<BLOCKQUOTE>quote:</font><HR>Schalken, this is really a dumb discussion. Sorry to say that, but it is
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Have you noticed that jolly face is nastier
when inverted?
<BLOCKQUOTE>quote:</font><HR>The way the game system works is that orders are stored then executed. There is no code in there to have orders stored for Turn X, executed, and then Turn Y's stored all in one file. That is what your proposed system (one that we thought of about 2 years ago I might add ) requires.
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P1 only needs position data and X-1 playback
he can view. It's a clean table after exec.
The following transaction will be slightly
heavier, P2 receiving P1 orders, playback
and position data.
They say that coding for too long reduces
your IQ, after which you start producing
stuff that is unnecessary heavy - tripple
swapping, 50% longer pbem mechs. Done for
greater good afterall, hot seat and TCP/IP.
I ditch the pbem alright. The game itself is
damn fine though. (was that enough foul
language to ban me so I don't have to
continue this thread any longer, please?)