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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