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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-General > C3C Multiplayer
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Fatwreck is offline Fatwreck
Prince
Sweden
Jun 2002
time: 06:32
  Old Post 23-11-2003 21:27
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C3C Multiplayer Browse Apolyton AD-FREE

Why is it that I get a ping that is much higher than in other games in C3C?

a friend and myself who both live in the same city and we have a broadband connection tried to play and our ping was around 500, mine went up to 2000 sometimes and when I other games i usually have a ping between 20 and 100 depending on the location of the server...

needless to say our game wasnīt a pleasant experience...

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:32
  Old Post 23-11-2003 21:57
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Civ3 MP is quite shabby :/

Fatwreck is offline Fatwreck
Prince
Sweden
Jun 2002
time: 06:32
  Old Post 23-11-2003 23:16
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My brain canīt figure out how a TBS can be THAT slow...

CanuckSoldier is offline CanuckSoldier
Chieftain
Wainwright AB
Nov 2002
time: 22:32
  Old Post 23-11-2003 23:41 Visit CanuckSoldier's homepage!
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I don't know why you're having such a huge problem. MP is much improved from PTW and most players are having very pleasant experiences with it. But it still uses Directplay so any old drivers(non-directx compliant) or firewall/router issues are still going to cause you problems.

CS

Last edited by CanuckSoldier on 24-11-2003 at 01:23

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:32
  Old Post 24-11-2003 00:06
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quote:
Originally posted by Fatwreck
My brain canīt figure out how a TBS can be THAT slow...


Onbe in-game action=/forums/one packet of info sent. Shooters and RTS work different they don't ahve to send a packet every timr you do soemthing so they can "catch up".

CanuckSoldier is offline CanuckSoldier
Chieftain
Wainwright AB
Nov 2002
time: 22:32
  Old Post 24-11-2003 01:33 Visit CanuckSoldier's homepage!
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Got spare money?

Yes, in a TBS, ALL data from every player(Civ is a peer to peer network game) has to be sent every turn. If just one player has a weak conection the whole game suffers. If two players computers send data that is different(because of lag or anything else) you get a OOS (Out of Sync).

In a FFS(first person shooter) for instance if some info about player data gets lost the game just fills it in on the fly. In a FFS, it doesn't matter if a players position is a couple feet off, or the scenery isn't exact. In a TBS this is critical.

CS

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:32
  Old Post 24-11-2003 03:43
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Increase Your PM Length

DP sorry

Anun Ik Oba is offline Anun Ik Oba
Emperor
Grace of God
Sep 1999
time: 00:32
  Old Post 24-11-2003 22:57
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quote:
Originally posted by CanuckSoldier
In a FFS, it doesn't matter if a players position is a couple feet off, or the scenery isn't exact.


Definately does matter. But like you said- FPS games have better prediction, and just better netcode all around.

FPS gamers tend to shoot for broadband connections too, which helps. There's probably a lot of factors that are causing C3C to have poor net performance.

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