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- *********************************************************
- ** Sid Meier's CivNet **
- ** **
- ** Release notes and hints for running CivNet **
- ** **
- ** Copyright (c)1995, by MicroProse Software, Inc. **
- *********************************************************
-
- CivNet version 1.1 -- 12/1/95
-
- File List: civnet.exe, smedsnet.dll, civeng0.dll, civeng0.dll, civger0.dll
- civger1.dll, gcpsystm.ini, nwipxspx.dll, civmaps.exe, patch.txt
-
- Changes and fixes in Version 1.1
-
- - NETWORK DETECTION
-
- In an attempt to make the network setup process more easily understood
- we added another dialog that appears when you select the Network item in the
- Multiplayer Setup. This dialog offers a choice between NetBIOS and IPX/SPX
- so the final decision can be made by the user. The box will attempt to
- detect the correct type of network and select the corresponding option.
- These .ini lines are no longer used or neccessary:
-
- Network.drv=Netware.drv (in system.ini)
- Protocol=NETBIOS (in snet.ini)
-
-
- - NWIPXSPX.DLL
-
- This redistributable file from Novell is now part of the install and will
- allow CivNet to use IPX/SPX networks that are not Netware. This will now
- allow people to play using the Netware compatible drivers provided by
- Microsoft in Windows 95.
- Note: If your network setup uses NetBEUI, you must use NetBIOS, not IPX/SPX
-
-
- - HOTSEAT
-
- There is now an option to allow players to not see each others maps. This
- checkbox is found in the startup window when choosing the number of hotseat
- players.
-
- Problems when a civ was defeated has been fixed. When a human player is
- defeated, they are just removed from the game and the remaining players are
- informed that that civ has been defeated.
-
- Civs controlled by AIs will no longer initiate parley. This is to avoid the
- problem where the AIs would try to talk to someone who might not be at the
- console at the time.
-
-
- - TRUE TYPE FONTS
-
- CivNET will now detect if the "Show only true type fonts" option is set,
- warn the user of this condition and exit without crashing.
-
-
- - MULTIMEDIA TIMERS
-
- Some older installations of Windows 3.1 do not have the multimedia extensions
- installed. This was causing the ERR_TIMERSETFAILED error during startup.
- This problem has been fixed. If CivNET cannot find the high-resolution
- timers, it will use the standard Windows timers. The intro movies may appear
- chunky, but it will not crash. We recommend installing the multimedia
- extensions.
-
-
- - 16-COLOR DESKTOPS
-
- CivNET was not designed for less than 256 color desktops. If you are running
- in a 16-color mode, CivNET will warn you of this fact and not continue.
-
-
- Version 1.0
-
- Last minute additions/Changes--
-
-
- - Setting Different IPX/SPX or TCP socket
-
- We added the ability to change the default IPX/SPX or TCP socket on the off
- chance one of your applications was using the same socket. To make use of
- this feature, copy the SNET.INI file into your WINDOWS directory. The file
- has been commented and explains how to make changes to it.
-
-
- - "U"nload key
-
- After pressing "U" to unload units from a ship you should then press "W", this
- will switch to the units in the ship so you can unload them.
-
-
- - Quitting from a Hotseat Game
-
- To quit from a hotseat game do not select retire from the game menu, this will
- end the game for all players. Select quit Hotseat from the Multi-player menu.
-
-
- - Playing your own CD with Civnet.
-
- Before you start CivNet you can place an AUDIO CD into the CD-ROM and Civnet
- will use it for playing music. Civnet looks for tracks 02 - 18, if there is
- no track or no CD CivNet will not play music. Please note: Because WIN 95
- uses auto play you will not be able to do this on Win 95 machines.
-
-
- - Problems with the Win 95 Auto Launcher.
-
- If you are running Win 95 and are experiencing a GPF message when you insert
- the Civnet CD, you will need to do the following. Close the GPF message and
- then click START, Select Run and type D:\install.exe (where D: is the letter
- of your CD-ROM drive) click OK. Civnet will then install. After you have
- installed the auto launcher will now work. This problem is caused by WinG
- not being installed on the machine. Windows 95 by default should install
- WinG on the system, but for whatever reason it was not there.
-
-
- General Notes--
-
- - If, for some reason, you decide to remove CivNet from your system,
- there is an initialization file which is created in the Windows
- sub-directory. The file is called CIVNET.INI and can safely be deleted after
- you have removed CivNet from your computer. This file will be recreated when
- you reinstall CivNet from the CD.
-
- - Saves from the DOS and WINDOWS versions of Civilization will NOT work with
- CivNet.
- You can however use the saves from the windows version in the map editor to
- get the maps from your saves and use them with Civnet.
-
-
- Notes for running single player--
-
- - Show only TrueType fonts:
- If this option is set for your fonts in either Windows 3.1 or
- Windows 95, CivNet will not run. The default is off.
-
-
- Notes for running multi-player games--
-
-
- - Who are we waiting for?
-
- CivNet's turns have a few phases as outlined in the manual. In a multi-
- player game, all players must complete one phase before continuing to
- the next. The movement phase (certainly the most time consuming) can
- have a time limit imposed. However, the upkeep phase has no time limit.
- It is simply over when everyone has read their reports and done their
- maintenance tasks. If you notice the game is frozen in the upkeep phase,
- make sure you have read all your reports and hit the Done button on the
- report window. (Hitting F5 will bring up your reports again so you
- can double check). Try to stay aware of the turn phase as you chat with
- other leaders as well. You may be holding the game up for everyone else
- while trading technology with someone.
-
-
- - Blue lights:
-
- Occasionally, the network status light bulbs in the lower portion of
- the Status Window will turn blue. This indicates a "hold" on the game
- usually because a machine in the game cannot keep pace with the other
- machines. This should not last more than a few seconds and the game
- should resume normally. Pulling down a menu item and leaving the popup
- menu up will also produce this condition. It will not clear until
- the menu is released. This is important to remember. As the game
- appears to be locked, check to make sure no menu items are selected.
- You could be holding up the game for others.
-
-
- - Modem and Game Connection:
-
- Because of the design and implementation of Windows 3.1, serial
- communication can sometimes be hindered by hardware overruns.
- These occur when the system cannot attend to the serial port as
- frequently as is necessary to keep data flowing. There are other
- and more sinister conditions that can cause overruns, and they are
- usually hardware or configuration related.
- CivNet does its best to recover from overruns, but they will affect
- speed. If you notice "HARDWARE OVERRUN" in the modem status window,
- try switching to a slower baud rate.
- There are known conflicts with the serial port when Windows is driving
- sound devices. If you notice frequent hardware overruns, try turning
- off sounds and music.
-
-
- - IPX/SPX LAN games:
-
- Windows 95 machines that use the default IPX support provided by Microsoft
- should be correctly detected by CivNet without the use of the system.ini
- line. The IPX/SPX support is system resource intensive and thus care
- should be taken to insure that large games (5-7) players are being played
- on fast machines with lots of memory(16MB). Also, try loading DOS drivers
- only up to the IPXODI level. Not loading VLM and logging into the server
- has helped the speed and stability of net games on some machines.
-
-
- - TCP/IP LAN games:
-
- Windows 95 comes with a TCP/IP protocol that runs over most typical
- networks. This is an excellent protocol to use for LAN games. There
- are also TCP/IP emulator that can be purchased from network vendors
- that perform the same feature on Windows 3.1 and DOS machines. The
- drawback is that you will have to know the IP address for the computer
- you wish to connect to.
-
-
- - TCP/IP "live" Internet games:
-
- Games running on the Internet using a SLIP/PPP connection will vary
- greatly in speed of play. Depending on the Internet provider, utilization
- of the provider's server, and geographical proximity of the players,
- the game could be unusually slow and unresponsive. This is a condition
- beyond our control. Try to keep "live" Internet games to two or three
- players (preferably two) using the same service provider. Ideally, the
- players should dial into the same server as well.
- ( Special note: The ability to receive and send Internet E-mail through
- an on-line service like CompuServe or America On-line does not necessarily
- mean you can play CivNet. Your on-line service needs to provide a SLIP or
- a PPP connection that provides you with a unique IP address. If you can
- telnet, ftp, or browse the WorldWideWeb, you can probably play CivNet. )
- Also, if you are logged in over a modem, please read the above section on
- modem games, some of the same issues may apply to TCP/IP games over a
- modem.
-
-
- - The Importance of knowing your IP address for TCP/IP games:
-
- It is extremely important that you, as well as others, know
- your correct IP address when starting CivNet. CivNet will attempt
- to resolve your IP address for you, however, depending on the type
- of TCP/IP connection you have, this may report an incorrect address.
- It is your responsibility to verify that CivNet is using the correct
- address. This is extremely important for services which provide you
- a dynamic IP address, where an IP address is assigned to you when you
- log in. CivNet will not work properly if your IP address is different
- then what it is reported as. If CivNet reports your IP address as
- "0.0.0.0", this can mean one of two things, either you are not connected
- to your provider or have access to a host file. There are some
- services which hide your IP address from the user on purpose ( internetMCI
- is known for this ). It is impossible for CivNet to know what your
- IP address is in this case and is your responsibility to find out what it
- is. There are several apps available via the Internet which will help
- you find out what it is.
-
-
- -Connecting to a Game Connection Protocol game via the Internet
-
- If you know of a game being played on a BBS with Game Connection Protocol
- and that BBS has a connection to the Internet, you can attach to that
- game via an Internet host. Using rlogin, issue the command:
- rlogin -8 address.net
- Where address.net is the Internet address for the bulletin board. You
- must be using an eight bit connection for this to work. rlogin should be used
- we have had some problems playing CivNet with telnet sessions.
-
- --------------------------------------------------------------------------------
-
- Multi-Player Connectivity Overviews:
- CivNet allows a multitude of connectivity options. Currently, players may
- cooperate/compete through IPX/SPX, NetBIOS, Direct Connect (serial connect or
- modem),TCP/IP (Protocol or The Internet), Hot Seat, and Game Connection
- Protocol (on Bulletin Board Systems which support the GCP packet exchange).
-
-
- IPX/SPX:
-
- Recommended Max: 7 players
-
- Performance: typically fast, depending upon size of IPX/SPX network
-
- Overview: IPX/SPX is simply the protocol used to communicate with
- over a network. The most common of these is NOVELL
- Netware.
-
- Startup Process: Users must be on the same network and must have already
- connected and logged in before running CivNet. Once
- CivNet has been started, by selecting the multiplayer
- game choice "Network Game", CivNet will detect the
- presence of IPX/SPX and use this protocol for
- connectivity.
-
-
- NetBIOS:
- Recommended Max: 7 players
-
- Performance: Ranges according to network size
-
- Overview: NetBIOS is another type of network protocol and works in
- similar regards to IPX/SPX.
-
- Startup Process: Users must be on the same network and must have already
- connected and logged in before running CivNet. Game
- startup is the same as in IPX/SPX setup.
-
-
- Direct Connect - Serial:
-
- Recommended Max: 2 players
-
- Performance: Faster than modem (providing both machines use 16550 UART),
- slower than Network (IPX/SPX)
-
- Overview: Serial connections allow two players to serially link
- their computers through the use of a Null Modem cable.
- This cable is plugged into a free serial connection on
- both computers.
-
- Startup Process: After physical setup of the serial line, players choose
- the "Head to Head" option under multiplayer game. There
- is some setup involved in telling CivNet which serial
- port is being used as a direct connection. This setup
- is done from the Head to Head menu.
-
- SPECIAL NOTE: Windows 3.1 and Windows 95 does not respond well to
- attempting to write to an invalid serial port.
- Therefore, it is critical that the users know which
- serial port is valid for the Null Modem connection. This
- problem is not restricted to CivNet, as it is an
- operating system problem and a fundamental design aspect
- of Windows.
-
-
- Direct Connect - Modem:
-
- Recommended Max: 2 players
- Performance: High speed modems, 14400 baud and above, tend to perform
- well. Slower modems, 9600 BAUD, will display a noticeable
- wait time between all aspects of gameplay.
-
- Overview: Modem connections allow two players to connect through
- the use of a modem and phone line. After modem setup,
- the two players decide who will call and who will
- answer.
-
- Startup Process: As in Direct Connect - Serial, the modem must be setup
- under the Head to Head menu. Setup involves configuring
- CivNet to recognize the unique modem in the machine.
-
-
-
- TCP/IP - On the Internet:
-
- Recommended Max: 2 players.
-
- Performance: Extremely variable, depending upon type of Internet
- connection and rate of traffic elsewhere on the
- Internet.
-
- Requirements: See TCP/IP - Protocol requirements above.
-
- Overview: "The Internet" is today's buzzword for world-wide
- connectivity. All that is needed is a direct connection
- to the Internet or access through a service provider
- and the assigned TCP/IP address to your machine.
-
- Startup Process: Access to the Internet must be established before
- starting CivNet. This process varies, depending upon
- the means of connection. For access through a service
- provider, this means logging on to the actual provider
- and beginning a SLIP (Serial Line Internet Protocol) or
- PPP (Point-to-Point Protocol) session. The setup
- process for these types of sessions will depend upon the
- service provider.
-
- SPECIAL NOTE: TCP/IP addresses are typically assigned dynamically from
- service providers, and will vary from one on-line
- session to another (between disconnecting from the
- service and then reconnecting).
-
-
- TCP/IP - Protocol:
-
- Recommended Max: 7 players
-
- Performance: Comparable to IPX/SPX
-
- Overview: The TCP/IP protocol is similar in nature to IPX/SPX in
- that it is merely the language computers use to
- communicate. Any network which utilizes TCP/IP can be
- used to run multiplayer CivNet games.
-
- Requirements: WinSock, version 1.1 or greater, must exist on the
- machine and in the Windows sub-directory. This is a
- Microsoft DLL used for socket communications. Many
- different versions of this file is available, and some
- "hybrid" copies will not work properly with CivNet.
- Windows 3.11 and Windows 95 already have the WinSock DLLs
- installed.
-
- Startup Process: A TCP/IP protocol must be installed and operational the
- computer (see Special Note). The unique TCP/IP address
- must be provided to CivNet, and usually this number can
- be obtained without user intervention. A TCP/IP address
- is of the form ###.###.###.### and each "###" ranges
- from 0 - 255. The host system may simply start the game
- without knowing other TCP/IP addresses. The players who
- wish to join a game, however, must know the TCP/IP
- address of the server machine in order to connect.
-
- SPECIAL NOTE: During testing of CivNet, it was found that Windows 95
- supports the binding of the TCP/IP protocol to the
- machine's adapter, allowing TCP/IP gameplay. This has
- proven to be a very stable and fast mode of
- communication between computers, and the setup process
- is relatively easy. A group of computers could be setup
- with Windows 95 and TCP/IP, and after giving all machines
- unique TCP/IP addresses, CivNet could be played as if
- running on any other network, such as Netware.
-
-
- HotSeat:
-
- Recommended Max: 7 players
-
- Performance: Fastest possible
-
- Overview: HotSeat is the only way to play a multiplayer game on a
- single machine. It allows numerous players
- to operate the game from the same computer by taking
- turns. Obviously, simultaneous movement is not possible
- in HotSeat games.
-
- Startup Process: Users take turns choosing armies, and once the game has
- begun, gameplay takes place in a "round-robin" fashion.
-
-
- Game Connection Protocol:
-
- Recommended Max: 7 players
-
- Performance: There are a number of variables which affect
- performance: speed of modems used to connect, speed of
- host BBS, and number of players.
-
- Overview: Players who wish to play under the GCP mode must find a
- BBS which supports the GCP protocol (meaning that the
- BBS has GCP up and running on-line).
-
- Startup Process:After selecting a GCP site and connecting through the
- modem (accomplished within CivNet in the GCP menus)
- users must find the "Game Connection" section on the BBS
- by using the CivNet terminal. Users must then start a
- new "Game Channel" or join an existing one. Please NOTE:
- you must select either GCP or Civnet as the Channel's Protocol
- Once in this "Game Channel", users are in a mini-conference
- from where they may chat or start the game (done by typing
- "/start"). /Start should take everyone in the "channel"
- to the join/start game screen, if not you will need to
- click begin.
-
- Joining Game Process: After selecting a GCP site and connecting through the
- modem (accomplished within CivNet in the GCP menus)
- users must find the "Game Connection" section on the BBS
- by using the CivNet terminal. Users must then enter a game
- "channel" that has a game of Civnet in progress. Type /enter
- to enter the game in progress then click begin. This will
- take you to the Join/Start screen, select join and your on
- your way.
-
- Quality Assurance would like to thank the following additional people for
- their help testing Civnet.
-
- James King Mike Prendergast
- Vaughn "Guru" Thomas Don "Postal" Emmel
- Jeff Dinger Todd Cioni
- Bob "Tank" Abe Brian Wilson
- Chrispy Bowling Brian Hellesen
- Darren Brown Dwight Tice
- Mike Richardson Mike Davidson
-
-
- Special Thanks to:
-
- Dr. Jeffrey Briggs
- 411 West
- Hampton Inn (Chapel Hill)
- Peter English (Lord Bawlmer's BeBs (410) 532-0100)
- Monty Python
- Caffeine
- The Machine
- Schmee-Ah
-