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1999-03-31
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<META NAME="GENERATOR" CONTENT="Mozilla/4.04 [en] (Win95; I) [Netscape]">
<TITLE>Playing On-line</TITLE>
</HEAD>
<BODY TEXT="#C0C0C0" BGCOLOR="#004000" LINK="#80FF80" VLINK="#808040" ALINK="#FFFF80">
<TABLE BORDER=0 >
<TR>
<TD BGCOLOR="#8080FF"><B><FONT SIZE=+2>1945: Operation Konrad - Documentation
(1.0)</FONT></B> </TD>
</TR>
</TABLE>
<BLOCKQUOTE><B><FONT COLOR="#8080FF"><FONT SIZE=+2>Playing On-line</FONT></FONT></B>
<P>
<HR><B><I><FONT SIZE=+2>What does it mean ?</FONT></I></B>
<P>Through the use of TCP/IP, <B><FONT COLOR="#8080FF">1945: Operation
Konrad</FONT></B> offers you the possibility to play while being directly
connected to another computer.
<BR>When playing on-line, every action you do on your computer is immediately
done also on your opponent computer. This way you and your opponent are
always aware of what is undertaken on any computer.
<P><B><I><FONT SIZE=+2>How to play on-line ?</FONT></I></B>
<P><B><FONT COLOR="#8080FF">1945: Operation Konrad</FONT></B> allows 2
players to play against each other over a TCP/IP network.
<BR>One computer has to be declared as the server, it means offering any
opponent the possibility to connect to your computer. The connecting computer
has to be declared as the client, and as such, gives the address of the
server computer.
<BR><I>Server and Client have nothing to do with the fact that one computer
will do all the job or not. It is only necessary to be able for 2 computers
to connect to each other.</I>
<UL>
<LI>
<B>If you choose to open your game as a server</B>, your TCP/IP address
will be displayed; your computer will then wait for another computer to
connect to it at this specific address. So you have to give this address
to your opponent. Your computer will wait endlessly, until another computer
ask for a connection, or until you break the waiting process.</LI>
<LI>
<B>If you choose to open your game as a client</B>, you'll have to enter
the TCP/IP address of the server computer. As soon as the server is reached,
connection will be established.</LI>
<LI>
When connected, ...</LI>
</UL>
<B><I><FONT SIZE=+2>How to exchange TCP/IP addresses ?</FONT></I></B>
<UL>
<LI>
If you are playing over a local TCP/IP network, well, you should have your
opponent at hand...</LI>
<LI>
But if you plan to play over internet, you and your opponent could use
a common chat software. Many chat softwares are available on internet.
For example, you could try ICQ (at <A HREF="http://www.mirabilis.com" TARGET="_top">http://www.mirabilis.com</A>).
Therefore, meet each other on the chat, anyone of you may start the game
as the server, then gives his TCP/IP address on the chat. That's all!</LI>
</UL>
<B><I><FONT SIZE=+2>A further note on TCP/IP</FONT></I></B>
<P>If you happen to make errors while trying to open a TCP/IP connection
(mostly while typing wrong addresses), these errors will take a few minutes
to appear (due to TCP/IP internal management). As far as possible, you
should be patient; the game will tell you that an error has occurred, and
you'll be prompted to correct it.
<P><B><I><FONT SIZE=+2>And, What's Next ?</FONT></I></B>
<P>When connected, the Server player (not the Client player) has the possibility
to either start a new game, or load a previously saved game. In the second
case, the saved game file has to be present on both machines; it means
that the saved game has been sent via email from the Server machine to
the Client machine, prior to loading it...
<BR>In either case, the Server player always plays first ! So, for example,
when starting a new game, the Client side will be the first player to setup
(always the Soviet player), and the Server side will play first in the
sequence of play (always the German player); if loading a saved game, the
same procedure is true: the Server player will always play first in the
sequence of play...
<P>
<P><B><A HREF="http://wwwusers.imaginet.fr/~bbmagic/wp/index.htm" TARGET="_blank">(C)
Kamikaze Wargames Designers (1999)</A></B></BLOCKQUOTE>
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