Had a game where an Erebus just misted to the flag infront our citadel and then sat there until the end - totally gimping all our forces as they left our base - we had catapults that ended up useless really.
Shuurajou
I'd suggest mailing this to [email protected] or there's no guarantee this'll go to the right people.
The concede option would make an excellent addition. I think that it's implementation should be carefully considered though. I think that, when it comes to 'ranked' games, such as Pantheon, perhaps the whole team must agree to concede before someone is allowed to concede without penalty. This might actually be a good way to handle it anyway. An example use case with a 3v3 could be below... I've tabbed out the alternate scenarios. A1-User: Player #1 hits 'Co
If I click multiplayer in a game, it's because as customer I want to be playing against other humans. That's my end game here. If I didn't, I'd click to play single player. Unless someone specifically adds bots in a custom game, can we get rid of these annoyances? If someone drops give them the opportunity to surrender and end the game, rather than replace with bots. I'm sure there are many use cases the developers need to look at, but really, this has to change.
Can I suggest you mail this to [email protected] - then you'll have to get a response & have a ticket number to track the problem?
No issue for me. I'm on virgin 50mb cable (not DSL). Any altering of packet handling for P2P will become less tolerant in the future. It's not just dodgy people doing it now-a-days; Blizzard use bittorrent, as does the PS3 when it comes to metal gear solid updates. It's important to remember 'we do not support' essentially only means if you got problems with P2P, our tech support won't help you make it work. Besides, there's only so much Virgin are allowed
It would be good to know if Stardock/GPG acknowledge the issue or already know about it? Update: I mailed this through to support and it's been passed onto devs.
Currently, the custom games list auto refreshes at certain intervals (or so it would appear). If you select a game (so it is highlighted), and an auto refresh occurs before you are able to click the 'join game' button - the selection is lost. This selection seems to be lost regardless of whether or not the auto refresh caused the selected item to move up or down the page. It seems obvious this is not how it is intended to work, as otherwise there would be no 'join game' button
Yeah, this seem to be an issue. Whilst it's possible to get the games together sometimes they just flake apart to verying degrees.
FYI ImpulseReactorOptions doesn't support enabling port 6000 or 6001.
Really good patch this one. Only problem I've had so far is that mid game all players can drop...
I hope you're taking sleeping bags into the office for power naps :P.
Cool - didn't know that.
In the mean time, it might be worth while trying this software to confirm your ports are truely forwarded.
It's a known bug that your simspeed can be stuck on zero. Frogboy mentions it at the bottom of his thread here .
From my experience since the patch I have experienced a larger number of crashes on connection failures. All my ports have been tested as open also, so that shouldn't be the cause - even if they weren't - shouldn't cause the game to crash.
Can you provide any more information? The wording you're using is quite difficult to interpret. You can't login? o_O
I'd imagine it might start sooner - last time I think it started way before the 'scheduled' Pantheon (according to the pantheon screen in game).
All sounds good to me! For the demo, I'm thinking you could limit it in a number of ways (I'm not suggesting you do all). Limit the number of demigods that the player can play with. Choose their username for them to something boring DEMOUSER01 or something. Limit the number of maps that they can play on. Limit the number of game types custom only? Limit the number of levels that their demigod can reach? Limit the amount of time that they can use
Thanks for the update. I'm just starting work now :'(. When you wake up, it'd be good to understand if you perhaps going to release the favor/achievements fixes as a regular patch, and the proxy/connectivity stuff as a beta patch? Or both as one beta patch? Cheers!
Be interesting to see this beta today.
This is the closest around at the moment for Demigod: v1.0.105 (EXE version) v1.0.055 on Impulse. http://forums.demigodthegame.com/348970
If say I have a pocket of 7 towers and one at the front, does that one at the front which perhaps has the range to attack an enemy, and links to the 7 behind, carry the power of all 8 in that shot?
Once the major issues are resolved, please keep doing these updates. Those that don't wish to read them need only avert their eyes elsewhere and those of us that do (I think the number is big enough to justify their continued existence) can continue to enjoy :).