Starting a multiplayer game Setting up the game
You can choose whether to act as a host of a new or saved
multiplayer game, or
whether to join a game hosted by another computer.
- The host determines the communication channel to be used in the game (TCP/IP,
IPX/SPX, modem or serial cable): all the joining players must use the same communication
channel as the host.
- The host is responsible for delivering game data, determining the rules and
multiplayer related game options, and only the host can save a game, log off players, specify
passwords for sessions, etc.
- If the host leaves the game, Four Winds automatically changes the duties of the host to
another network player.
- As a host you can check the Use the DirectPlay protocol box. Enabling
this option allows Four Winds to send reliable network messages asynchronously (in a way
that does not block the flow of the game process), even if the underlying service provider
(e.g., IPX/SPX or modem) does not support it. Normally there is no need to
check this option, but if you experience problems with exchanging the game
data, enabling this option may help.
Related links:
Overview of multiplayer games
Choosing a service provider
Specifying options for the multiplayer game
Joining a session in progress