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TCP/IP Players Needed
11-25-2010, 06:21 AM,
#10
RE: TCP/IP Players Needed
I tried out some of the multi-command stuff on my machine today (ran 4 simultaneous WF games connected). The interface is a bit clumsy (what looks like a check box, isn't), but seems pretty straight forward. A couple of notes:

Once the scenario is decided on, it would be a good idea for the team members to figure out how they are going to divide the forces before we all connect.

One thing I didn't think about was there is no visual way to tell which units are yours (another reason to go over the OOB early). It would seem to be obvious to split commands among the highest command levels so you can use the command highlight feature.

Since I have to alt-tab to the different 'players' in my test I couldn't see the effects of team mates moving at the same time. That should be interesting.

One last thing, maybe we should set the turn-timer just to avoid long discussions between team members and moves.
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Messages In This Thread
TCP/IP Players Needed - by Pointman - 11-20-2010, 07:15 AM
RE: TCP/IP Players Needed - by RKFM - 11-23-2010, 07:36 AM
RE: TCP/IP Players Needed - by Pointman - 11-23-2010, 09:14 AM
RE: TCP/IP Players Needed - by Cole - 11-23-2010, 12:50 PM
RE: TCP/IP Players Needed - by Pointman - 11-23-2010, 01:25 PM
RE: TCP/IP Players Needed - by Cole - 11-23-2010, 01:36 PM
RE: TCP/IP Players Needed - by Scud - 11-23-2010, 01:44 PM
RE: TCP/IP Players Needed - by Pointman - 11-23-2010, 01:49 PM
RE: TCP/IP Players Needed - by Pointman - 11-23-2010, 11:43 PM
RE: TCP/IP Players Needed - by RKFM - 11-25-2010, 06:21 AM
RE: TCP/IP Players Needed - by Pointman - 11-25-2010, 10:07 AM
RE: TCP/IP Players Needed - by Pointman - 11-25-2010, 04:27 PM

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