razorback77 wrote:marcusjm you can count on me for the game, not going on holiday till mid september, even if this swedish girl crisis sounds interesting. There could be a diplomatic escalation between our nations from the beginning if you don't hand over any hostage to me
Respenus wrote:I most certainly do not wish to interrupt your wonderful dialogue, yet could anyone offer some more precise and specific instructions? Otherwise England won't be the only-one having a harrowing of the north to worry about.
Play By E-mail (PBEM)
PON can be played against another human opponent using e-mail
or any other valid file transfer protocol, such as instant messaging.
One of the players (the “Host”) must initiate the game. The procedure
is detailed below:
1. Create a game:
The Host chooses a Campaign or Scenario and a side, and starts
the game as usual. This automatically generates a subfolder in the
C:\Games\Pride of Nations\PON\Saves\ directory, named after the
selected Campaign or Scenario. Please note that a number helps
differentiate between multiple instances of the same Campaign/
Scenario. You can rename the saved game while in the game (note:
do not rename a save file outside of the game).
In the newly created folder, you will find two TRN files that each
have three letters indicating which nation the files belong to.
2. Host sends TRN file to opponent:
The Hosting player now sends his opponent the TRN file with the
opposing nation’s designation (e.g., if you choose to play as the US,
then you will send the CSA file to your opponent). The opponent
must store this file in the PONGame\PON\Saves\ folder. It is advisable
to use subfolders in order to keep all PBEM games in progress
separate. For example, the opponent could save the TRN file under
the PONGame\PON\Saves\JohnVsJoe subfolder.
3. Non-Host sends ORD file to Host:
Each player now loads the game and gives their orders for the upcoming
turn. When ready, each player saves the game. This will generate
an ORD file (in the folder mentioned above). Important: do
not click on “End Turn” during this step.
The Non-Hosting player then sends their ORD file to the Hosting
4. Host resolves turn
The Hosting player saves the ORD file that was received from their
opponent into the appropriate directory and loads the game again.
They now click on “End Turn” to launch the turn resolution, where
all orders are then executed. A new turn is now ready to start. Go
back to step #2 and repeat.
Note: The Non-Hosting player doesn’t get to “play back” their opponent’s turn.
However, they can check the Message Log to see what occurred during the
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