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Re: Hotseat?

Posted: Mon May 14, 2018 10:16 pm
by louis94
EdgarTorronteras wrote:
louis94 wrote:Hello,

Playing a hotseat game is just like playing a network game, but the two computers are the same (a computer is connected to itself via network). So you start the server once and the client twice, then select "Connect to network game" in both clients.

Louis

I can only join three other entities of the client to a game hosted by the fourth. When I try joining a fifth one, it immediately gets disconnected. Why is that?


Does the server send a message? How many player slots do you have in the game?

Louis

Re: Hotseat?

Posted: Tue May 15, 2018 2:45 am
by EdgarTorronteras
louis94 wrote:Does the server send a message? How many player slots do you have in the game?

Louis


Ah, I found the "Maximum number of connections per host" option under Networking, which was set to 4.

Thank you for the reply, anyway!

Re: Hotseat?

Posted: Tue May 15, 2018 6:17 am
by Lachu
I can implement hotseat mode, I think. Of course, If I found a little spare of time. Firstly: my patch will allow to adding human players in Single Mode lobby screen. Secondly, client will start new client based on path to client (on Unix parameter zero will be used - I don't know what about other systems). Third, client will show on turn begin and hide on turn done. Fourth, I will use libnotify or something similar, so players will get messages about turn begin on ones phone (using KDE Connect).

Re: Hotseat?

Posted: Thu May 17, 2018 10:08 am
by Corbeau
Actually... if you start a single game with admin-level access, shouldn't it be possible to use /take to simply take over the next player?