Colossus, and playing Colossus online, is a pure (standalone) Java application, i.e. it is not an applet which you can play e.g. inside your web browser.
You can start Colossus via Java Web Start from the main page of our Colossus home page, or you can download a zip file from the download area of our SourceForge project page and start it locally.
The problem always was to find somebody to play against, and one of the players had to configure his firewall and usually the NAT settings in the DSL box to enable other players to connect to his computer (sounds complicated? Yeah... exactly - that's the problem ;-)
Over the last about two years, I (Clemens, aka CleKa), have been working on some software I called initially "WebServer" and "WebClient". Technically, the term is probably misleading, because it has nothing to do with a "Web Server" like people understand it, to use their web browser (Internet Explorer, Firefox, ...) to go to some web page and see or do something. Anyway I wanted a short, handy name for the baby under development and that is how it is named...
Nowadays I refer to this mostly as "The Colossus Public Game Server". Or, the Public Game Server (PGS) is the server (machine, host, thing-that-has-an-IP-address) that runs the server side part of the application, and users run a client part of the PGS functionality. In practice that is part of the normal Colossus.jar executable, so what does it all matter ;-)
The server went officially public (I started the server part, and announced it so that people could start trying it), on December 25, 2009, in kind of "alpha/beta-testing" phase.
Naturally there were some troubles here and there, but overall it worked better than I personally had expected.
I fixed those issues (there are still some, I know), and by now (January 22, 2010), I would say we can consider the testing phase is over, now it's officially out, up and running.
Some statistics (as per January 22, 2010) : 79 users have already registered and more than 90 games have been played (since Dec. 25, 2009).
Stats for december 2012: ~1600 registered users (admittedly many of them "zombies"), within each 48 hours there drop by usually about 50 users, and each day between 10 and 20 games are played. Most activity is during afternoon/evening US time.
Lot of things can and shall still be added and improved, naturally ;-)
Users must register with username, password and valid email-address, and from then on login with that password. The email addresses are not given to anybody else. I (Clemens) as the server administrator did sent (and might send) occasionally some comments to some individual users via that email address.
You can enroll to instant or scheduled games, or enroll to those others had proposed. Instant games means "ad hoc", "right now", "as soon as there are enough players; once you propose one such game, you should stay online/available in case others join; if you log out, game is cancelled. Scheduled games means they are planned to start at some exactly specified point of time in the future, e.g. "next saturday 10.00 in the morning". See the note about relative time below.
There is some very simple chat (for example for: "Who would be interested in a game, I'll be back in 2 hours"). This chat shows to every user who logs in also the last about 50 messages, which were sent even before that user logged in.
Right now only the "games run on the public server" mode is supported. The scenario that the server only does the arrangement but the actual game will run on some player's computer is nearly ready but not made available.
In that "runs on server" mode only a part of the options you could control in normal Game Setup can be chosen, for example: