![]() ![]() Note: Because of the way the user.bnd file generated by the game is formatted, you may encounter problems if you edit this file using Windows Notepad. All the configuration variables listed in the readme should be added to the user.cfg (unless otherwise noted) exactly as written, each on a line of its own. Host of a multiplayer game: Pentium (tm)II 266 MHz, 64MB RAM, 56K modem.Ĭreate a notepad document called "user.cfg". Upgrade modules are automatically distributed to all players, and cannot be traded. (In which case, it will drop on the floor.) Note that in the multiplayer game, you can split nanites off of your stack, 10 at a time, and give them to other players. It will appear in the other player's inventory, unless there is no room for it. To hand an object to another player, open your inventory and drag the object onto that player. Some voice-chat programs (such as Roger Wilco) can also be used with the game, allowing you to chat hands-free. If you are in the middle of typing a message and want to stop, press Esc to abort the message without sending it. To send chat messages to the other players, press the quote (') key, type your message, and finish the message by pressing Enter or Return. The difficulty level in a multiplayer is fixed and equivalent to the "hard" difficulty in the single player game. Save and load are disabled during training because it is essentially the single-player part of a multiplayer game. ![]() The players can still use the chat function, which is particularly useful at that point for discussing character class choices. The players will all arrive separately at the training and character generation. When all players are joined, the host can load a saved multiplayer game, or start a new one. ![]() Each client must enter the host's IP on the multiplayer menu, then join the game. The host's IP address will be displayed on the multiplayer menu. To start a multiplayer game, the host must first set up a game. ![]()
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