).]</font>

Smash is offline Smash
Emperor
Civ2 Diehard
Jul 1999
time: 21:12
Post  Old Post 26-12-2000 11:05
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I have played 3 mp occ games.It was pretty good.

Adjustments were needed.
1.premade maps with identical or similiar sites.Similiar meaning perhaps a different combo but with good trade potential.Such as whale,wheat,silk,buffalo vs whale,fruit,gold and peat
2.No techs or exact same
3.Change all huts on grass or plains to forest,hill or mountains(no advanced tribes)
4.No Shake's.Figured it was just too strong


don't play white.White can get contacted twice in row.At the end of turn and right again at the beginning.With the hostile MGE AI and barbs appearing with no response time,white's slot could get very tough very quick with 1 city.


I am not in favor of simul play.I don't like "real time"If I did there are much better real time games to play.But I don't see any reason why it couldn't be done.I think once a game is saved simul it stays simul?

Usually could make it 1700-1800s in 1 session.3 or 4 hours


<font size=1 face=Arial color=444444>[This message has been edited by Smash (edited December 26, 2000).]</font>

SCDARS is offline SCDARS
Warlord

Sep 1999
time: 06:12
  Old Post 27-12-2000 17:32 Visit SCDARS's homepage!
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Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Thank you for your info.
I can't imagine reaching AC in 4 or even 3 hours! How many players were involved? And did the humans actively exchange techs? Or is 1700 your normal landing date?

I hope I once can convince some players with as limited OCC skills as I have...

<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src=/forums/"/images/blue1.gif" width=100% height=1>
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I think once a game is saved simul it stays simul?

<img src=/forums/"/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

Sure, it can be switched very easy, I did so in my last game and so far we did not encounter any problems...
As you noticed, the info is stored in the savegame. It is a simple flag you can change via hex-editing, with 0 meaning round based and 1 meaning simultaneous. The location is (53*16+7) bytes before the end of the file. [If any events are loaded (f.i. even in ToT Original game), then start counting before "evnt"].
<font size=1 face=Arial color=444444>[This message has been edited by SCDARS (edited December 27, 2000).]</font>

Smash is offline Smash
Emperor
Civ2 Diehard
Jul 1999
time: 21:12
Post  Old Post 28-12-2000 01:50
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#4 Report this post to a moderator
Got spare money?

2 and 3 human players were involved.

We exchanged techs by stealing them if neccessry/possible.1 transport of spies can close a tech gap pretty quick

Landings were 1900-1950ad.1700 is not my "normal" date.

We played single production and moves.

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