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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:12
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John replied to my thread in the Test of time forum:
<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
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There were a few things that got left in--or left out, depending on how you look at it. What happened was that as we went along, merrily working on the game, Spectrum and then Hasbro management (remember, development of this game spanned the Hasbro buy-out) fiddled with the schedule many, many times. One result of this was that features we once planned to finish had to be cut. Some were close to done, but not quite (and they hadn't been tested), while some were just started. Rather than go through and remove all the code, the programmers (on the off chance that maybe we could reanimate a feature or two) just deactivated it. (Don't ask me for details; I'm not a programmer.)
The simultaneous human movement thing was actually a leftover from the Multiplayer Gold Edition. The team put it in and it seemed to work, but in testing we found that it caused major game play problems, including opportunities for blatant cheating. So, we nixed it in the shipping version, but the code, like a trick knee, remained in place waiting to cause trouble. We developed ToT based on a version of the MGE code-base--thus the legacy simultaneous human turns code.
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Might there be more!??? 
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markusf
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I don't see what the complaining is all about.
So what the defender will lose a horse out in the field. I don't see anyone whining about the fact that when someone attacks a city with 20 units you can now counter attack in the same turn. That imo is the biggest change, and gives the defender a huge advantage.
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Curumbor Elendil
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of Númenor
Nov 1999 time: 00:12
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<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>
</font><font size=1>Originally posted by markusf on 12-20-2000 02:44 PM</font>
So what the defender will lose a horse out in the field. I don't see anyone whining about the fact that when someone attacks a city with 20 units you can now counter attack in the same turn. That imo is the biggest change, and gives the defender a huge advantage.
<img src=/forums/"/images/blue1.gif" width=100% height=1></font></td></tr></table></center>
I agree with you, Markus, that does give the defender a huge advantage. Plus, the defender can move additional defensive units into threatened cities (and fortify them instantly!), and it's a given that before a city is taken over, the defender will sell its most expensive improvement.
Clay Pigeon, The Capo, Easthaven, some others, and I played a 7-player simul-turn game today and came across some bugs. One turn the game just hung up; it wouldn't flip over to the next turn even though everyone had moved. We even tried using a timer.
Also, twice when we reloaded the game, the screen said "waiting for others to join" ten minutes after everyone had joined. We had to quit and try again. My hunch is that this bug may be the result of not everyone having edited the civ.ini file, but I don't know.
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Curumbor Elendil
http://pantheon.yale.edu/~jps35/
ICQ 56126989
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markusf
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has nothing to do with the civ.ini. I ran into that as well. The host needs to restart as civ2 messes up the tcp/ip ports when there are more then 4 players. The part where it hangs is usually some dialup player who cut out or sort of disconnected, its very annoying.
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AustralianJeremy
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Blackburn, Victoria, Australia
Apr 1999 time: 14:12
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Oh, wow, thank God. If this works...
My friend and I used to play CivNet on a null modem cable between my laptop and desktop. But Civ2 is a much better game than Civ... so we tried multiplayer Civ2. But Civ2 got rid of simultaneous mode, which was horrifying. One turn at a time is so SLOW! It made playing a game in one night almost impossible. In fact, it made things extremely slow and tedious as you'd sit around and wait for the other person to do all their Civ-type fiddling about with all their cities. I guess in a big multiplayer game you can spend the off-time in diplomacy, but with two... simultaneous was SO MUCH BETTER. Its absence in Civ2 meant that we've had to play our competitive games essentially against the computer - we start a game, save the 4000BC savegame, transfer it across, and then see who wins first etc. It's companionable Civ2, but it's not as competitive as simultaneous CivNet used to be.
If this works out... wow. All I can say is - whoever's in charge of Civ III, PLEASE BRING BACK THE SIMULTANEOUS PLAY OPTION!! Without it, two player Civ is much much less fun.
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CornMaster
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St. John's, Newfoundland
May 2000 time: 01:42
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<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>
</font><font size=1>Originally posted by AustralianJeremy on 12-23-2000 04:15 AM</font>
Oh, wow, thank God. If this works...
My friend and I used to play CivNet on a null modem cable between my laptop and desktop. But Civ2 is a much better game than Civ... so we tried multiplayer Civ2. But Civ2 got rid of simultaneous mode, which was horrifying. One turn at a time is so SLOW! It made playing a game in one night almost impossible. In fact, it made things extremely slow and tedious as you'd sit around and wait for the other person to do all their Civ-type fiddling about with all their cities. I guess in a big multiplayer game you can spend the off-time in diplomacy, but with two... simultaneous was SO MUCH BETTER. Its absence in Civ2 meant that we've had to play our competitive games essentially against the computer - we start a game, save the 4000BC savegame, transfer it across, and then see who wins first etc. It's companionable Civ2, but it's not as competitive as simultaneous CivNet used to be.
If this works out... wow. All I can say is - whoever's in charge of Civ III, PLEASE BRING BACK THE SIMULTANEOUS PLAY OPTION!! Without it, two player Civ is much much less fun.
<img src=/forums/"/images/blue1.gif" width=100% height=1></font></td></tr></table></center>
I concure, your Excellency. 
------------------
"I'm too out of shape for a long fight so I'll have to kill you fast"
"If LESS is MORE, just think of how much MORE, MORE would be!"
I AM CANADIAN!
Civfanatics.com Civ 2 Multiplayer Ladder!
My Civ 2 Scenario Page.
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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one can still do city management, can't one? isn't it just a matter of being sure not to move that last unit until you're done? it might piss people off if they have to wait for you, but if people like a game that is completely simultaneous, might I suggest Command and Conquer, or even Age of Empires?
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KenThur
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North San Francisco Bay, California Republic
May 1999 time: 05:12
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Couldn't agree more Matt... but now the speed-freaks want to set time limits so as to prevent even that from happening. Let alone the nego's, fun, & banter of chatting.
I truly don't understnad why some people bot this GRAND STRATEGY game, when they are so into rushing it.
As U said... why didn't they buy or play C&C or Ages... or Pac Man or Space Cowboys Shoot'm Up.
I totally agree with the efficiency & speed at which the game stuff gets done, that part IS great. Today's connections & computing power really handle things well. 
But it should be used as a faster tool, NOT to change the game to a contest of point & shoot, don't worry about building a civ, just find the others to kill'm asap. 
Diety had some good ideas on how to balance & switch between simul when building & discovering, then switch to regular when a war starts. 
For U speed-freaks out there... mite suggest U drink a few less cokes or coffees before sitting down to play Civ. In fact, a beer or glass of wine makes a better drink for proper Civ'ing! 
Save the Gatorade & uppers for RTS or shoot'm-up's or the jock contests they were designed for.
<font size=1 face=Arial color=444444>[This message has been edited by KenThur (edited January 01, 2001).]</font>
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