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-
- >> HINTS AND TIPS FROM THE INTERNET <<
-
- Sent in by W William Stoll
-
- RECRUITING_PLAYERS
-
- Roger Burton provided much of the core text to this section
- in his FAQ (Frequently Asked Questions) posting to
- alt.games.vga-planets. Thanks, Roger!
-
- If you are recruiting from the internet, post an announcement
- to alt.games.vga-planets and/or rec.games.pbm with a subject
- such as "VGA Planets players wanted." Whatever your source of
- players, try to cover the following points when recruiting.
- (Typical answers are shown in square brackets.)
-
- o When will the game be starting (i.e. when will the first .RST
- files get distributed)?
-
- o How often will turns be run? [Once per day; Mondays,
- Wednesdays, Fridays]
-
- o When are the turn deadlines, and when will turns be sent out?
- If using internet, give consideration to international
- players by including a GMT time as well as your local zone.
- you want players to compress .TRN files before sending them
- back to you. Some common compression programs are ZIP, ARJ,
- ARC, and compress.
-
- If you are using internet, leave at least a few days for
- responses to come in, and make sure you have connectivity to
- each player's site before starting the game.
-
- o Will you be playing in the game? Some players don't like the
- Game Host to play, so it's only fair to warn them off.
-
- o What skill level will the game be? (In practice, what sort
- of player are you looking for?) [Novice, intermediate,
- expert]
-
- o Which version of the game will be used? [Shareware or
- Registered; Version 2.x or 3.0?]
-
- o Are private alliance negotiations allowed? [Usually, yes]
-
- o Are player passwords in use? [Normally not, over Email]
-
- o How should players choose races? ["State first three
- choices" seems to work well.]
-
- o Are non-standard race names usable? [Up to you as host]
-
- o What is the ending condition for the game? [First to reach a
- specified number of points; highest score on specified date;
- last player or alliance left alive]
- o What is the game configuration:
-
- - Distances between homeworlds? [Short, Medium, Long, or
- Very Long]
- - Mineral richness of homeworld? [Normal or Extra Rich]
- - Starting Engine tech level? [1-10]
- - Recycle rate of colonizing ships? [0-100%]
- - Odds of a large meteor impact? [0-100%]
- - Mine fields allowed? [YES or NO]
- - Alchemy ships allowed? [YES or NO]
-
- o What subject line should Emailed turns carry? (Useful if you
- can extract files automatically.)
-
- o Where should players send their .TRN files, and where should
- they address questions? If using internet, this usually
- means a clearly-specified Email address.
-
- o Any other information. Remind internet players that they
- will need a uuencode and uudecode package. (You could use
- something unusual, like PGP radix-64 or xxencode, but it's
- probably not worth it.) Uuencode is a program that will
- encode a datafile as text so that it may be treated as a text
- file. Uudecode translates the text file back to data.
-
- Some Game Hosts compress .RST files before distributing them;
- if you do that, be sure that everyone has a copy of your
- compression program before you start.
-
- GAME_SETUP
-
- Select a directory to contain the data files for the game
- being hosted. Roughly 500K of space is needed for a game with
- eleven players. Running the game is easiest if the directory is
- a new, empty subdirectory of the directory containing the game
- executables.
-
- For example, suppose you have installed the game at
- C:\PLANETS and wish to host two games in directories "game1" and
- "game2". It's recommended that the game data files be put in
- C:\PLANETS\GAME1 and C:\PLANETS\GAME2. This can easily be done
- using these commands:
-
- c:
- cd \planets
- master game1
- hconfig game1
- master game2
- hconfig game2
-
- If it is not practical for you to host games in
- subdirectories of the game directory, that's fine. Any
- directory that meets the 500K space requirements may be used.
- Just be careful not to host two games in the same directory!
-
- THE_GAME_CYCLE
-
- HOST:_PROCESSING_TURNS
-
- The HOST.EXE program processes the current game turn, and
- packages individual player turns into turn files which must be
- delivered to the appropriate players. Turn files have names of
- the form PLAYERx.RST, where x is a number from 1 to 11
- corresponding to the player's race number.
-
- For example, suppose you have installed the game at
- C:\PLANETS and are hosting a game in subdirectory "game1". The
- following commands will process the current game turn:
-
- c:
- cd \planets
- host game1
-
- HOST.EXE produces a few pages of output to the screen, and an
- error log in the file "ERROR.LOG" in the game data directory.
- If the Game Host has 200K or more of free memory, she/he can run
- HOST.EXE from a DOS shell.
-
- The first time you run HOST.EXE (right after running
- MASTER.EXE and possibly HCONFIG.EXE), don't worry that there are
- no .TRN files in your game data directory; this is normal. This
- comment will make more sense when you read the section "HOST:
- PREPARING TO PROCESS TURNS (.TRN FILES)" below.
-
- HOST.EXE has several caveats that have the potential to make
- players very angry with the Game Host. They do not apply to the
- run of HOST.EXE done right after the game is created. Here they
- are -- be sure you understand them!
-
- 1. If any .TRN files are missing, the game will continue with
- no problems. Ships and planets belonging to players whose
- .TRNs are missing will continue performing their last
- order. Ships will continue on the same course and speed,
- and planets will continue to mine minerals and produce
- supplies. Players are usually not hurt badly by missing a
- turn in this way.
-
- This feature can be taken advantage of in playtesting.
- Order a ship to go to a destination that it will take ten
- turns to reach, then simply run HOST.EXE ten times (don't
- bother running UNPACK.EXE, PLANETS.EXE, or MAKETURN.EXE).
- Then play the turn, and your planet should be at its
- destination (if it had enough fuel!)
-
- 2. A missed turn CANNOT be made up! There is a turn counter
- that is incremented every time HOST.EXE is run, and this
- counter is kept in a game data file. HOST.EXE knows when
- a .TRN file was generated from a previous turn, and
- rejects it as stale. A message is printed, and the file
- is ignored.
-
- 3. If you accidentally forget to put the latest .TRN files in
- the game data directory before running HOST.EXE, then any
- .TRN files present will be rejected as stale, and all
- players will be treated as having missing .TRN files. DO
- NOT try to fix this mistake by putting the .TRN files in
- the game data directory and rerunning HOST.EXE! The .TRN
- files will simply be rejected, and the game will advance
- yet *another* turn.
-
- The best way to prevent this sort of problem is to make a
- backup of the game data directory after every invocation
- of HOST.EXE. Also make a habit of backing up the most
- recently received .TRN files before running HOST.EXE. If
- there is a problem with the HOST.EXE run, restore the game
- data directory from backup, copy in the (hopefully
- correct) .TRN files, and rerun HOST.EXE.
-
-
- 4. HOST.EXE will display messages from the "TIM CONTINUUM"
- when two or more players in the game are using the same
- registered copy. HOST.EXE will punish such players in
- unexpected ways. It is strongly suggested that everyone
- register their OWN copy.
-
- 5. There is no reason for anyone except the Game Host to run
- HOST.EXE.
-
-
- PLAYERS:_PLAYING_TURNS
-
- Players select a directory for playing their game turns, and
- copy their PLAYERx.RST file there. Suppose their VGA Planets
- executables are in directory C:\PLANETS, they are playing this
- game using game data directory C:\PLANETS\MYGAME, and they just
- finished downloading PLAYER3.RST to C:\download:
-
- c:
- copy c:\download\player3.rst c:\planets\mygame
- cd \planets
- unpack mygame
- planets mygame
- maketurn mygame
-
- UNPACK.EXE decodes the PLAYERx.RST file into data files that
- can be read by PLANETS.EXE.
-
- PLANETS.EXE is the main program in VGA Planets; running it
- plays the game. Players should exit PLANETS.EXE when their
- turns are completed. If a player exits then suddenly realizes
- that they want to make a change, there is no problem rerunning
- PLANETS.EXE.
-
- The turn can be replayed up to the point that the PLAYERx.TRN
- file (produced by MAKETURN.EXE) is delivered to the Game Host.
- This can be done by copying the backed-up PLAYERx.RST file to
- the game data directory, running UNPACK.EXE again, then running
- PLANETS.EXE.
-
- MAKETURN.EXE converts the player data files into PLAYERx.TRN
- files, ready to be delivered to the Game Host.
-
- When running on a single computer out of a single game data
- directory, the Game Host should be the only one to run
- UNPACK.EXE and MAKETURN.EXE.
-
- PLAYERS:_RETURNING_TURNS_TO_HOST_(.TRN_FILES)
-
- The PLAYERx.TRN files must be delivered to the Game Host.
- Here are some suggestions for various host scenarios. When game
- is being hosted...
-
- o FROM A BBS: most BBSs support attaching an uploaded data file
- to an Email message. Alternatively, you can uuencode the
- .TRN file and Email it or post it as text. File
- compression/decompression is also an option, though the
- uploads/downloads are usually quite small (less than 10k).
-
-
- o WHEN NO NETWORK AVAILABLE: simply copy the .RST files to
- individual floppies and distribute them to the respective
- players.
-
- HOST:_DISTRIBUTING_TURNS_(.RST_FILES)
-
- The Game Host will find PLAYERx.RST files in the game data
- directory after HOST.EXE is run (x is 1-11). These files must
- be given to the appropriate players. Here are some suggestions
- for various host scenarios. When hosting...
-
- o FROM A BBS: most BBSs support attaching an uploaded data file
- to an Email message. Alternatively, you can uuencode the
- .RST file and Email it or post it as text. File
- compression/decompression is also an option, though the
- uploads/downloads are usually quite small (less than 10k).
- BBS hosts are advised to set things up in such a manner that
- .TRN files can only be uploaded by the proper players, unless
- player trust is not an issue.
-
- o ACROSS INTERNET: usually uuencode the .RST file and Email it.
- Some Game Hosts may wish to lump all .RST files together in a
- compressed, uuencoded archive so that they can Email the same
- file to all players. In this case, player passwords should
- be enabled at game configuration time.
-
- o ON A SINGLE COMPUTER: there is no need to transfer files if
- everyone is playing on the same computer, out of the same
- directory. If this is the case, the Game Host should run
- UNPACK.EXE at this time; for example:
- c:
- cd \planets
- unpack gamedirname
-
- then alert the other players that they can run PLANETS.EXE at
- their leisure.
-
- o ACROSS INTERNET: usually uuencode the .TRN file and Email it.
- Some Game Hosts may want .TRN files compressed first, and/or
- may want a particular Subject line so that they can more
- easily automate the .TRN extraction process.
-
- o ON A SINGLE COMPUTER: there is no need to transfer files if
- everyone is playing on the same computer, out of the same
- directory. If this is the case, the Game Host should run
- MAKETURN.EXE at this time; for example:
-
- c:
- cd \planets
- maketurn gamedirname
-
- o AND NO NETWORK IS AVAILABLE: simply copy the .TRN file to a
- floppy and deliver it to the Game Host.
-
- HOST:_PREPARING_TO_PROCESS_TURNS_(.TRN_FILES)
-
- The Game Host should backup the players' .TRN files, and copy
- them to the game data directory. Suppose the VGA Planets
- executables are in directory C:\PLANETS, the game data directory
- is C:\PLANETS\GAME1, and the current .TRN files are backed up in
- C:\download:
-
- c:
- copy c:\download\*.trn c:\planets\game1
-
- The Game Host is now ready to begin the cycle again by
- running HOST.EXE.
-
- MOVING_HOST_TO_A_NEW_COMPUTER
-
- It's easy to move the game data directory to a new directory
- or even a new machine. Simply copy the game data directory and
- all its contents to the new directory or machine, and run the
- VGA Planets executables using the new directory. Of course, the
- VGA Planets executables must also be present on the new machine
- to be able to run the game!
-
- For example, suppose I want to move a game from
- C:\PLANETS\GAME1 on machine #1 to C:\GAMES\PLANETS\MOVED on
- machine #2. One way to do it is to copy all files from machine
- #1's C:\PLANETS\GAME1 to a floppy disk, then copy all files from
- the floppy disk to machine #2's C:\GAMES\PLANETS\MOVED.
-
- Then (assuming VGA Planets executables are in
- C:\GAMES\PLANETS\MOVED on machine #2), you can run HOST.EXE as
- follows:
-
- c:
- cd c:\games\planets
- host moved
-
-