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CapTVK is offline CapTVK
King
Voorburg, the Netherlands, Europe
Jan 1970
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Exclamation  Old Post 16-12-2000 05:18 Visit CapTVK's homepage!
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A word with you John... Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Hey John,

It was recently discovered that ToT contains an undocumented simultaneous human movement setting. Any other undocumented 'features' you've been holding out on us?

Come on, time to come clean, confession is good for the soul...


for details check:
http://apolyton.net/forums/Forum2/HTML/001945.html?2#2

John Possidente is offline John Possidente
Prince
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Post  Old Post 18-12-2000 19:25
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How did you guys find that? No, wait--I don't want to know.

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.

CapTVK is offline CapTVK
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Cool  Old Post 19-12-2000 00:42 Visit CapTVK's homepage!
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That would also explain the extra map windows you could open with the right mousebutton, it seemed kind of a trivial feature at the time. But this would be quite useful during simultaneous movement.

quote:

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.)



So there's more? Any chance you could ask one of the programmers to drop by in the forums for some insight?


quote:


The simultaneous human movement thing was actually a leftover from the Multiplayer Gold Edition.


Yup, we already found out that it works in MGE too.

[This message has been edited by CapTVK (edited December 18, 2000).]

John Possidente is offline John Possidente
Prince
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Post  Old Post 19-12-2000 19:38
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Actually, the right-click extra windows feature was introduced in CivNet. Nobody used it--well, almost nobody.

Curumbor Elendil is offline Curumbor Elendil
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quote:

Originally posted by John Possidente on 12-18-2000 09:25 AM
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.


You wouldn't happen to know what kind of cheating? You see, lots of people are now using the simultaneous-move feature in multiplayer games; in fact, some people are now refusing to play games without it. I'm still uneasy, though; I'd like to know the main game problems with this mode.

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markusf is offline markusf
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Oct 1999
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Post  Old Post 20-12-2000 01:45
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Would it be possible for you to tell us what other modes where left out of the final version?

John Possidente is offline John Possidente
Prince
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Post  Old Post 20-12-2000 19:20
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I honestly don't remember what features were left out, disabled, and stubbed off. The development process got pretty confusing at times, and it was over a year ago. Sorry.

I also don't remember the specifics of how folks cheated using the simultaneous movement. What I remember is the testers throwing things across the room at each other when somebody got caught. :-) It had something to do with changing the doubling parameters during the game or attacking or editing other players' cities after they'd finished their turn, or something like that--things only a determined cheater (or a skillful tester) would even try, I suppose.

Curumbor Elendil is offline Curumbor Elendil
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quote:

Originally posted by John Possidente on 12-20-2000 09:20 AM
I also don't remember the specifics of how folks cheated using the simultaneous movement. What I remember is the testers throwing things across the room at each other when somebody got caught. :-) It had something to do with changing the doubling parameters during the game or attacking or editing other players' cities after they'd finished their turn, or something like that--things only a determined cheater (or a skillful tester) would even try, I suppose.


Oh, but you can bet people will figure them out and start using them!

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Xin Yu is offline Xin Yu
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I have a clue on what else had been left over. The 'MaxPlayers=' option. You guys planned to give us more than 7 players. What a pity it did not get accomplished!

Shadowstrike is offline Shadowstrike
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Jul 2000
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Xin! So we can have more then 7 civs? The SLeaguers will go crazy over this......

MacUser is offline MacUser
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Question  Old Post 21-12-2000 06:16
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John, would you happen to be acquainted with any of the Mac programmers from MacSoft that worked on MPG (or ANY Mac programmers for that matter)? The Mac-Civ ACS Community would LOVE to give "simultaneous" moves a try, but, alas no one (well, me at least) seems to know how to hack the Mac app. Do you think that you could help us out?

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John Possidente is offline John Possidente
Prince
Hunt Valley, MD USA
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Post  Old Post 21-12-2000 19:22
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Hate to burst bubbles of optimism, but it seems that's my job today. Sigh.

The MaxUsers feature was designed to allow you to limit the number of human player civs in a multiplayer game, not to allow more than 7 civs. At least, if I remember correctly, that's what it was.

Wish I could help with the Mac issues, but I had nothing to do with the development of the Mac version of MPG. That was done entirely out-of-house.

On a positive note, I heard yesterday from a very reliable inside source that Hasbro has every intention of seeing Civ 3 through to release. (Don't know if it was ever in doubt, but if it was, there you go.)

OT: The person also mentioned a future Master of Orion title...

DarthVeda is offline DarthVeda
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Yeah, uh, Master of Orion III has been in development for sometime now by QuickSilver. It's due out in a year.
http://www.moo3.com

John Possidente is offline John Possidente
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Yeah, it's just nice to hear verification from inside that it's still on the schedule and actual work is being done. We've all seen how much company announcements are worth. (Agents of Justice, anyone?)

Julius Brenzaida is offline Julius Brenzaida
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  Old Post 26-12-2000 18:44
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quote:

Originally posted by John Possidente on 12-20-2000 09:20 AM
I honestly don't remember what features were left out, disabled, and stubbed off. The development process got pretty confusing at times, and it was over a year ago. Sorry.



Well, I figure that the gigamap thing was left behind. The programmers of MGE decided to make it possible to have 32767 squares instead of 10000, but then did not use it.
Too bad they did not do that for the number of civs and the number of cities, or did they ?
Is there a way to make them talk : money, torture …



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Oh Man, when will you understand that your greatness lies in your failure - Goethe

John Possidente is offline John Possidente
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Post  Old Post 27-12-2000 19:48
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Well, the main programmer in MGE is no longer in the game business, so I guess he's out of reach (for now).

Are you sure that those "limits" aren't left over from the original Civ2? Those numbers sound suspiciously like the generic upper limit on certain types of (programming) variables.

Julius Brenzaida is offline Julius Brenzaida
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  Old Post 30-12-2000 14:26
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quote:

Originally posted by John Possidente on 12-27-2000 09:48 AM
Are you sure that those "limits" aren't left over from the original Civ2? Those numbers sound suspiciously like the generic upper limit on certain types of (programming) variables.


I am sure it was not possible until MGE.
Some wise guy, much wiser than me (sorry, I don’t know his name), discovered that the 1st two hexa numbers on a *.mp file were the coordinates, x and y. He also discovered that you could go up to something like 10’800 and not 10’000 square. When I learned that, I hexedited some map files to make them a little bigger and because I’m no good at hexa, put a wrong number, a little too big. But the map worked anyway. I put bigger and bigger numbers until I reached 32767. All of that with MGE. I tried with ToT, and it worked too. Then I tried with FW and this time, it didn’t work. All of this has been confirmed by everybody, as far as I know.
The gigamaps were not possible before MGE. Why it was left behind for both MGE and ToT remains a mystery. Everything seems to work fine for everybody, except maybe that the AI doesn’t fully use those big lands.



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Oh Man, when will you understand that your greatness lies in your failure - Goethe

John Possidente is offline John Possidente
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Ahh. Neat. I wonder why he did that? Could be that at one point, he thought multi-human games would need bigger maps. Then again, it might have had something to do with converting the Civ2 code from C into C++, which I believe he did for MGE. Oh, well. In any case, it's jut another example of Apolyton folks knowing more about Civ than me. I'm getting used to it... ;-)

Qilue is offline Qilue
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Dec 1999
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Post  Old Post 03-01-2001 14:54
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On side note but still on topic, in SMAC, map sizes are only limited by how big your cpu is and how much RAM the game has to play in. A standard huge map had 16384 squares and I've heard stories of people playing on maps with 262144 squares.

DarthVeda is offline DarthVeda
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ever play on a 1000000 map? Didn't think so. You'll never discover the ends of the world before the game runs out.

Qilue is offline Qilue
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quote:

Originally posted by DarthVeda on 01-04-2001 03:49 PM
ever play on a 1000000 map? Didn't think so. You'll never discover the ends of the world before the game runs out.


Considering my p2-400 chokes blood with a 65536 squares map, I never actually tried it. Your point?

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