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Author Topic: Multiplayer  (Read 3310 times)

meinheld

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Multiplayer
« on: October 03, 2013, 03:35:07 pm »

I am a big fan of Quill18, and his series with his Step-Mother made me think, "What if they could play together?" And I want that. I want Quill18 and his Step-Mother to be able to play together, it would be quite an interesting series. I also think it would be quite fun if I and a few friends could set up a Fortress on the same world and send items in caravans to each other. It could also work for Adventure mode. You can create a Human/Elf/Dwarf and basically RP with other people on some kind of server. And if there is a mod that can do this, please post below.
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DwarfOfTheLand

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Re: Multiplayer
« Reply #1 on: October 03, 2013, 05:09:37 pm »

no

But seriously, I think Toady has went over this before..maybe.


But it was said that there will be no multiplayer. It can be a mod though!
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vastaghen12

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Re: Multiplayer
« Reply #2 on: October 04, 2013, 03:13:51 am »

If Toady had one dolar for every time this is suggested he would already have enough money to hire a complete studio to work for him (not that he would do so)
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acetech09

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Re: Multiplayer
« Reply #3 on: October 04, 2013, 02:41:53 pm »

OP: Please learn to use the search feature - it's quite helpful at times.

Toady has personally stated, many times, that he has no plans of ever making the game multiplayer.
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NAV

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Re: Multiplayer
« Reply #4 on: October 04, 2013, 09:36:26 pm »

Multiplayer wouldn't work. The game requires pausing to input commands. Every time one player pauses, all the forts would have to be paused.
Nothing would ever get done.
The code is also only built to support multiplayer.
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Adrian

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Re: Multiplayer
« Reply #5 on: October 05, 2013, 01:31:21 am »

The closest we can come to multi-player in Dwarf Fortress are succession games.
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WarRoot

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Re: Multiplayer
« Reply #6 on: October 05, 2013, 12:10:01 pm »

Multiplayer wouldn't work. The game requires pausing to input commands. Every time one player pauses, all the forts would have to be paused.
Nothing would ever get done.
The code is also only built to support multiplayer.

What about some form of indirect multiplayer?
Like you send five golden goblets to Player B, your caravan leaves the map with it, the data gets uploaded to the server, when Player B continues his fort, the game gets the data from the server, and stores that a caravan with five golden goblets, will arrive at date it was sent + time it takes between the two fort.
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10ebbor10

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Re: Multiplayer
« Reply #7 on: October 05, 2013, 04:23:24 pm »

That would very quickly not work.

Because well, players play differently. Or maybe one player has a slower computer. He would lag behind, and be effectively out of sync. After all, he can't send caravans (they would arrive in other people's pasts) and other players sending caravans to him wouldn't work either, as he'd have to wait a decade before they get here. Additionally, there's not much point in doing it, there's no real gameplay value in this.
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Adrian

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Re: Multiplayer
« Reply #8 on: October 06, 2013, 04:26:40 am »

While real-time multiplayer is impossible for the obvious reasons, Dwarf Fortress could have some kind of 'server-mediated-succession-games'.

People could register into a succession fort on a small B12 server with a name and email address, the server would generate a world and email the folder to the first person on the list to play out his one year turn within something like a week or so.
After he has finished his turn he'd send the folder back to the server, or (and this is very wishful thinking) the Dwarf Fort client could be given email capabilities so it can automatically save after the turn ends and send the world back to the server.
If a player fails to complete his turn within a set time, the previous world in the succession game would be sent to the next player.

All in all, a server could do much of the organizing within succession games.
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WarRoot

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Re: Multiplayer
« Reply #9 on: October 06, 2013, 05:42:37 am »

That would very quickly not work.

Because well, players play differently. Or maybe one player has a slower computer. He would lag behind, and be effectively out of sync. After all, he can't send caravans (they would arrive in other people's pasts) and other players sending caravans to him wouldn't work either, as he'd have to wait a decade before they get here. Additionally, there's not much point in doing it, there's no real gameplay value in this.

It wouldn't be mandatory, just an option. There could be some sort of time cap for how much forts can get out of sync, but faster computer vs slower affects most real-time games, so you might just leave it to the players to handle the differences, if they want to play together in a meaningful way. Well if you could make offers/demands, and send raiding parties or just helpful immigrants there could be gameplay value.
Even without the time cap, the waiting a decade isn't a problem, if the other player could drown you in golden goblets, or send an angry steel dwarf squad to you, while you are still collecting berries would be, though the fort in the past sending things to the other fort in the present would raise issues, maybe dwarven time travel? :D

Of course this could quickly get more complicated than its worth, so Adrian's idea would be a more reachable goal.

Also people claim that Toady has said no multiplayer, I couldn't really find the sources, other than some ancient posts where, he states that the code isn't in shape for multiplayer, or that he isn't well versed in networking, but nowhere a definite we will never do this.
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Criperum

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Re: Multiplayer
« Reply #10 on: October 07, 2013, 07:10:05 am »

As I understand the main problem of multiplayer implementation is game pause.
May be if game has upper limit of game speed and that limit is low enough so players do not need to pause the game.
The rest is to make all fullscreen menues into smaller popup windows(like ones which alerts about FB but bigger), or place it into right part of the screen instead of minimap.
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gtaguy

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Re: Multiplayer
« Reply #11 on: October 07, 2013, 11:20:26 pm »

Build armok mirror (teleporter)> Send caravan through to other player> trade & set needs and desires> send back> stable multiplayer.

Not saying its good, but something.
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Crabs

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Re: Multiplayer
« Reply #12 on: October 08, 2013, 08:58:10 am »

(gtaguy, are you also registered in the CDDA forums?)


Why does everyone forget about Adventure Mode when talkiing about multiplayer. It would me still hard but much easier to make with AdvM. You can already swap bodies with your companions via DFHack. If someone made it possible that your game can recieve the input of another player online, we are very close to a DF multiplayer.
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gtaguy

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Re: Multiplayer
« Reply #13 on: October 08, 2013, 09:04:48 am »

(gtaguy, are you also registered in the CDDA forums?)


Why does everyone forget about Adventure Mode when talkiing about multiplayer. It would me still hard but much easier to make with AdvM. You can already swap bodies with your companions via DFHack. If someone made it possible that your game can recieve the input of another player online, we are very close to a DF multiplayer.

Oh **** they've found me!
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Crabs

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Re: Multiplayer
« Reply #14 on: October 08, 2013, 09:06:46 am »

You might know me by the name of Rookie.
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