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DF Dwarf Mode Discussion / Re: Simultaneous multiplayer is feasible
« on: December 18, 2017, 08:47:31 pm »
Edit: typo, accidentally quoted instead of modified (ლ‸-)(-‸ლ)
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(The better multiplayer systems suggested, IMO, are parallel forts that are never allowed to get further apart in local time than can be put down to travel time between.separate forts1 The faster-playing player (or the one on the better FPS machine) might be asked to hold on whilst the other finishes the trader-trading, then instantly receive the wagon (in the state it left the first) the moment as much of the whole entourage has safely left the first site as last minute happenings might allow. In this version, extend that to the process of raiding parties (never so far into the future that a raiding party 'should have already arrived', or an existing one thence can have returned (or not). But same-site-sharing clearly cuts this allowable bi-directional buffering to zero.)
There are no actual technical issues (that can't already be cobbled together, right this moment, from 3rd-party (DF community) and 3rdier-party (OS-level) add-ons), only logistical alterations necessary to add compromise play-modes that are going to be far from universally agreed-to.
1 Or current Most Unexceptional-travel timings for an Adventurer when one or more player is in that mode of play. Two (or more) Adventurers at varyinh (including negligible) distances from each other. Or from the simu-playing Fortress Mode players, if that inherently differently tick-passing play method is allowed to co-exist.
It's always been the problem that play tends towards being asynchronous with game-time varying wildly from play-time. Not a problem with a solo game (complaints about depressed FPS aside, which I don't consider game-breaking anyway so long as it does still tick, however slowly) but two players meshing together is a practical problem that no mere 'recoding' can handle. It's, as said, a change in game-play, with either micromanagement allowed to throttle the freer player, or 'plot progression' potentially happening full-throttle whilst things (that need to be 'menued' in-depth) continue unhandled.
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That WOULD change the game quite a bit though...
Given that dfhack can add/remove designations and flags without pausing (Many scripts use the pointer/cursor to select items in the item vector, but this is just a convenience to avoid having to somehow magically know which "green glass blocks" you are meaning to have used, etc) so theoretically you dont need to pause at all when sending it instructions.