Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

IKE: add PBEM/hotseat multiplayer to any scenario

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Multiplayer PBEM - Unofficial >> IKE: add PBEM/hotseat multiplayer to any scenario Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
IKE: add PBEM/hotseat multiplayer to any scenario - 1/25/2021 9:48:08 PM   
musurca

 

Posts: 128
Joined: 7/16/2020
Status: offline
Hi everyone — I've created a small code framework called IKE that lets you add PBEM (Play by E-Mail) or Hotseat play to any CMO scenario, allowing you to engage in a turn-based multiplayer game with one or more opponents by exchanging .save files.

LATEST RELEASE (UPDATED): https://github.com/musurca/IKE/releases/download/v1.52/IKE_v1.52.zip

SCENARIO PACK (UPDATED): https://github.com/musurca/IKE/releases/download/v1.52-scenarios/IKE_Scenario_Pack_v1.52.zip

IKE...
* turns Command: Modern Operations into a WEGO-style multiplayer game in which players give orders in phases, then watch their units execute them.
* keeps track of turn order and length, and stops the scenario automatically when a player’s turn is over.
* provides a summary of any losses sustained or messages received during the last turn.
* supports either fixed turn lengths, or Harpoon-style variable turn lengths (Intermediate vs. Tactical)
* adds an (optional) Setup Phase, allowing players to configure loadouts, missions, and orders before the game begins.
* provides password protection for each player’s turn.
* allows players to either use the scenario’s recommended PBEM settings, or customize them at game start.
* maintains a consistent random seed, to discourage replaying turns for more advantageous results.
* prevents players from cheating by (optionally) disabling the Editor until the scenario has ended.


Moreover, adding IKE to your scenario does not require any advanced coding ability, nor entail any complicated dependencies. All you have to do is paste a block of code into the Lua Script Console, click RUN, and answer a few questions asked by pop-up windows.

I've written a manual (included in the download above) that will get you started quickly if you want to make a new multiplayer scenario, or else convert an existing scenario for multiplayer use. The scenario pack also includes eighteen PBEM scenarios to get you started:

* The Bear and the Eagle, 1987
* Bersama Lima, 2003
* Canary's Cage, 2005
* Duelists, 1989
* En Garde, 2013
* First Contact, 1986
* Frozen War, 2014
* Gaddafi's Legacy, 2024
* Helping Brothers, 1990
* Malvinas - The Pincer, 1982
* North Pacific Shootout, 1989
* Operation Soberanía, 1978
* Red/Blue Hawaii, 1985
* Sahel Slugfest, 2021 (Command LIVE DLC required)
* Sakhalin or Karafuto, 2013
* Second Battle of Guadalcanal, 1942
* Shamal, 1991 (cooperative)
* Twin Head Dragon Exercise, 2021

Hope you find it useful!

IMPORTANT: To use IKE, make sure you have Special Messages set to "Raise Pop-up" in your Game Options.

Source code available on GitHub

VERSION HISTORY
v1.52 (2/4/2022):
* added: new action - About IKE (for current version info)
* added: Bersama Lima, 2003 (Bridge/@nukkxx)
* added: Gaddafi's Legacy, 2024 (@nukkxx)
* added: Sahel Slugfest, 2021 (WarfareSims/@nukkxx) - DLC required
* fixed: blank scenario when loading game saved during setup phase

v1.51 (1/30/2022):
* added: fratricides from off-turn reported
* added: En Garde, 2013 (Molina/Perez/@nukkxx)
* changed: class of incoming weapon hits only reported if known
* changed: North Pacific Shootout - P-3C on AI-controlled USN side
* changed: North Pacific Shootout - Soviet Union goes first
* fixed: "never-ending-turn" loop in highest time compression
* fixed: fratricide not marked as "successful strike" or "kill"
* fixed: end message when scenario exceeds duration

v1.5 (12/21/2021):
* added: optional variable turn lengths
* added: new action - Offer a Draw
* added: new action - Resign
* added: new action - Change Password
* added: weapon strike report
* added: damage report for ships, subs, and facilities
* added: customizable event handler for end of Setup Phase
* added: Red-Blue Hawaii, 1985
* added: The Bear and the Eagle, 1987 (@Eskild)
* changed: Operation Soberania - added full airbases
* changed: Operation Soberania - Chilean loadouts changed
* fixed: some kills not reported
* fixed: first order phase message displayed correctly
* fixed: limited control in scenarios without a Setup Phase
* fixed: kill & contact records in wrong language (for real this time)
* fixed: Chinese language typos (@cristianwj)
* fixed: First Contact - end condition
* fixed: Operation Soberania - excessive fuel usage on CL Latorre
* removed: Unlimited Orders mode

v1.42 (11/20/2021):
* added: Chinese (Simplified) localization (thanks to @cristianwj!)
* added: Chinese (Simplified) translation of Scenario Author's Manual (thanks to @GolasYH 叶含!)
* added: Twin Head Dragon Exercise 2021 (by @cristianwj)
* changed: explicit message if game build is updated
* changed: various scenarios - Realistic Sub Comms disabled
* changed: various scenarios - civilian collective resp. disabled
* fixed: contact mirroring/register nils during heavy combat
* fixed: kill & contact records in wrong language
* fixed: score fixed after scenario's end
* fixed: order phases disappearing on 30x compression
* fixed: Event_Delete failure on self-destruct

v1.41 (11/7/2021):
* changed: no-editor check earlier in chain
* fixed: enemy contact detection info appearing in log
* fixed: ScenEdit_SpecialMessage behavior reverted
* fixed: exploits related to scenario end
* fixed: typo in French locale

v1.4 (10/30/2021):
* added: final order phase before the end of a turn in Limited Order mode
* added: French localization (thanks to @nukkxx!)
* added: Spanish localization (thanks to Jorge Arraya!)
* change: bumped minimum CMO build to Steam update for Red Tide DLC (1147.34)
* change: all scenarios - DB updated to v491
* change: Canary's Cage - Spanish airbases can be attacked
* fixed: RPs created between limited order phases now preserved & private
* fixed: ScenEdit_SpecialMessage no longer delayed until next frame
* fixed: replaced platform PRNG with pure Lua xorshift32
* fixed: error message reporting build number mismatch
* fixed: North Pacific Shootout - downed pilot names don't repeat
* fixed: various scenarios - weather reports restored
* fixed: various scenarios - critical RPs protected
* fixed: various scenarios - descriptions/briefings reworded
* fixed: various scenarios - late random teleportations

v1.31 (5/5/2021):
* change: host can now upgrade/downgrade CMO build
* change: older CMO clients (before 1147.17) are prohibited
* fixed: between order phases contacts will show correct posture

v1.3 (3/28/2021):
* added: new contacts from off-turn reported
* added: kills made on off-turn reported
* added: immediate and scheduled chat messages
* added: can set turn order for more than 2 playable sides
* added: Second Battle of Guadalcanal
* change: all players must use the same CMO build
* change: optional setup function must be registered
* change: losses show weapon class by which unit was killed
* change: dummy side name
* change: North Pacific Shootout - can pick up enemy pilots
* change: North Pacific Shootout - Soviet side can use sub for SAR
* fixed: contacts sometimes disappear in limited orders
* fixed: IKE wizard removes previous IKE installation
* fixed: scenarios in years 1900-1970 now work properly
* fixed: Shamal - kills give points to correct side

v1.21 (2/18/2021):
* fix: API replacements

v1.2 (2/18/2021):
* added: limited order mode
* added: players can customize scenario settings
* added: option to prevent editor mode
* added: losses marked with RPs
* added: missed messages delivered next turn
* added: special action to change side posture
* added: localization support
* fix: end of setup phase message
* fix: API replacements clean themselves up
* fix: workaround for broken ScenEnded trigger
* fix: set clock precisely to turn boundaries
* fix: special message order hiding IKE messages
* fix: coop kills not reported as losses
* fix: observed losses not reported next turn
* fix: ScenEdit_PlayerSide() in limited order mode
* fix: better random seed

v1.1 (2/1/2021):
* fix: edge case for ScenEdit_SetTime()
* fix: use os.date("!") to format scenario times

v1.0 (1/25/2021):
* initial release

< Message edited by musurca -- 2/5/2022 1:23:03 AM >
Post #: 1
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 1/25/2021 10:19:57 PM   
temkc5

 

Posts: 97
Joined: 10/11/2015
Status: offline
Sounds great can't wait to run some tests!



_____________________________

Non mihi, Non tibi, Sed nobis


(in reply to musurca)
Post #: 2
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 1/26/2021 7:04:00 AM   
Parel803

 

Posts: 579
Joined: 10/10/2019
From: Netherlands
Status: offline
sounds impressive, respect
with regards GJ

(in reply to temkc5)
Post #: 3
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 1/26/2021 4:16:08 PM   
Patmanaut


Posts: 392
Joined: 1/20/2013
Status: offline
Sounds great! Thanks for sharing!

May I ask, will this mod modify the current CMO installation and updates?
I run the Steam version.

Thanks again.



< Message edited by Patmanaut -- 1/26/2021 4:26:41 PM >

(in reply to Parel803)
Post #: 4
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 1/26/2021 6:23:59 PM   
musurca

 

Posts: 128
Joined: 7/16/2020
Status: offline
quote:

May I ask, will this mod modify the current CMO installation and updates?


IKE only modifies the scenario to which it's applied — it doesn't touch your CMO installation at all, so no worries there.

(in reply to Patmanaut)
Post #: 5
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 1/29/2021 9:16:00 AM   
CanofWhoop

 

Posts: 4
Joined: 1/29/2021
Status: offline
I ran a test scenario with the one you provided "Nato Surface Group vs Soviet Forces, 1985" playing against myself and I am having a problem with my NATO side/units being deleted. completely poof after time Z04:30:02. I am not getting a message popup warning to save my progress and end my turn. and I do in fact have special messages popups turned on.
the forum is not allowing me to post links yet.

(in reply to musurca)
Post #: 6
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 1/29/2021 7:03:10 PM   
musurca

 

Posts: 128
Joined: 7/16/2020
Status: offline
quote:

I ran a test scenario with the one you provided "Nato Surface Group vs Soviet Forces, 1985" playing against myself and I am having a problem with my NATO side/units being deleted. completely poof after time Z04:30:02. I am not getting a message popup warning to save my progress and end my turn. and I do in fact have special messages popups turned on.
the forum is not allowing me to post links yet.

Hi CanofWhoop-- thanks for the report. Your units SHOULD vanish at the end of a turn, but the game should show you a special message pop-up at Z04:30:00 (end of NATO Turn 1) that pauses the game and tells you to save your progress. A few questions for you to try to solve this:

1) Were you able to play through the NATO & Soviet Setup Phases without an issue? (i.e. did you see the special messages ending those turns?)

2) Which build of CMO are you running? You should see this in the title bar of the CMO window. (And just to make sure: you're running the commercial/Steam edition of CMO, not CMANO or Command PE?)

3) If you load the beginning of NATO Turn 1 again, and run through it at the fastest simulation speed, do your units still disappear after Z04:30:00 without a message?

4) Can you send me the save file after the end of the Soviet setup phase (i.e. the beginning of NATO Turn 1)? You can't post links yet but you should be able to attach a zipped file to a post on this forum by clicking "Click here to upload!" on a new message. If not, feel free to email me at nick.musurca at gmail.com.

Appreciate your help in ironing out the kinks in this release!

(in reply to CanofWhoop)
Post #: 7
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 1/30/2021 6:14:19 AM   
CanofWhoop

 

Posts: 4
Joined: 1/29/2021
Status: offline
Edit: I sent you a PM. Forum kept blocking me from replying because of the string of CMO version numbers for whatever reason.

quote:


Hi CanofWhoop-- thanks for the report. Your units SHOULD vanish at the end of a turn, but the game should show you a special message pop-up at Z04:30:00 (end of NATO Turn 1) that pauses the game and tells you to save your progress. A few questions for you to try to solve this:

1) Were you able to play through the NATO & Soviet Setup Phases without an issue? (i.e. did you see the special messages ending those turns?)

Yes, both times.

quote:


2) Which build of CMO are you running? You should see this in the title bar of the CMO window. (And just to make sure: you're running the commercial/Steam edition of CMO, not CMANO or Command PE?)

I'm running Steam CMO v1.02 Build Eleven47.16
quote:


3) If you load the beginning of NATO Turn 1 again, and run through it at the fastest simulation speed, do your units still disappear after Z04:30:00 without a message?

Yes
quote:


4) Can you send me the save file after the end of the Soviet setup phase (i.e. the beginning of NATO Turn 1)? You can't post links yet but you should be able to attach a zipped file to a post on this forum by clicking "Click here to upload!" on a new message. If not, feel free to email me.

Appreciate your help in ironing out the kinks in this release!


Will do password for both sides is "test"
File name is named weirdly but it should be NATO's first move after Soviet's setup phase.

Attachment (1)

< Message edited by CanofWhoop -- 1/30/2021 6:25:10 AM >

(in reply to musurca)
Post #: 8
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/1/2021 7:06:24 AM   
KnightHawk75

 

Posts: 1450
Joined: 11/15/2018
Status: offline
Just wanted to say, cool stuff, nice work.


(in reply to CanofWhoop)
Post #: 9
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/1/2021 11:19:41 AM   
CanofWhoop

 

Posts: 4
Joined: 1/29/2021
Status: offline
quote:

The new scenario file you pm'ed me appears to work as intended. I went as far as "Nato turn three" with no apparent flaws.
Now i'm looking forward to play with others. Cheers!


Attachment (1)

(in reply to KnightHawk75)
Post #: 10
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/1/2021 11:22:05 AM   
CanofWhoop

 

Posts: 4
Joined: 1/29/2021
Status: offline
The new scenario file you pm'ed me appears to work as intended. I went as far as "Nato turn three" with no apparent flaws.
Now i'm looking forward to play with others. Cheers!

(in reply to CanofWhoop)
Post #: 11
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/1/2021 8:14:22 PM   
musurca

 

Posts: 128
Joined: 7/16/2020
Status: offline
I've just updated IKE to v1.1 to fix the bug reported above. Recommend that you convert your scenarios again with the updated code. (Note that the example scenario included with the release has already been converted--all you have to do is a start a new game.)

You can download from the link at the top of the thread.

Big thanks to CanofWhoop and KnightHawk75 for helping me squash this one. And if anyone gets a PBEM game going with this, let me know how it worked out!

(FYI, for anyone who wants to peek at the unminified code: I'll post it to GitHub as soon as I can. Because IKE has to inject its own code into an event action, there's currently a convoluted build process I use to create the releases. I'm working on streamlining that into a shell script.)



< Message edited by musurca -- 2/19/2021 5:21:07 PM >

(in reply to CanofWhoop)
Post #: 12
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/5/2021 6:16:14 PM   
musurca

 

Posts: 128
Joined: 7/16/2020
Status: offline
Quick update just to say that I've put the unminified source code on GitHub. If anyone's interested in digging in, I'd be happy to merge pull requests with new features or translations of the text into other languages.

(This is just for those interested in tinkering. If you're just interested in creating a PBEM scenario, you only have to download the latest scenario pack—no messing with code required.)

< Message edited by musurca -- 3/29/2021 3:33:33 AM >

(in reply to musurca)
Post #: 13
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/19/2021 1:29:45 AM   
musurca

 

Posts: 128
Joined: 7/16/2020
Status: offline
Hi everyone -- I've just released a huge new update for IKE. You can download it at the top of this thread.

The major new feature in this release is Limited Order mode, which is a whole new way of playing CMO. Instead of being able to micromanage your units, you have a limited number of "order phases" within your turn. Once you give your orders and start the clock, you will NOT be able to control your units until the next order phase begins. Planning ahead will be crucial! It's a more equitable way to play CMO as a turn-based multiplayer game while also being an interesting abstraction of command delay.



Of course, if you prefer playing CMO in the traditional way (or Unlimited Order mode), you can do that as well--because another major new feature is the ability to change the settings of the PBEM scenario when the game starts. You can either go with the recommended settings implemented by the scenario author, or you can use your own preferences. Everything from the turn length to the command mode (Unlimited or Limited orders) is configurable.



Finally, for competitive PBEM situations, I've implemented the ability to prevent cheating by blocking access to Editor Mode until the scenario has ended. This is an entirely optional feature that relies on new elements in the latest public beta (1147.17). For casual games between friends, I wouldn't recommend it-- but it's great if you're matching wits with some sketchy strangers you've met on the Discord.

Beyond that, I've also squashed a number of bugs, and written an 11-page manual (included with the release) to help scenario authors either create new PBEM scenarios or convert their existing ones for play.

I've been having a great time playtesting on the CMO Discord, and I hope more of you will join! Playing against a human opponent--“a live, vigorous enemy in the next room waiting feverishly to take advantage of any of our mistakes, ever ready to puncture any visionary scheme, to haul us down to earth" (Cpt. William McCarty-Little)--really changes the game completely.

Special thanks to the following people who helped with this release:

* WM2K (suggesting Limited Order mode)
* CanofWhoop (playtesting)
* CluckSalad (playtesting)
* michaelm75au (tireless bug fixing / new features!)


< Message edited by musurca -- 11/8/2021 12:01:14 AM >

(in reply to KnightHawk75)
Post #: 14
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/23/2021 5:08:17 PM   
bradinggs


Posts: 362
Joined: 7/17/2013
Status: offline
This looks fantastic, nice work! Thank you for sharing it. Quick question, is this usable on the CMANO version as well or only the CMO?

(in reply to musurca)
Post #: 15
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/23/2021 9:27:36 PM   
musurca

 

Posts: 128
Joined: 7/16/2020
Status: offline
I only use CMO, so it's hard to give a definitive answer as I'm not sure what the current state of support is for CMANO (in particular, not sure if it gets the new Lua functions/fields that are available in the latest versions of CMO).

So I would guess that IKE is CMO-only, but I could be wrong! However I can only support issues that come up on CMO as I have no way of reproducing them otherwise.

(in reply to bradinggs)
Post #: 16
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/23/2021 9:59:37 PM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
Status: offline
If you're sending save files back and forth (sorry I haven't had a chance to try this yet, it does look fascinating though) it won't work between CMANO and CMO as CMO saves can't be read by CMANO.

_____________________________


(in reply to musurca)
Post #: 17
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/24/2021 6:21:06 AM   
bradinggs


Posts: 362
Joined: 7/17/2013
Status: offline
Thanks for the clarification Rory. Noted Musurca, CMO it is. I have both so was just wondering. Great stuff, can't wait to give this a spin in CMO. Thank you!

(in reply to Rory Noonan)
Post #: 18
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/26/2021 9:20:53 AM   
musurca

 

Posts: 128
Joined: 7/16/2020
Status: offline
Quick update: I've uploaded a new version of the scenario pack to fix some small bugs in the scenario scripting, mostly for Canary's Cage. The official IKE release is okay and remained unchanged (although you'll want to replace the scenario pack that comes with it if you downloaded it before today). Changelist below:

North Pacific Shootout
* fix: radio sounds played for other side

Canary's Cage
* fix: error msg on failed attempt to deploy divers
* fix: NAIL score spread
* fix: NAIL scoring & messages

< Message edited by musurca -- 5/5/2021 6:05:13 PM >

(in reply to bradinggs)
Post #: 19
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/26/2021 11:06:36 PM   
ETF


Posts: 1748
Joined: 9/16/2004
From: Vancouver, Canada
Status: offline
Where can I donate to this amazing project?

_____________________________

My Top Matrix Games 1) CMO MP?? 2) WITP/AE 3) SOW 4) Combat Mission 5) Armor Brigade

Twitter
https://twitter.com/TacticWargamer

(in reply to musurca)
Post #: 20
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/27/2021 12:36:51 AM   
musurca

 

Posts: 128
Joined: 7/16/2020
Status: offline
No donations, please. Give to charity? Call your parents? Buy DLC? All acceptable alternatives.

(but thank you, I'm glad you enjoy it.)

(in reply to ETF)
Post #: 21
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 2/28/2021 11:27:35 AM   
ETF


Posts: 1748
Joined: 9/16/2004
From: Vancouver, Canada
Status: offline
All right brother $50 to Doctors without borders under musura!

Let me see if I can email the receipt and make it a jpeg to you sir. Thanks

_____________________________

My Top Matrix Games 1) CMO MP?? 2) WITP/AE 3) SOW 4) Combat Mission 5) Armor Brigade

Twitter
https://twitter.com/TacticWargamer

(in reply to musurca)
Post #: 22
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 3/3/2021 9:15:33 PM   
musurca

 

Posts: 128
Joined: 7/16/2020
Status: offline
Big update: I've uploaded a new version of the IKE PBEM scenario pack with an additional five new scenarios! This is all thanks to Miguel Molina, who converted five of his all-time classics for PBEM play, and graciously allowed me to include them in this release. They include:

* Frozen War, 2014 (Chile vs. Argentina)
* Helping Brothers, 1990 (Libya vs. Egypt)
* Malvinas - The Pincer, 1982 (Argentina vs. Britain)
* Operation Soberanía, 1978 (Argentina vs. Chile)
* Sakhalin or Karafuto, 2013 (Japan vs. Russia)

Check it out!

< Message edited by musurca -- 5/5/2021 6:05:44 PM >

(in reply to ETF)
Post #: 23
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 3/5/2021 2:08:03 PM   
SMSDIGITAL

 

Posts: 1
Joined: 3/5/2021
Status: offline
Excellent work. Can't wait to test it out. Thanks for putting the hard work and effort into this. MP has been a much sought after mode for years now and i'm sure this addon will have a huge uptake. Job well done!

_____________________________


(in reply to musurca)
Post #: 24
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 3/10/2021 12:18:45 AM   
PeekingDuck2

 

Posts: 10
Joined: 12/8/2017
Status: offline
Is there any news/ideas as to why the developers have not as yet released their MP functionality to the commercial product? I remember this has been asked for by the community for several years now.

Good work Musurca! Can't wait to try it out.

(in reply to SMSDIGITAL)
Post #: 25
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 3/19/2021 5:37:23 PM   
IainMcNeil


Posts: 2804
Joined: 10/26/2004
From: London
Status: offline
The Pro version of multiplayer is turn based and requires a local network so is not suited to the commercial version unfortunately.

_____________________________

Iain McNeil
Director
Matrix Games

(in reply to PeekingDuck2)
Post #: 26
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 3/21/2021 1:58:17 PM   
stonie

 

Posts: 19
Joined: 11/22/2020
Status: offline
quote:

ORIGINAL: IainMcNeil

The Pro version of multiplayer is turn based and requires a local network so is not suited to the commercial version unfortunately.


There are tools to simulate local networks over ethernet like LogMeIn Hamachi which gamers have used for a long time. In any case i really look forward to multiplayer in commercial! It would definitely incentivize me to get friends to buy the game in order to PvP.

(in reply to IainMcNeil)
Post #: 27
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 3/29/2021 4:14:25 AM   
musurca

 

Posts: 128
Joined: 7/16/2020
Status: offline
Hi gang— I've released IKE v1.3 as well as an updated scenario pack featuring one new scenario (Second Battle of Guadalcanal, 1942), bringing the total to 11. You can download it at the top of the thread.

Here are a few of the major new features:

* Don't miss a thing: any new contacts detected on your off-turn will now be reported to you at the start of your next turn. This is to address the exploit that CERTAIN players (you know who you are) were using, in which they would pulse their radars early in their turn to avoid detection by the other player. (Thanks to Miguel Molina for reporting this!)



* Paint your kill tally: Any kills made by your units on your off-turn are now reported to you at the start of your next turn, as well as the weapon they were killed with. (Thanks to michaelm75au for fixing the bug with ScenEdit_UnitY() that prevented this from being implemented before.)

* Keep in touch: you can now send immediate or scheduled chat messages to your opponents from your special actions menu. (Thanks to CanofWhoop for the suggestion.)



* Switch from missiles to guns: Revan227 has contributed a new PBEM scenario, the Second Battle of Guadalcanal, 1942, which has been officially added to the scenario pack. Give it a try!

* Consistency, consistency, and a third thing: IKE now makes sure that all players are running the same build of CMO as the host before letting them start a turn.

* Gary Powers: In "North Pacific Shootout," players can now capture their opponent's downed pilots. (Thanks to Rak1445 for the hilarious idea.)

* Bugfixes galore: An embarrassing number of bugs, now fixed. Too many to recount here. Let's just move on and forget it ever happened.

Other news:

* Yooper wrote a great article on Weapons Release covering IKE, and also created a page for IKE on the wiki to introduce new players to the system.

* IKE was mentioned in the legendary Tim Stone's A2Z column, on his new site Tally-Ho Corner. (Check the letter M!)

Thanks to everyone who's played and contributed ideas for IKE's continuing development. Please keep on sending bug reports, gameplay ideas, and new PBEM scenarios to add to our growing pack!

< Message edited by musurca -- 11/8/2021 2:14:17 AM >

(in reply to stonie)
Post #: 28
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 3/29/2021 1:17:19 PM   
Meroka37

 

Posts: 770
Joined: 7/31/2009
Status: offline
Great!

_____________________________

'Better honor without ships, than ships without honor"

(in reply to musurca)
Post #: 29
RE: IKE: add PBEM/hotseat multiplayer to any scenario - 3/30/2021 1:08:55 AM   
boogabooga

 

Posts: 457
Joined: 7/18/2018
Status: offline
Are the scenarios in the scenario pack the same as those in the actual release?

(in reply to Meroka37)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Multiplayer PBEM - Unofficial >> IKE: add PBEM/hotseat multiplayer to any scenario Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.156