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-   -   Utility: How To Run a Game (http://forum.shrapnelgames.com/showthread.php?t=39629)

Gandalf Parker July 11th, 2008 02:45 PM

How To Run a Game
 
Create a thread, or a post to a multi-thread. This is to announce your game and let you get people interested in joining it. Usually the person doing that is considered to be the person running the game. The Game Master, the arbitrator, the decider of arguments, the judge, the final say on "OK its been decided and this is what we are going with". Also its generally accepted to be the official person who is expected to contact the Host letting them know of the game settings and any changes in those later on (please dont expect all the hosts to read all the threads if they arent in the game that is being played).

Make the subject say that its a game starting. As the person who created the thread you can edit the subject later to say game has begun and the name of the game. The first post in the thread (yours) should be used for the basic game information. So if you dont have any of that yet then make the first post a placeholder. Or fill it in with what you want the game to be like in short details. Then the following posts are for longer explanations and discussions of game settings. That is of course IF you want discussion on game settings but keep in mind that YOU are the person that is running the game that YOU want to run. There are plenty of options for other games with other settings so dont feel pressured to change the game to something else that you might bail out on early. If you do quit the game then quitting the game is not as big a problem as dropping it. PLEASE be honorable enough to pass the torch of running the game to someone else if you quit.

Here are some things you might decide for the game you want to run, or allow the players to debate, or a mix of both. You should probably state right off in the first or second post which things you feel are pre-decided and which you are allowing to be open for discussion.

PbEM (Play by EMail)? Direct Connect (TCPIP)? Both?
Player hosted? Neutrally hosted? What host are you hoping for? Backups?
How often should it host? Quickturn (as soon as all player files are turned in)? 24 hours? Both? (all files or 24 hours)? host set for specific day or time? automatic pause day (hosting time paused on Suday)?

What era? any nations not allowed?
How many players? How long will you wait for joiners? Uploadtime auto-enforced by the host?
Hall of Fame 15? Renaming on?
Simple Victory (there can only be one)?
Scenario? (one example would be having one of the expert players or the IRC group role-play a common enemy)

Money (gold) turned down? turned up? default?
Supplies (food) turned down? turned up? default?
Resources (production) turned down? turned up? default?
Magic (research) slower? faster? default?
Magic Sites? 40 (default)? more? less? maximum? none?
Independents Strength? low? high? chaotic? none?
Number of starting provinces to speed up start (but can break balances). 1? 3? 5?

Map Victory (take VP locations)?
Info on nations available in game (graphs)? Scoreboard visible (html)? Stats file visible?
Will you demand email addresses? Demand passwords?

MODs? No MODs? (keep in mind that mods can make it harder to get hosting)
Certain spells removed? CBM? Heroes Mod?

Rules on NAPs? Rules on missed turns?

AIs? (computer players at the start? maybe filling in any unfilled nations)
AIs that are not part of the game (MOD'd nations as AIs for more challenge)?
AIs as a major opponent?

Map and map size: Discussion of how many provinces per player? 5? 10? 20?
A map that came with the game and everyone has it?
A map created and made available here in the forum?
A Random-Generated map so that no one has seen it before?
A Random-Generated map that has been checked by a 3rd party for balance, reasonable start sites, etc?
Wrap-Map?
No-Independents Map? Chaotic Independents map? Semi-Randomized map?

Gandalf Parker July 11th, 2008 02:48 PM

Re: How To Run a Game
 
Im considering this for a sticky. Or maybe adding it to some other sticky
Comments?

Aezeal July 11th, 2008 02:56 PM

Re: How To Run a Game
 
it seems complete.. but I'm not experienced enough if something is missing.. a lot of things here I had to make up while players where joining and asking so if pplz used this to start with it could bypass a lot of questions and get the game started quicker

JimMorrison July 11th, 2008 02:58 PM

Re: How To Run a Game
 
For shame Gandalf, couldn't even wait 5 minutes for someone else to nominate it first. http://forum.shrapnelgames.com/image...ies/tongue.gif

<3

I like it, good mini-guide for new hosts. Also a good checklist for those who haven't done it much, and don't want to forget anything. http://forum.shrapnelgames.com/images/smilies/wink.gif

DonCorazon July 11th, 2008 03:05 PM

Re: How To Run a Game
 
Looks good and useful. May be worth calling out specific spells that players might considered banning like "Mists of Deception / retreat" so new players setting up games have a heads up. This suggestion is based on a scar from the Capuchin MP noob game, which blew up from this particular thing.

llamabeast July 11th, 2008 03:25 PM

Re: How To Run a Game
 
To my mind it looks rather more complicated than it need be. Mine would be something like:

1) Contact a potential host to host the game - lch, llamabeast or Gandalf spring to mind at present.
2) Make a thread asking for players. On the thread list the age, map, number of players wanted, any mods being used, and any non-default game settings. Also specify any exploits or spells you want to ban. The first post will remain important for listing all the settings, and as slots fill up you should edit it to keep a complete list of players there.
3) Wait for all slots to fill up. Then arrange for your host to accept their pretenders.
4) Once all pretenders are in, ask your host to start the game.
5) You will be responsible for sorting out any requests for postponing hostings or other things throughout the game. Please do not stop doing this if you get knocked out without asking someone else to do it for you. Generally someone else will be happy to take over as it's an easy job.


All the other stuff you say is useful, and should probably be included below, but is to my mind somewhat daunting and for an average game most of it is not important.

Aezeal July 11th, 2008 04:26 PM

Re: How To Run a Game
 
For shame Gandalf, couldn't even wait 5 minutes for someone else to nominate it first.

--> agree

I also agree to add Llama's points.. but if you make a sticky of it his list is rather short and I'd let gandalfs thingie in there too..

JimMorrison July 11th, 2008 04:26 PM

Re: How To Run a Game
 
But Llama, if someone forgets any of those things, they'll be harassed by the players who are joining. http://forum.shrapnelgames.com/image...ies/tongue.gif

One of the games I'm in now, there must have been 2 pages of relentless questions "are we using mods?", "are indies at 5?", "is it normal research?". A newer host may not even think of these things at first, and may not be resilient to the interrogation after they were too cursory in their initial post. http://forum.shrapnelgames.com/images/smilies/wink.gif

Gandalf Parker July 11th, 2008 04:46 PM

Re: How To Run a Game
 
I will also admit that I am partly driven by a desire to point out that there are many many game options which do not always get considered. This is actually cut down abit from my wanting to list the many cool game variants that came up in threads such as the "on the fence" thread.

(yes before someone bites their tongue... such games ARE also on my "so why dont you go ahead and do it" list)

Gandalf Parker July 11th, 2008 04:48 PM

Re: How To Run a Game
 
Quote:

llamabeast said:
To my mind it looks rather more complicated than it need be. Mine would be something like:

I often type an answer in forums then before hitting send I go to the top and edit it into "short answer" and then "longer answer". Maybe I should do that with this. Make yours the short answer then for those who are interested offer a longer answer.

llamabeast July 11th, 2008 05:12 PM

Re: How To Run a Game
 
I think that is a good idea. Yours has lots of useful stuff that mine doesn't have. I'm just worried that it makes organising a game look like a hard thing, when in fact it is really quite easy.

Gandalf Parker July 11th, 2008 06:34 PM

Re: How To Run a Game
 
Well I think that you and lch tend to take more of a hand in digging up games, players, ironing out the particulars than I do. http://forum.shrapnelgames.com/images/smilies/happy.gif

I was able to hold onto it thru Dom2, Dom3 beta-test, and early Dom3 but I finally kindof wore out and now Im trying to get others to take up those details. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Should I word this as more of how to run a game with me as host? Or do the other hosts feel its generic enough?

Aezeal July 11th, 2008 06:44 PM

Re: How To Run a Game
 
I admit that if you start organizing one it really goes sort of automatically.. this thread will speed things up..

once you talk to llama (for example) you usually hear everything you need to do involving him if it's your first time.. and the rest.. well... players tend to mention what you have forgotten anyway http://forum.shrapnelgames.com/images/smilies/laugh.gif

anyway it seems good to sticky it somewhere and if you put llamas post above yours then it seems generic enough really

Bwaha July 12th, 2008 12:55 AM

Re: How To Run a Game
 
Hi, I want host a game. It seems rather difficult. Is there a thread that is more detailed? A place that has a walkthru? Any help would great. http://forum.shrapnelgames.com/image...s/confused.gif Bwaha

Gandalf Parker July 12th, 2008 01:45 AM

Re: How To Run a Game
 
The manual has a pretty good section on it. Thats the best starting point. Most everything else tends to build on that in more detail.

Bwaha July 12th, 2008 01:59 AM

Re: How To Run a Game
 
Thanks, read the book, okay, got it. http://forum.shrapnelgames.com/image...es/biggrin.gif Bwaha

Gandalf Parker July 12th, 2008 02:24 AM

Re: How To Run a Game
 
Please, if you have specific questions later on, mention if you are Windows XP, Vista, Mac, or Linux. It really helps in getting better answers about hosting.

James243 August 7th, 2008 01:10 AM

Re: How To Run a Game
 
bump.

Can we make this a sticky? I seem to come looking for it reguarly, and am planning to start up a game in the near future - I daresay more others would do so with this very helpful thread easily accessible.

Cheers,

James.

Gandalf Parker August 26th, 2008 02:01 PM

Re: How To Run a Game
 
Added comment:
I have discovered that in games of more than just a few people, when its going to run for awhile, the 24 hour setting can be a problem. Everytime someone wants the game stopped and restarted with some change then the counter starts counting at 24 again. People have asked "it was at 7 hours, can you change it to that" but then after it hosts at 7 hours the host has to stop it again and reset it to 24 hours. (this is for tcpip direct-connect games and not pbem games)

A setting of specific days and times can be easier to manage. Please consider something like "daily at 2am eastern" or "Mon, Wed, Fri"

Gandalf Parker

hunt11 August 26th, 2008 03:37 PM

Re: How To Run a Game
 
thanks for making a general guide to hosting games, this will make setting up games a lot more efficient

Gandalf Parker August 28th, 2008 06:14 PM

Re: How To Run a Game
 
Remember everyone..
We now have a chat feature added to the forum. At the top of the screen click on QuickLinks, then FlashChat. That will open the general chat room and let you in.

It also allows us to create our own rooms and even password them for invite only. Creating a chat room for a blitz game can create a full day of fast fun. IRC commands are also supported in the chat for those who are used to that format.

Gandalf Parker August 31st, 2008 12:38 PM

Re: How To Run a Game
 
When you create a game thread, you should try to use links instead of uploading a file if at all possible. If the map or mod you want to use has already been uploaded in another thread then link to that. Or if you have a personal webspace thru your ISP then consider uploading to there and linking to it. We should avoid cluttering up Shrapnels database with uploads that will be of no worth after the game is done. Im not saying dont do it at all. Just taht we should try to avoid it if its already available by link.

Find what you want to link to, then highlight the URL (address) your browser is showing. Copy that (by the edit menu in your browser or in windows you can hit Ctrl-C)

Then when you are in edit mode of your post, hit the button for "Go Advanced". That will give you access to a button on the top of the edit block that looks like a world with a couple chain links on it. That is for "Insert Link". Hit that and then paste in the address you copied (again using the edit menu of your browser, or in windows you can hit Ctrl-V)

Gandalf Parker

Maerlande November 12th, 2009 11:33 AM

Re: How To Run a Game
 
Gandalf,

I've noticed there are no CBM games up right now. Are you switching to 1.6?

Gandalf Parker November 12th, 2009 11:53 AM

Re: How To Run a Game
 
Ive been adding games back in slowly since the move to a new carrier. Trying to pin down an overheating problem. CBM was always the least busy.

Also Ive asked in the CBM thread about the 1.6 version. The thread makes it sound like a quick beta so I didnt switch when I first heard of it. I cant seem to get an answer on whether or not 1.6 is official now or not. Other people showed interest in the answer also.

I guess I can go ahead and put up 1.5 games but that might cause confusion. Id rather have an official answer to back forcing people to update.

Thanks for asking.

Maerlande November 12th, 2009 12:16 PM

Re: How To Run a Game
 
Well, my vote is definitely to move to 1.6.

We've been blitzing a lot in IRC and would love 1.6. We'd use it for sure.

Maerlande November 12th, 2009 12:16 PM

Re: How To Run a Game
 
We're actually looking for a EA CBM game right now for a blitz. If you feel like putting a new one up :)

Gandalf Parker November 12th, 2009 01:31 PM

Re: How To Run a Game
 
*sigh* I guess I will go with it then. Hopefuly this is close enough to an official release to work. Its a hassle to pull games down and update.

But ask and you shall receive. At least one should be up now

Maerlande November 12th, 2009 01:42 PM

Re: How To Run a Game
 
Thanks :)

Squirrelloid November 12th, 2009 07:35 PM

Re: How To Run a Game
 
Gandalf: for the CBM 1.6 games, since i imagine a lot of the demand for those is blitzes, I don't suppose you could have some CBM 1.6 games which had Easy Research set?

Gandalf Parker November 12th, 2009 09:48 PM

Re: How To Run a Game
 
The games are started by a script which sets the many parameters. I dont think Id want to create a new game category for special CBMs yet.

But its easy enough to copy the script and make changes to run special games on request.

Gandalf Parker September 16th, 2010 03:50 PM

Re: How To Run a Game
 
More and more of my wishlists and to-do lists are going to have to become "if someone else does them" items. I would like to see some more just-for-fun games done.

There are some ideas here in the "Sitting on the Fence" link
http://www.dom3minions.com/HostingGames.htm

Korwin December 30th, 2010 06:54 AM

Re: How To Run a Game
 
So I have some usefull links from Gandalf Parker.
Is there somewhere an index or somesuch?
As there may well be some more usefull links which I dont know...
And getting from maps to games without the link is kind of hard?

Just noticed I have the link for the player versus AI page.
But apparently didnt saved the parent link, how do I get back?

http://game.dom3minions.com/how-to.html
http://game.dom3minions.com/bin/vsAI_chk.cgi
http://www.dom3minions.com/RandomizedMaps.htm
http://www.dom3minions.com/HostingGames.htm

Gandalf Parker December 30th, 2010 09:29 AM

Re: How To Run a Game
 
Yeah its a mess isnt it? I keep meaning to fix it up more but thats not likely to happen.
Another community member here named Nerfix was working on it for awhile.

Many people start at the main page http://www.Dom3Minions.com and then click thru to what they are looking for. So getting back to where they were is in the backbutton of their browser. But I really should add something like a TOP button to most of the pages for people who are using a link from one of the posts here to go straight to one of the pages

Korwin December 30th, 2010 10:26 AM

Re: How To Run a Game
 
I tried that, :doh: but apparently with the http://game.dom3minions.com/
and got
Quote:

this is a default index.html DomGames
Thanks!

Gandalf Parker December 30th, 2010 11:23 AM

Re: How To Run a Game
 
Oh ok. Well mutual head slap then. That is something I can, and probably should fix.

Gandalf Parker January 30th, 2011 02:54 PM

Re: How To Run a Game
 
OK I have GRUDGINGLY added a template for requesting a game on my server.
http://www.dom3minions.com/HostingGames.htm

If you have visited it lately you might have to refresh your browser to see the link for Example/Template

Gandalf Parker June 10th, 2011 02:01 PM

Re: How To Run a Game
 
OK due to failing health I am giving in to outside pressures. Instead of pushing for people to be creative with their games, or to get logins on my server to run their own, or to learn how to host... I have given in and added a Template/Example to the Dom3Minions.com server. Hopefully I can keep it flexible enough and stress that ANY VARIATION CAN BE ASKED FOR.
http://www.dom3minions.com/HostingGames.htm

Also a general check page has been added. Altho most of the private games use some sort of signup server to track the games there are still some who do not so this provides a way to check those games without going into Dom3 to connect.
http://game.dom3minions.com/bin/privategames.cgi

And NO I am not ready to go as far as putting up a menu yet :)


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