Hello again. Sorry for the delay. Things got busy for me, and I have had little time to look at this.
I'd like first to explain why I started trying to do it this way.
When I first tried to launch a simple configuration a week or so ago, I ran into a problem: the launchpad was stuck behind any already launched windows, and I did not realize it was there for the second character or beyond. Once I found it, I still could not make it pop to the top. So I would have to minimize the EQ screens to interact with it and get another character started. While fiddling around with it, the isboxer launching process would time out, so I would have to do it again... and with all the delays and with previous launches minimized, I would get confused about which character I was supposed to be loading and pick the wrong one... frustrating.
A few months ago I had a similar problem in windows that had nothing to do with isboxer. I fixed that by setting some foreground lockout timers in the registry to 0. Since the behavior was the same as I had seen before, I went looking for windows solutions and meanwhile crying a little every time I needed to start up a set of characters.
Turns out it was ISBoxer after all. There is an option to keep the windows always on top, and it was turned on, and that was changing my eqclient files to have alwaysontop=1. To make matters worse, I had made some changes while running under ISBoxer that I wanted to keep when running without it, so I copied one of the virtual eqclient files to my base directory, and thus propagated the problem into EQ sessions launched without ISBoxer even running.

I don't remember seeing this setting before. Much less changing it. If it is on by default it should not be. I suppose I could have unthinkingly turned it on at some point, thinking it was the same as the isboxer option to make the game THINK it was on top.
Anyway. Once I found and turned off that option, and did a global change through all the .ini files to set alwaysontop=0, things worked much more smoothly.
But before that, I had become accustomed to launching the characters one at a time, using the "launch a slot" option.
Not as frustrating, since I was focused on selecting one particular character at a time, and I could minimize the others and just do that one character. One thing led to another and I came up with my scheme of providing Inner Space with an all-inclusive set of character sets, so I could just launch whichever ones I wanted and not bother with configuring specific character sets.
Which led to this configuration:
http://www.privatepaste.com/4163b055dbThe inclusive character sets MAINS, ALTS1, etc are never launched as a set. Individual slots are launched manually, as desired.
To get the computers to talk to each other, I defined the dummy linked sets DAVIDx, VAIOx, and REENIELAPx. Launching one of these starts to launch a single character (doesn't matter which, I just picked the first character) but I don't allow it to happen. I close launchpad to cancel these dummy launches. I tried it first with no characters in them, and it refused to run saying there was nothing to launch. So I put in the one character for each, it runs, and whatever it does during the "also launch" process opens communication among the machines.
Cool. It is now working, and if I get time and energy I can focus on some of those neat functions you describe in your guides.
I don't immediately see that my method of starting up a group breaks what you are doing. ATGs carry the load of defining relevant character groups and classes, and the actual "character sets" don't seem to have a role beyond getting a set of characters running on the various machines. Which I can do by loading whoever I want to play, wherever I want to play them. So for now I think I may stick with this approach. At some time in the future, once I become more comfortable with using the system, I may find a reason to switch to the conventional approach of defining specific character sets for specific configurations.
That reason will probably become apparent if I ever get the energy to simplify my UI or adopt one of the good ones available, so that it is possible to condense my screens enough to be used with one of those nice Window Layouts that I can't use for now. But that is too big a change to my long established game habits to be comfortable at this time.
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You told me that it was "Best practice" to use the patchme option to bypass the Launchpad. I fail to see the advantage. Launchpad is working much better now than when it was a first-released nightmare. If things are up to date, it takes very little extra time to go through it, and if a patch is needed it gets taken care of automatically, with no chance of problems caused by trying to run with an unpatched game.
For both methods you must be at the keyboard of the machine on which a character is to be loaded.
For Launchpad there are menu selections for account and character, plus clicks to get to the next stage.
For eqgame, there is that annoying Eula you have to click past. Then the virtual files take care of account and character selection for you, but you still have to enter a password, which you did not have to do for Launchpad.
Since I use long passwords, different for each account, I find the Launchpad version smoother.
Am I missing something about why one should prefer eqgame?
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If I continue with my approach, I still have that messy step of launching dummy characters sets initially with "also launch" specifications to link the computers together for communicating keys. So I'm still looking for a command or configuration or something to tell Inner Space or the Multiple Computer Helper or whatever is doing it, to have the machines link up to talk to each other without having to try to launch a character on each one.
It isn't really that bad, but it seems wrong to have to do it this way.
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I guess that is all for now. Even with my minimal setup, I can tell my boxed characters to accept the group invites I sent them with an ingame social, to follow me or another member of the group, to assist and do whatever they do on a new incoming mob, and to nuke the current mob. I can also tell my two casters to double-invis the group. Trivial, but enough to be useful.
This is all heavily dependent on in-game socials and the group assist functions, which I am looking forward to replacing with something more like your virtualized setup.
Thanks again for your responses.