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Multiplayer

Posted: Sat Dec 13, 2008 9:38 am
by Kaiser1918
Anyone tried this already?

Posted: Sat Dec 13, 2008 4:01 pm
by Alan_Bernardo
Kaiser1918 wrote:Anyone tried this already?


This has been asked before.

It's always a good idea to do a search before posing questions. :)


Alan

I think

Posted: Sat Dec 13, 2008 6:40 pm
by razorbackjac
Kaiser1918 wrote:Anyone tried this already?

Their still having problems with it but they are working hard on updates. So to answer your question. I don't think multi-player is ready yet. :D

Posted: Sat Dec 13, 2008 9:53 pm
by calvinus
Last time the Multiplayer has been tested was before the release of 11th.

I remember only one problem: an erratic loss of connection/synchro between server and client.

I have to double-check the multiplayer engine as soon as possible.

Posted: Wed Dec 17, 2008 10:59 am
by calvinus
Yesterday night I fixed the Multiplayer bug: as I wrote, it's a loss of connection due to the loss of synchornization in the execution of orders and actions.

The problem is anyway partially solved, because I realised that the Multiplayer mode is not compatible with the WEGO!

So I had to force the "Strictly turn-based" mode when playing in Multiplayer.

Tonight I will do further deep tests, and I hope to "close" this issue within tomorrow, so that the Multiplayer engine will be considered as fixed and working 100% in the next official patch 1.05C! :love:

Posted: Wed Dec 17, 2008 12:44 pm
by Kaiser1918
I do not know whether I would like the WEGO mode in multiplayer. I thought the boardgame mode was much more suited to fast action ping pong play. Anyway, glad to hear it's moving on since I suspect the AI will be overwhelmed soon by clever human players.

Posted: Wed Dec 17, 2008 1:26 pm
by Tamas
Kaiser1918 wrote:I do not know whether I would like the WEGO mode in multiplayer. I thought the boardgame mode was much more suited to fast action ping pong play. Anyway, glad to hear it's moving on since I suspect the AI will be overwhelmed soon by clever human players.


I would clearly prefer the strictly turn based mode for MP anyway, yes.

Posted: Wed Dec 17, 2008 1:52 pm
by calvinus
Kaiser1918 wrote:Anyway, glad to hear it's moving on since I suspect the AI will be overwhelmed soon by clever human players.


Surely clever human players will be always better than AI, with all games (not only WW1) and in all times! Even in 2050! :thumbsup:

Anyway, I believe that the corrections in supply checks and the Redeployment AI will make soon the game a bit thougher. In addition, the AI has yet a wide space for tweaking and improvements! :thumbsup:
As soon I close all pending issues, I can concentrate my efforts on AI improvements, finally... :neener:

Posted: Wed Dec 17, 2008 2:22 pm
by Bruit Bleu
I think Wego mode is more suited for multiplayer than strictly turn based ! :tournepas
In Wego, you don't have to wait for other players to do their turn, you do yours at the same time. The games are faster, especially if there are four players !

If the game was a Pbem, strictly turn based should be nice, but in direct connection where time is short, Wego is more adapted don't you think ?
However may the game be better on a strictly turn based mode ? I don't know the original boardgame...

And if Wego is incompatible with multiplayer, the question is irrelevant ! :)

Posted: Wed Dec 17, 2008 2:36 pm
by calvinus
The WEGO is not compatible for the following reason:

Most of times, the execution of orders cannot be performed "in synchro" on all connected PCs (different specs, network traffic deadlocks, bla bla bla...), so some orders are executed before others in a different manner on one PC rather than another one...

Movements are orders, movements generate battles, so battles may be enqueued in a different way on one pc as compared to another one!

So what happens..??? On the server PC I finght in Paris, on the client I fight in Grenoble!!!!!!!

A MESS!!!!

The only solution is to force the Strictly turn-based mode: one player at a time, so the sequence of orders is always the same on all clients/server.

I have to try it tonight... let's hope! :D

Posted: Wed Dec 17, 2008 2:43 pm
by vonRocko
calvinus wrote:
Anyway, I believe that the corrections in supply checks and the Redeployment AI will make soon the game a bit thougher. In addition, the AI has yet a wide space for tweaking and improvements! :thumbsup:
As soon I close all pending issues, I can concentrate my efforts on AI improvements, finally... :neener:


I think it is great that we have reached this point! We can start looking at the AI. Just a month ago,this game was unplayable. I played several hours last evening,problem free :thumbsup:
I already noticed a tougher and more aggressive AI! ;)
Calvinus, you have done one hell of a job! I'm having a great time with this.Thank you Phil and Calvinus and everyone else who produced this game. :coeurs:

Posted: Wed Dec 17, 2008 3:43 pm
by Tamas
vonRocko wrote:I think it is great that we have reached this point! We can start looking at the AI. Just a month ago,this game was unplayable. I played several hours last evening,problem free :thumbsup:
I already noticed a tougher and more aggressive AI! ;)
Calvinus, you have done one hell of a job! I'm having a great time with this.Thank you Phil and Calvinus and everyone else who produced this game. :coeurs:



I agree. :) Also nice to see that despite the big improvements, Calvinus has not slowed down one bit.
Please, spread the word on the Internet wherever you can. The bumpy release should not deny from the game the attention it deserves.

Posted: Wed Dec 17, 2008 3:44 pm
by calvinus
Tamas wrote:I agree. :) Also nice to see that despite the big improvements, Calvinus has not slowed down one bit.
Please, spread the word on the Internet wherever you can. The bumpy release should not deny from the game the attention it deserves.


I go on vacations on saturday!!! :happyrun:

Posted: Wed Dec 17, 2008 3:59 pm
by Tamas
calvinus wrote:I go on vacations on saturday!!! :happyrun:


Good. :)

I agree

Posted: Thu Dec 18, 2008 12:30 am
by razorbackjac
Tamas wrote:I agree. :) Also nice to see that despite the big improvements, Calvinus has not slowed down one bit.
Please, spread the word on the Internet wherever you can. The bumpy release should not deny from the game the attention it deserves.

We should help to pass the word on this game. Hopefully more gamers will buy and get into it. Also to help with positive information due too negitive reviews and threads else where. :(


I think there is a Classic here! :thumbsup: