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TCP/IP Mulitplayer group interest
Posted: Sat Aug 13, 2005 12:55 am
by TheBug67
I was just wondering if there was any interest in forming a TCP/IP game that would be played one or two times a week on a set night(s) during evening hours EDT time. Maybe starting around 9pm and running for a couple hours, say till 11pm. I have a Teamspeak server so voice comms could be used. Also I have a cable connection that is quite stable.
If you're interested, post what days would be good for you. Also would need to test all connections to insure any potential players don't have connection issues before joining.
Please be honest with your availabilty and commitment.
-Tom
RE: TCP/IP Mulitplayer group interest
Posted: Sat Aug 13, 2005 1:21 am
by ian77
I think you will find many of us interested, problem is that prior to 1.1 it was not working very well, and 1.1 does not claim to have fixed any of the faults.
Maybe it is time to start experimenting again, and discover and list as many of the problems as we can find? The major difficulties were the inability of players to see each others chat, just the server, production sliders reset every time as if starting a brand new game, and all non server players had control of each others countries... and if player 8 wanted to take his spanish turn he had to click end turn on all the others (except for the servers nation) if Spain finished his spanish move before everyone else had clicked end turn all the way to the end of turn waiting lobby, the turn automatically resolved even while players were in the middle of giving orders..... this is a real game breaker....
Ian
RE: TCP/IP Mulitplayer group interest
Posted: Sat Aug 13, 2005 1:32 am
by TheBug67
Ahh, thank you for the info. I wasn't aware of all the issues. Guilty of not looking into it enough. But if there is a chance it was fixed in the patch I'm willing to at least give it a test run.
Generating an interest and making contructive efforts might be the best step in getting any possible issues addressed.
RE: TCP/IP Mulitplayer group interest
Posted: Sat Aug 13, 2005 1:34 am
by ian77
I am not aware of anyone checking post patch, pretty sure nothing was fixed.
Ian
RE: TCP/IP Mulitplayer group interest
Posted: Sat Aug 13, 2005 11:09 am
by MarcelJV
Check the Support Forum where I posted a TCP/IP bug. Basically you can connect and play through the first turn, setting orders. Then when you run the turn, you get the AI players thinking and when they are done thinking, and the actual unit movement is about to start you get a Plato MFC error (for windows XP users) or a memory Access error (winodws 2000).
I have tested this on my lan. Prior to the patch you could actually play through the turns, even if you could give orders for other players, you could play. There is some work to do on this feature.
I am all for a TCP/IP group and would like to do it, but until we get a fix we will not get far. Feel free to test this out if you like, just to confirm, since I am the only one to report this. I expect no one else has tried it.
RE: TCP/IP Mulitplayer group interest
Posted: Sat Aug 13, 2005 11:25 am
by nukkxx5058
TCP/IP simply never worked for me (3 attemps but never been connected on both either client or server mode).
I am waiting for the multiplayer patch...
I'd love to play CoG with TCP/IP.
RE: TCP/IP Mulitplayer group interest
Posted: Sat Aug 13, 2005 11:29 am
by nukkxx5058
ORIGINAL: MarcelJV
Check the Support Forum where I posted a TCP/IP bug. Basically you can connect and play through the first turn, setting orders. Then when you run the turn, you get the AI players thinking and when they are done thinking, and the actual unit movement is about to start you get a Plato MFC error (for windows XP users) or a memory Access error (winodws 2000).
I have tested this on my lan. Prior to the patch you could actually play through the turns, even if you could give orders for other players, you could play. There is some work to do on this feature.
I am all for a TCP/IP group and would like to do it, but until we get a fix we will not get far. Feel free to test this out if you like, just to confirm, since I am the only one to report this. I expect no one else has tried it.
Just a remark: I understand that often IT is a big mystery. But how is it possible that the dev team claims TCP/IP works well without any problems ??? I never heard about anybody claiming they succcesflly played in multi mode except dev. team!
RE: TCP/IP Mulitplayer group interest
Posted: Sat Aug 13, 2005 10:54 pm
by TheRockSal
Yes, it would be nice to get these games working..I would LOVE to play some TCP/IP and 9pm east, 6pm west is perfect for me any night of the week..hope they get it working correctly.
RE: TCP/IP Multiplayer group interest
Posted: Wed Aug 17, 2005 5:21 pm
by ETF
Wow i didn't realize how bad MP gameplay was? I won't be buying this game until the above issues are fixed!!
RE: TCP/IP Multiplayer group interest
Posted: Thu Aug 18, 2005 12:50 am
by TheBug67
Although I agree that the TCP/IP issues are something that should be addressed and fixed quickly. But I really don't feel that their lack of function should be a limiting factor in your decision to buy this game. IMO, the value of the gameplay is worth the monetary cost.
But I in no way wish to give the impression of white washing, some of the of the games shortcomings. I am hopeful that the fine effort made in producing the game will carry over into the efforts made to polish the rough edges.
RE: TCP/IP Multiplayer group interest
Posted: Fri Aug 19, 2005 7:15 pm
by ETF
Well I only LAN play games as I usually find the AI pathetic in almost all Wargames. Mind U WiTp and HTTR are probably the only exceptions I have seen. I did after all just order the product I truly hope the MP aspects are quickly addressed. I think Gone are the days wargamers were stuck in their respective basements with no friends. TCP/IP is a MUST for any future wargaming products IMHO. [:D]