Hi Jean-Luc,
  I personally think the knights and other multiple food units is a good 
balance, as they are much more powerful units and should require more 
resources.
  With my game Rail Racer, the server collects position and other 
miscellaneous information from each player and sends out only necessary 
changes to all the other players, the server is able to handle multiplayer 
races with up to 20 players per race, and this system seems to work quite 
well with no degredation of game performance.
  One thing I think would help is to only send pertinent changes to other 
players in the game.  For instance, if a peasant is mining gold in c3, there 
would be no need to send this peasants information until his objective was 
changed.  I think by integrating such a system, the slow down would be 
regulated to fights, when more data would need to be sent more often to 
update the fight results, but I think this would be acceptable, as the 
fights take up a relatively small part of the game.
  Hope all that makes sense.
  Finally, any idea why the game wouldn't run on my dedicated server?  When 
I try to run it, nothing happens, no error report or anything.
 Thanks for the great game man, I can't wait until the next version.
  Che

----- Original Message ----- 
From: "Christopher Bartlett" <[EMAIL PROTECTED]>
To: "Ken the Crazy" <[EMAIL PROTECTED]>; "Gamers Discussion list" 
<gamers@audyssey.org>
Sent: Friday, July 27, 2007 7:33 AM
Subject: Re: [Audyssey] Problem with sound rts multiplayer


>
>>One more thing: in the next version, please remove the farm cap and count
>>the knights as one unit since they function that way--when playing two
>>players you could have 40 peasants but, because of the caps, only 20
>>knights--and when you throw the mages in it's worse.
>>Still digging this game though.  It's the best.
>>
>>Ken Downey
>
> I agree with removing the farm cap, but emphatically disagree with
> the suggestion to lower the knight food cost.  This is a game balance
> issue.  If all units required 1 food, then in the mid/end game there
> would be zero incentive to build archers and footmen.  The constraint
> of having to balance numbers vs quality is a good game balance and
> forces more interesting tactical thinking.
>
>         Christopher Bartlett
>
>
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