Quitting Multiplayer Games

If a player leaves a multi-player game in progress, the computer AI will take over for that player. However, the person creating the game (the host) must stay on-line until the game is over.

The host may quit as a player (allowing the computer AI to take over), but stay connected as the server machine. If the person creating the game quits, all other windows will be closed and the following window will come up:


  • J Byarian
  • Dave Thielen


Petoe Player j Pause Game j f~ Accepts new piasssts m... I

This window will also come up if you create a game with no human player. You can also access this window from the file dialog if you are the server.

Delete Player will delete the selected player. You cannot delete yourself (that self-esteem problem again) or any computer player. If you delete a player the person playing will be dropped from the game and the AI will take over that player.

Pause Game will, you guessed it, pause the game. File will bring up the file dialog.

Minimize will minimize Enemy Nations. This is useful if you've been killed but are still hosting. You can then get back to other things that are less important than playing Enemy Nations.

You can change whether or not to accept new players and the password at any time.

If the host wishes to disconnect altogether, another player must save the game, quit, and then start again by loading the game.

Any player can save the game at any time.


IServe is short for Internet Server. IServe is a means to let players find each other over the Internet without having to know each others IP address, or even that the other is there.

Note: IServe should also work on an IPX network if run on a server. However, since most MIS managers probably won't allow IServe to be run on a server, it has not been tested thoroughly and is not supported for IPX. We have IServe running on our server windward.net. However, we have included IServe with the product for people who are either on a network that is not connected to the Internet or is behind a firewall.

All that you need to do is run IServe on any computer on the network. When you run it you will see the following;

iserve: 0

fiitfi. fiptiom... Help

Name: jzazoo. windward net

Addiess: }208 206.183.131:0,1707

Socket: ยก1707

Name is the server name that players should put in their advanced settings for TCP/IP (see below). Socket is the socket setting they should use.

Note: Socket 1707 is assigned to Windward Studios for IServe. You should use this value because any other value may conflict with other applications.

The list box in the bottom half will list games presently available to join. The caption will list how many games presently exist.

Once a game starts IServe is no longer used. It exists merely to help people join games. Therefore the network traffic to IServe is minimal and has no affect on playing the game.

There are a few options in IServe. You usually don't need to set any so they are only documented in the on-line help.


Network protocols are still a giant pain in the ass. The software is not easy to configure or use and the interface is designed for network gums. So don't feel bad if you don't understand exactly how your network works.

Troubleshooting any protocol consists of two steps. Step I is to determine if the connection is good. Step two is to determine why Enemy Nations isn't working on a good connection. (Most of the time the problem is Step 1 but unfortunately Step 2 is also occasionally a problem.)

In this section we will go through each protocol and discuss the advanced settings and troubleshooting that protocol.


The advanced settings in TCP/IP looks like this:

TCP/IP Advanced Settings

Sttvet IP Address: Jvjjndward.net iP Socket

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