How to load a LAN game ?

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guidobaldo
Posts: 6
Joined: Tue May 24, 2005 9:09 pm
Location: Italy

How to load a LAN game ?

Post by guidobaldo »

Hi everybody

I know it may seem a stupid question, but I cannot understand how to load a (save) LAN game ?
Anybody can help me ?[&o]

Thank you in advance !
Exodus
Posts: 5
Joined: Tue Sep 13, 2005 9:42 am

RE: How to load a LAN game ?

Post by Exodus »

I have the same problem !

How is it possible to load a saved game multiplayer ? When I click on remote game, it seem I don'have the possibility to load anything... just start a new one !![:@]

Please help !! [&o]
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ericbabe
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RE: How to load a LAN game ?

Post by ericbabe »

I think this might be in the FAQ in the readme.txt file. Basically you just start a new game -- but be sure to pick the nation that you want to play in the game that you're going to load. Once you get into the game then the host player can open a game from the "Game" menu. The game that is loaded is then sent to all the players (and they continue playing the nation(s) that they picked during game setup.

FWIW: we are having a critical LAN problem with 1.1 -- a bug introduced by the change in linker models made from 1.0 to 1.1. I've fixed it for 1.2, which should be available fairly soon. You *may* be able to play TCP/IP games in 1.1 -- it was working on one of my machines -- but I would expect that in general that TCP/IP is not working in that version.

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Exodus
Posts: 5
Joined: Tue Sep 13, 2005 9:42 am

RE: How to load a LAN game ?

Post by Exodus »

Thank you Eric !
I will try as soon as i get home..

PS: in fact we are playing vers. 1.0 waiting for 1.2... great game anyway
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ericbabe
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RE: How to load a LAN game ?

Post by ericbabe »

Are you having any other bugs in TCP/IP 1.0? There was one report that I haven't been able to confirm of these two bugs:

1) sometimes the labor allocations (in the Development Advisor) become reset to default values on client computers

2) treaties proposed by client computers are sometimes lost

I've only been able to put a few hours in trying to confirm these myself, and didn't have any success duplicating them; but if you or anybody else comes across these issues in particular, please let me know.


On reporting TCP/IP bugs: The TCP/IP code is "sensitive" to the order in which players resolve their turns. So a bug might sometimes show up if the client finishes his turn before the server, but not when the client finishes after the server. If you find any bugs in TCP/IP, if you could note whether they happen only when the client finishes before the server, or vice-versa, or whether the order doesn't matter, this is a great help to me in isolating the bit of buggy code.

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