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Empire Deluxe
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-Latest EDEE Patch(4.012)
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- PGIE Yahoo Group


NETWORK PLAY

 OVERVIEW

    Version 3.11 of Empire Deluxe had the ability for players to play via null modem cables, modems, and on a Netbios Network. In Empire Deluxe Internet Edition, these options have been removed and replaced with the capability to connect to other opponents with an IP address and port. Empire Deluxe Internet Edition still uses the same protocol and network code infrastructure of the 3.11 version, so network play may be slightly different from what some users are used to.

     In Empire Deluxe Internet Edition, the program has a concept of a MASTER system and other SLAVE systems. The MASTER system is the program instance where the player sets up the game and  makes all the required connections for network play.  The SLAVE systems await a connection from the master and receive the start up parameters from the master. The following picture gives an abstract image of how this is set up:

    There can be up to 5 slaves working with a master. Those technically “in the know” about should be aware this is NOT a client /server architecture. Once set up is complete, communication is peer-to-peer. However, all communication is channeled through the master, so if the master has failed, the game must stop while this situation is resolved.

     Players can hot seat off a slave machine, but there is no remote pass-through via a slave machine to another slave.

 STARTING A NETWORK GAME

    Playing a network game will require some coordination between the parties desiring play. There are many chat programs available for use on the Internet, and it is highly recommended that one be used to quickly and easily get the needed Internet Address information to the Master player.

 Hostname / IP (Internet Protocol) Address and Port Number

 

    The slave player must be aware either of his machine hostname/IP address, and the port number he wishes to use.

 

    The hostname/ IP Address  gives the location of the machine on the Internet. It is not the purpose of the document to explain what these are in detail, but the hostname is the name assigned to the computer you are using with your domain name added onto it. For example, if a machine had the name “gamer” and the domain was killerbeesoftware.com, the hostname would be gamer.killerbeesoftware.com.  If you do not know the name, the IP address can be used. The IP address can usually be obtained by calling up a windows command prompt (from Windows Start-run-“cmd” or “command”) and entering the command “ipconfig.exe”. This will display the data below:

     In this example the IP address is 192.168.1.101

     One might be able to get the hostname by entering the “nslookup.exe <ip address>” command (XP/2000)

     The port number is the number on which the particular machine will expect a call. This is some number you specify between 1 and 65000.  Be aware that many other games and programs (like email programs) use certain port numbers, so pick a port number not currently in use. Selecting something above 1000 is always a good rule of thumb.

Router/Firewalls

    The slave instance of Empire Deluxe Internet Edition  will need to be aware of  whether or not he is protected by a router or firewall software from the Internet. If so, then the port number selected must be “opened” in the firewall, and the router must be able to “forward requests” on that port to the appropriate computer. It is beyond the scope of this manual to describe how to do this, and it varies with different firewalls and routers.

Connecting

    After the hostname/address and port number have been correctly determined,  the slave players pass this information to the Master player.

     Each slave player then selects “Remote Slave” from the main menu under “Play Game”.

 

  and enters his listening port number that he gave the master.

The slave player then enters a name and a password and waits for a connection from the master player.

 

The Master player then

Chooses Game Type (Basic/Standard/Advanced)

Generates a map

Selects player positions from the player selection dialog. Any Human players that are remote will need to fill one of the five available “IP Positions”. Each of these positions has a unique Internet Address and Port, which can be set by the “Set IP” button that magically appears when an IP position is selected.

 The Port MUST corresponds to the Port the Slave player sets with his remote slave start, and the address must be a valid Internet Address to the slave player’s machine over the network/Internet.

 

When the master has entered all the IP settings, he presses ok.

 The game sequentially connects to each slave player listed.

 

 The game is loaded amongst all players, and the slave will be able to review the setup options

 Play Begins.

Any player can save at any time. YOU DO NOT HAVE TO BE MASTER TO SAVE.

If a player crashes/drops connection, or quits without resigning/abdicating/losing, the game will immediately shutdown (after an option to save).

If a player has a dialog open and control of the game passes to him, a repetitive sound will occur to alert him that it is his turn.

PLAYING THE GAME AND THE CONCEPT OF CONTROL

    Network play essentially works like regular play. However, there is a concept of game control. Only one player is in "control" at a time, and that is the player who's active turn it is. This does not mean other players can not give orders, change production, and view statistics. all of those tasks can be continued, but orders and such will not be executed until the next turn.

    When a player views reports and other dialogs, messages are still received by the game but not processed. If this situation occurs and a player receives  control of the game, a repetitive sound will occur warning him that it is time for him to close the reports and take control of the game.

    The master player's game will also execute the computer players in the game, so being able to receive control is very important for the master player.  The player who is the master should try to keep his usage of information windows to a minimum so that the game will continue to progress.

    There will be situations, especially early in the game, where the player with control will run several turns in a row. This will affect the statistical data that you use to determine production and what turn you are on. You will not lose any turns because of this. When control is passed back to your player, your turn will be the next one that you left off from.

    When a player loses, they will not be allowed to look at the other player positions, but thy will be allowed to remain connected and chat. They may disconnect by exiting the game. when a player does exit, the chat window will disappear if it is currently being displayed.

    If a player leaves a game without Losing/Resigning/Abdicating/Winning all players will be prompted to save and then forced to exit. This situation will also occur of there is network trouble.

    If the master has to exit a game, the game will be terminated after each player is prompted to save.

    It is recommended that, if possible, the player in control of the game be the one to save the game for future play, and it is best if that player is the Master as well. Though any player can save at anytime, on the player who is in control of the game will have the 'latest' state of the game.

INTERFACE DIFFERENCES IN NETWORK PLAY

    The difference between the interface of the regular game and the interface of a network game is the addition of chatting capability, both inside the game window and via a separate chat window.

The Chat Window

    In the chat window there is a chat area to the right and several buttons to the left. The bottom four buttons will always be visible. These are:

Select All: Selects all player buttons

Clear All Players: Deselects all player buttons

Clear Chat Buffer: Deletes all the current data in the chat window.

Hide Chat Window: removes the chat window from your screen.

    There can be up to five buttons on the top of your screen. These represent the other human players in the game. they can be individually selected to filter out which players you wish to speak with. If a players button is depressed, he will hear whatever you type in chat. If the button is not, he will not hear. In the image above, "Your Nemesis" is the only one who will hear the chat messages.

Game Window Chatting

    The game window itself also has chat capability. At the bottom of the window is a text box, which will allow you to send messages to the players you currently have selected as wanting to chat with. The [`]  (tilde no shift) key will set the focus into the chat box where you can type your message. If control of the game returns to you, you will lose focus in the chat window to the game window. Also be aware that when you send your message with the [Return] key, focus will return to the game window.

    Only one line of chat will be visible in the game window. You are able to scroll through the messages by clicking on the scroll bars in the window.

  RELOADING A NETWORK GAME

     Games are loaded and resumed in the same fashion as stating a network game.

  

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