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BigToolV8
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After playing Civ3 I was very impressed with your fine game. It worked well unpatched and the support was good. I couldn`t wait to "buy" Play the world. I was under the understanding that I`d be able to "play The World" with the new addon. How wrong I was. The whole point of PTW was the multiplayer feature. There are many problems with your new game m8. I wonder if you are aware of them, I`ve been trying to play a game now for 3 days and have only managed to launch and play 4 or 5 times . It is not clear to many peeps I`ve talked to where to get the patch, the Civ3 site does not tell European`s that they need a differant patch to the American one. Indeed the European patch is not easy to find. There are still problems with the new patch. I know not all issues can be resolved with 1 10 meg patch. But I do feel like PTW is a poor effort. Civ is not unreal tournament, why does it lag so much? It`s a turn based strategy game and I `m running a 600k cable modem. The lag is terrible, surly this would be a major concern while this game was in development, is it possible that this aspect as been overlooked? Please fix the Lag, patch support, chat going missing during games (i`d like to be able to say more than 2 words), crashes during launches and anglo american version conflicts as soon as possible. I feel very let down and the situation now is that PTW is going back into the box and into the pile of game I don`t play anymore. Sad but true. Thnx anyway Sid.
My most respectful thnx BigToolV8
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WarpStorm
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Right down the road
Nov 2001 time: 00:24
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I'm not Sid, but I'll respond anyway.
First off, Sid has no control over what goes on the Civ3.com website. It is owned and run by Infogrames, not Firaxis, and they seem to be slacking on updates.
You are right, Civ3 is not Unreal Tournament. It is much easier to remove the appearance of lag and latency in FPS games than TBS games. Strange, but true. Why, how, huh? Most FPS games don't really care if message packets are lost or out of order. They keep going by using variantions of client side predicition to keep the game running smooth. This has the side effect of no 2 players actually 'knowing' the 'real' state of the game. Unfortunately, this won't cut it in a TBS game. You want every move that you make to be done in the order you did it and none to be thrown out. This means that you have to wait for the messages to be accepted by the other players before moving on. This is the cause of the lagginess. If you have a ping of 500, this means that every action will take about a half a second on the average to complete.
What can be done about this? Using the current model, a little tweaking might help a little, but the fundamental problem will still be there. The only thing I can think of to really fix this is to add a strict I-Go-U-Go mode where the entire message traffic (with the exception of chat and diplomacy) are sent at the end of players turns instead of continuously. This would allow the game to be lag-free when you can actually do something. This mode (as well as hotseat and PBEM) should have an Important Events Log, as you would miss everything when it isn't your turn.
PS, Sid, if you ever want to speak up on this forum, you have a captive audience.
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Franses
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quote: Originally posted by WarpStorm
CivNet, Civ2 MPG, and SMAC all used the I-GO-U-GO method of multi-play and therefore were relatively lag free. I don't know about CTP, because I didn't like it in SP. |
I played a lot of CTP MP games and it worked fine. So it can be done. Have had many hours of fun with it. It is turn based but you can see if the opponent attackes and what the results are. So, I suppose it is more than I-GO-U-GO.
It must be possible to improve PTW dramatically. It now even plays badly sometimes over a LAN. Unbelievable. Having said that I have to admit that I have a couple of one to one games running good and having a lot of fun too.
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mazzz
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so are they maing a new editor?
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