Starting a multiplayer game Specifying options for the multiplayer game
When you act as a host of a multiplayer game, you can specify the following options for
the game.
- Name of the session. This is displayed to the joining players when they
enumerate the on-going Four Winds sessions. The maximum length of the name is 50
characters long. You can use the session name to identify yourself or the rules of the
game (e.g., "Martin's Tournament with Dutch rules").
- Password. Optional. If specified, the joining players must specify the
correct password when they join the game. The password is case-sensitive and masked with
asterisks. Notice that the session and session data (the names of the players, the rules
used in the game and the current status of the game) is always displayed to the joining
players, even if the host has specified a password for the session. The host can specify,
change or remove the password also after the game has started by using the Password
command (on the context menu of the player list of the current game on the Statistics
tab of the Game Manager).
- Log on name. This is the name by which you will be known to other
players of the game. The log-on name defaults to the name specified for the human player
on the Players option
page of the Preferences dialog box. You
can change your log-on name after the game has started using the Change
Log-on Name command (on the context menu of the player list of the current game on the
Statistics
tab of the Game Manager).
- Send face. If you have specified a customized face
bitmap, you can send it to other players by checking this box.
- Auto-move timeout. The time in seconds Four Winds waits
for the human player's decision for discarding a tile. After the specified
time has elapsed, the computer makes the decision for the player, but the
player is allowed to continue the game. The default is 0 seconds, which
means that the program never performs an auto move (note however that the
log-off time out is still applied for discarding). Note that this setting
overrides the Auto move after setting specified on the Gameplay
option page of the Preferences dialog box.
- Log-off timeout. The time in seconds Four Winds waits
for the human player's actions before logging him off the game. The default
is 180 seconds (3 minutes). As the player is logged off, a computer player
will take his place.
- Delay of pop-up messages. The time in seconds the pop-up messages
(informing about players' claims and other game events) stay visible. Pop-up messages
appear to the left of players' discard slots.
- Delay between deals. Time in seconds between the deals (the time the
Scores dialog stays open after an ended deal and before the new deal starts). If the host
closes the dialog box before the delay time has expired, the new deal starts immediately.
- Allow joining in the middle of the game. Specifies whether players are
allowed to join the game after it has started. If this is allowed, the new players will be
seated during the host's turn. The option can be set also after the game has started using
the Deny New Players command (on the context menu of the
player list of the current game on the Statistics
tab of the Game Manager).
- Allow personal messages. If enabled, the players can send (in addition
to public messages) messages that are displayed only to the specified addressee. Normally
this is not allowed but if you play Mah Jong as a team game, it may be a good idea to allow
personal messages.
- Allow spectators. If enabled, allows maximum of 10 spectators to join
the game. If your connection speed (band width) or latency is low, it may be a good idea
to disable the spectators. The option can be set also after the game has started using
the Deny New Spectators command (on the context menu of the
player list of the current game on the Statistics
tab of the Game Manager).
- Allow display of tiles. Specify whether the players can
expose their opponents' hands (and whether a spectator is allowed to expose
players' hands). Notice that Four Winds does not allow a spectator who has
exposed the hands to join the game during the deal the hands were exposed.
Letting the players show each other's hands may be useful for helping
newcomers to learn the basics of the game.
After you have specified the options for the multiplayer game, click the Finish button.
Four Winds initializes the game and begins to wait for other players to connect
the game.
- If you play on the Internet, you must deliver your
IP address to other players so that they can connect to your computer
and join the game.
- When a player joins the game a pop-up message appears to the left of the player's
discard slot, indicating that the player is ready to start the game.
- To start the game, press F2 (or choose Start game
on the Game menu).
- If a new multiplayer game is started, the host picks a tile to determine the first
dealer (East wind), and then the deal begins. After the tiles have been dealt, the game
data is sent to other players. When other players have received the game data, the tiles
in your hand are turned face-up and the East can make his first discard. (If East wind is
a computer player, he will make the first discard after a delay of 30 seconds.)
- If a saved multiplayer game is started, it is always the host's turn. When
all players have joined, press F2 and make your move to
continue the game.
- If other players cannot see the session you have created, please check the
FAQ article Why my IP address is not visible to
other players.
Related links:
Overview of multiplayer games
Setting up the game
Choosing a service provider
Joining a session in progress