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monkspider
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banned
Aug 2001 time: 23:23
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Here are a few pointers I have found to ensure optimal performance, at least until the netcode gets polished a bit.
-Make sure you download 1.04f, this is a must!
-Don't play games with anyone whose ping is greater than 200, if there are some high ping players in your room, politely tell them what the situation is, and then boot them.
-Be wary of trying to play behind a router or a firewall. Some players are having success with this, others are not.
-Don't play games with any more than 4 players or so. Too many players right now will cause the game to hang in the transition from the staging window to the setup window. One day we will have likely have 24 player matches without hiccup, but for now, keep things at 3-4 players. In fact, I have found that 1 vs 1 with a bunch of AIs is probably your best bet, but if you have to have more people, keep them at 3-4.
-Play on smaller maps, to ensure optimal performance and more lively games with fewer people.
-Make sure you're not playing with anyone with a warez/pirate version of PTW.
-Disabling Virus Protection programs while playing online may be useful as well.
-I have heard from some players that turning off auto-save as well as various unit animations can help reduce some of the lag that you may encounter once you are actually in game.
- Don't try to launch PTW through any kind of external Gamespy software, always launch through PTW directly.
-If al else fails, try finding someone close to your geographic region to play.
If you do all these things, you should look forward to some extremely fun and exciting MP games while things get polished up a bit on Firaxis' front.
Last edited by monkspider on 02-11-2002 at 03:10
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Capt Dizle
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I used to play games at gamespy and could keep up to six players on consistently with pings twice as high as 200 so Firaxis should be able to improve this.
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Oerdin
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of Internet Music.
Sep 2001 time: 21:23
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So does the game seem to be unstable a lot of the time? If it is then it would be a sure sign of a rushed production cycle.
Last edited by Oerdin on 31-10-2002 at 07:10
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Turambar
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England
Apr 2002 time: 05:23
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Does anyone know if I'll be able to play multiplayer from behind my university firewall?
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metalhead
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notyoueither, I wouldn't say they are false. I tried entering 4 different games, and crashed every time. Now, it is possible that after I went to bed, less traffic or server maintenance or some other factor allowed it to function properly, but even with low pings, everyone that was trying to play the same time as me (9-11 PM EST) was not able to play.
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monkspider
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banned
Aug 2001 time: 23:23
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Thanks Boris 
I'm monkspider@hotmail.com
Now on the topic of more than one on one matches, I have been getting some PMs asking if there is any way whatsoever to play in games that have more than 2 humans. It *is* possible, but I can only advice that the most masochistic of souls try it.
If you follow the advice outlined in this thread, make sure no one is behind a router or firewall, running an out of date or pirated copy, no one has a ping below 200, possibly make sure no one is running Windows ME (I'm not sure on that one personally) and take time out before hand to hope for the best, you can maybe get a game going with four people. However, even if you do get it going, you can expect to be playing for an hour and only be at 3200 BC. It's really, really, really, laggy.
I have never heard of any games getting started with more than four people, but they may be theoretically possible.
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ggerrietts
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Bay Area, California
Sep 2002 time: 05:23
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Is the router/firewall issue a simple matter of port discovery at this point, or do we think the networking code is doing something stupid, like use externally-perceived IP addresses in addressing game-level packets?
Is the NAT/routers/firewalls problem only with hosting, and not with playing? I tried to get into the only available game I saw last night, and found that it had disappeared by the time I managed to get in -- or it crashed, or whatever.
Has anyone done work to identify whether it's the NAT or the firewall that causes the problem? I have some spare routable IPs but I don't really have anyone I know, that I can test with (and it'll be well into the evening, PDT, before I can be available to put a couple hours into it, anyway).
Do we think the problems have to do with the way the networking code was written, or is it just buggy code? In the latter case, there's very little that we can do to ease the pain; it's all about bugfixes. But in the former case, whole network topologies may be excluded from play.
I'm a little disappointed that the primary selling feature of this $30 add-on (namely, the multiplayer support) seems to be the piece that received the least amount of attention, in favor of inventing new game modes. I would have happily avoided turnless or regicide or whatever, if I could at least play the game against real people with distinct personalities.
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SpencerH
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Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002 time: 23:23
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quote: Originally posted by monkspider
Thanks Boris 
I'm monkspider@hotmail.com
Now on the topic of more than one on one matches, I have been getting some PMs asking if there is any way whatsoever to play in games that have more than 2 humans. It *is* possible, but I can only advice that the most masochistic of souls try it.
If you follow the advice outlined in this thread, make sure no one is behind a router or firewall, running an out of date or pirated copy, no one has a ping below 200, possibly make sure no one is running Windows ME (I'm not sure on that one personally) and take time out before hand to hope for the best, you can maybe get a game going with four people. However, even if you do get it going, you can expect to be playing for an hour and only be at 3200 BC. It's really, really, really, laggy.
I have never heard of any games getting started with more than four people, but they may be theoretically possible. |
I just dont get this. 8 people playing PBEM with broadband could have a faster game than what you're describing. Surely multiplayer doesnt require the same amount of data movement as sending bics everywhere. How can it be so slow ?
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notyoueither
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of naught
Aug 2001 time: 22:23
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quote: Originally posted by metalhead
notyoueither, I wouldn't say they are false. I tried entering 4 different games, and crashed every time. Now, it is possible that after I went to bed, less traffic or server maintenance or some other factor allowed it to function properly, but even with low pings, everyone that was trying to play the same time as me (9-11 PM EST) was not able to play. |
You may have a point about server load at GameSpy. I am not too familiar with how that works.
I can say that I responded to say that it is possible to play with 3 or 4, or more, players.
I have hosted 7. That game was very slow, due to the number of players and geography, but it can be done if all the players have figured out what they need to do to be successful.
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Zamphyr
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quote: Is the NAT/routers/firewalls problem only with hosting, and not with playing? I tried to get into the only available game I saw last night, and found that it had disappeared by the time I managed to get in -- or it crashed, or whatever. |
Games are only up while the are being formed, you snooze you lose.
quote: Is the router/firewall issue a simple matter of port discovery at this point, or do we think the networking code is doing something stupid, like use externally-perceived IP addresses in addressing game-level packets? |
the readme has all the port forwarding info in it. As for your offer to test, please do. I have the game on 3 machines on my LAN. All can join games(or host for that matter) but they cannot join the same game. This means my roomates and I can't get into a war with our buds in MD. I've heard there are programs to mask/adjust external and internal IP's but don't know that much about them.
Again any help is welcome.
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