Once attained, all knowledge and technologies of the ancient race will belong to the victors.įeatures include a streamlined interface (compared to the first game), over a dozen new buildings (45 total) and technologies (nearly 50 total), military units, including ground, sea, air, and special (nearly 40 total), choice of three unique victory conditions, single, campaign, or multi-player (up to six other people) modes and a multitude of customizable rules options. The player controls one of seven races (ChCh-T, Cyth, Human, Maug, Re'Lu, Tarth, or Uva Mosk) in a desperate race to find the secrets (shrines) of an ancient civilization hidden throughout the mass of space that makes up the Dark Cloud, battling for and colonizing worlds that can be used as stepping stones or way-stations in the search for the mysterious remote planet called Xythra. The basic game structure will feel familiar to those fans who played Deadlock, but a host of enhancements and redesigned aspects expand game play.Īt it's core, Deadlock II: Shrine Wars is still a mix of strategy, resource management, and armed conflict. 1.0.0.Deadlock II: Shrine Wars is Accolade's follow-up title to their strategy based original. Note: If the host has enabled the "Kill AI" command, Deadlock will still save a copy of the game before it destroys the disconnected player's colony. X will start at 0 and increment until it finds a save game name that is available. If someone disconnects from the game, Deadlock will automatically save a copy of the game to the Deadlock folder in the form of "NetGameSaveX.Sav", where X is a number.Need to do some extra work to notify other clients when a client disconnects.) (Currently may only show the name to the host player or to the clients if the host disconnects. Currently it is only used to notify other players when someone has disconnected. Added the ability for users to choose a username that will be used at various points.Added DLL Version Checks to prevent players with different versions from playing together and causing problems.1.0.0.1 (no longer available for download due to end turn bug.) Fixed a bug with the net message queue not processing for all players when a new turn was started causing the games to be out of sync.Fixed an issue where messages from clients were not getting sent to other clients in 3+ player games.Have not had a chance to fully test this yet with 2 clients, so it may need some work. Clients should now receive a message that displays the username of other clients that disconnect in a 3-7 player game.Did not fully fix net message problem in 1.0.0.3, but it has been corrected now.Fixed an issue where the host player's game would freeze if a client disconnected before getting to the Select Race Dialog.You will need to input this code every time a multiplayer game is started or loaded for it to be in effect. This code currently will NOT killĪny AI that were in the game before the code was input. Inputting the code again will turn this feature off. Then if a human player disconnects from the game, their colony will be destroyed. If you are hosting a game, you can press Ctrl + F1 to bring up the command dialog box in a multiplayer game. I will try to implement a fix for this in 1.0.0.5 or 1.0.0.6.īecause of the way Deadlock was originally made, the developers recommended not playing multiplayer games with AI players because they will lag the host. If there are more than 2 human players, and the host player disconnects, the other 2 client players will no longer be able to play (no current way to switch hosts). If you are playing the GOG version of Deadlock, you will need to perform the GOG multiplayer patch found on the Gallius IV forums ( ), which will add the multiplayer game button back to the main menu dialog. You will need to download the 2 SFML library dlls, and a set of the "WING32" and "DLTCP" dlls (from same version) and put them into your Deadlock folder. (See ReadMe2.md for information about single player features.) Currently DLLs are only being released for version 1.31. This code allows Deadlock: Planetary Conquest to be played online over TCP Sockets.
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