Wait, why do you need to save/load if this is multiplayer?It's Monopoly, it can last for hours upon hours.
I would point out that the 3rd last word from my last post was the correct spelling of interested... Just to poke, it's sense, not seance.that's one of the words that even spell check can't help me with... i can't remember witch of the corrections it is...
Wikipedia (http://en.wikipedia.org/wiki/Seance) will tell you why seance is a funny mistake.
Well, for the sake of adding some marginally useful information: I've finished a long test-run and fixed various slip-ups and made sure a lot of things are working right. Maybe, just maybe, I'll manage to rewrite turn ending by tonight.
and if you have to much time on your hands, hot seat would be a cool feature... :heh:How'd you guess the very last thing on my list? Yes, within the decade I will make a single player / hotseat version.
Uh, anyone still interested in this?I like Monopoly and I like Outpost 2, so... yes, I am interested.
so its unanimous all is good with this projectAye..
Why cant we add it into the 3d version oncer there past betra and in final stages.. if that happens..OP2 3D is officially dead. Shame really, it looked like it had a real shot.
I'm interested. I like to help you test the map, but in spite of having read this whole threat twice, I can't figure out how to "play".
Uh, anyone still interested in this?
OK, I' back.QuoteIt's a 4 player Last one Standing map. Should show up in the list as "4P, LoS, Outpost Monopoly"Thanks.
Yes, what with there being a victory condition, the debug system will fire that simple trigger. You couldn't really play it in debug either, because how do you play monopoly with just one player, anyway?
I'll give it a try and report anything strange I that find.
just start up two OP2 games at once. then have one host the other join. there you are a match between you yourself and [insert selfish comment here]
Yes, the multi player system won't let you start a game without 2 or more players in the game session.
Luckily, you can open up more than one instance of Outpost 2 and, as ecc suggested, use one instance of the game to host the session and the other instance of the game to join it and then play by Alt+Tab - ing between players.
Destroying your Scout will end your turn (or initiate your next turn if you landed a double).
To end a turn, the number of vehicles on the field must equal the total amount on the dice. That means that destroying the Robo-Miners that represent your dice will end your turn.
Oh, I forgot about that old point about destroying the Scout. That was the old system; I added the system of checking the number of vehicles because of another addition that was made during this past week. I forgot which, though.
Um, the Robo-Miners are used to represent the dice in the centre area of the board. You should start the game centred on them.
Not being able to end your turn is not a bug. A turn can only be ended when the payer holds enough money to pay the acquired debt. I guess it would be a good idea to notify the player just how much of a debt has to be payed in order to move on. Will be added, maybe tomorrow.OK, if that's the way it's supposed to work.
... I actually forgot to check if a lot is mortgaged or not when looking up the rent. Expect an update within two or three days, since I'm also working on a few other features.
EDIT: An update has been released.
TethysGame::AddMessage has two forms, one of which takes a unit to centre on, the other which takes coordinates in pixel format.Thanks Hidiot.
I only used the unit form. So, it would, in theory have to centre on a unit every time. Yet, it goes to (1,512) every time. There is not much I can do about this.
TethysGame::AddMessage(Unit1, "Test", 0, sndMessage2);
TethysGame::AddMessage(Unit1.Location().x*32, Unit1.Location().y*32, "Test", 0, sndMessage2);
TethysGame::AddMessage has two forms, one of which takes a unit to centre on, the other which takes coordinates in pixel format.If nothing else can be done, perhaps you could use the other form of AddMessage. If "takes coordinates in pixel format" means that you specify the coordinates when you give the command, you could tell it to go to the center of the game board every time. That would be better than the edge of the map.
There's a chance card that takes you to the Spaceport. You just got lucky.Yeah, I remember now! From the board game: "Take a walk on the Boardwalk". :lol:
i really like the idea of trading ore between players... if only it was in the other multiplayer games.Have you by chance ever heard of the Trade Center?
Sirbomber, ecc is talking about the trade commands.The Hidiot's Monopoly does trading system does work as detailed in the first post of this thread, but seems more like a transfer or gifting system to me.
You can read the lower part of my first post here about them.
Basically, Hooman wrote a basic code hook attached to the game's chat system. I then made that hook search for certain keywords that indicate custom-built commands. If the first word is identified as a key word, the code breaks down the command and executes whatever it is supposed to, based on what kind of a command has been used.
One of those commands is for ore trading. The command allows you to trade a precise amount of ore to any other player via a simple command. Trading in lumps of 1000 was highly impractical, due to the usual numbers only ranging in the hundreds.
This is a custom map and so far, so good, this trading system works well. As for the standard Outpost 2 system, there's a very good reason as to why trading is done the way it is. It's not going to be changed.
To be honest, I don't like the idea of spending too much time installing safeguards just because some people fail to be social enough to respect a few simple, non-or-lightly-restrictive rules and / or agreements.I don't blame you a bit. That's why I limited my above suggestion to renaming the command rather than a request for checks or safeguards.
What's wrong with the honour system? We already sort of use it. Generally, if someone insists on abusing something, or disregarding some commonly-agreed rules, people will stop playing with him / her after patience has run low / out....Agreed on all counts.
Also, remember that hosts can kick. And kicking a player removes all interactions with that player (except chatting).
By the way, kicking and internal quitting (the /quit command) are the least tested. I did my best, but I still might have missed something.