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Article #23399

Re: Multiplayer UFO Defense

#23399
From: stj... Scott T Jones
Date: Tue, 21 Mar 2000 00:00
28 lines
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>Detonate <deto...@NOSPAMdetonate.demon.co.uk> wrote in message
>news:953333487.20443.1.nnrp-02.c2deb095@news.demon.co.uk...
>> Raille wrote
>> > So, if there anyone in the Ng who could do programing for something like
>> > this?
>>
>> Hmm, besides Robert and Scott, I don't know of anyone, bar the devs who
>> lurk. ;-)  Maybe Mel C & Lee could join in.... heck, a duet! arf
>>
>    Has anyone used the feature of XCOMUTIL to play both sides of an XCOM
>game much?  I tried it a long time ago (hotseat with a friend) and found it
>awkward.  Does the new XCOMUTIL shell support this?  How about an effort to
>get/help Scott to expand this feature?

There is a fundamental problem with multi-player turn-based strategy games:  It
is VERY hard to resolve combat without screwing up the passage of time.  ISC,
which I have mentioned on AGX many times in the recent past, handles all low
level combat automatically.  It replaced a human moderated game that had
players resolving each battle, face-to-face, with pieces on map.  The biggest
problem with doing a multi-player XCOM is the legal right to the intellectual
property.  We don't own it.  I am not even allowed to produce a new version of
ISC.
-------------------------------
Scott T Jones
Author of XCOMUTIL (current version 8.0)
Author of APOCUTIL (current version 1.0)
-------------------------------
http://members.aol.com/stjones/xcomutil/
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From: stj...@aol.com (Scott T Jones)
Subject: Re: Multiplayer UFO Defense
Date: 2000/03/21
Message-ID: <20000321113801.01932.00007892@ng-dc1.aol.com>
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