Multiplayer 3+

Pumped by the newest hotfix release, a group of us determined to play multiplayer attempted to start a game.  It took quite a while for us to come to this conclusion and a grand amount of attempts to determine. It appears that we cannot get the game to support more then 2 players at this time. During loading of each attempt peers were disconnected at or before the start of turn 1. We attempted to remove one player thinking there may be some sort of port issue with multiple users accessing from the same IP. That however did not solve the matter for us. I reduced the game size down to tiny and put all settings on the minimum. Still no luck. Thinking it could be one or another persons connection we attempted various hosts and missing each player in an attempt to load numerous players. We began reducing the count. Finally when each game was down to just 2 players we were able to load, and play games. Adding a 3rd to any variation we attempted resulted in the same peer disconnection issue we faced. My only thought is perhaps there needs to be a brush up on how the game relays information to more then one user? Maybe it was just our dumb luck, though the number of attempts would suggest otherwise. Has anyone been able to connect more then 2 users and play?

 

All that being said, the game is amazing and this isn't a complaint... though it was a frustrating process of attempting to play today. I love the game, my friends do as well. We just want to be able to crack heads together... and also I wish to crush and devour them but don't tell them that. in fact... forget that last part. This is not the comment your looking for.I would be interested to know if others have had any success with this yet. 

13,201 views 20 replies
Reply #1 Top

This continues to be a problem for us. Has anyone made it work with more then 2 human players?

Reply #2 Top

Bump. REALLY would like to know if others have had the same issue.

Reply #3 Top

We are still trying to get it to work properly with 2 human players, let alone more than 2.

Reply #5 Top

That would be amazing! I'll of course post reports on experiences in this matter.

Reply #6 Top

Thanks for your feedback. And yes we are focusing on multiplayer stability in patch 2.

Reply #7 Top

I'm curious to know if anyone has been playing multiplayer lately? We have had a total inability to play games multiplayer since I want to say patch 2. 

Reply #8 Top

I have yet to see anyone else in the MP room that you enter from within game...

Reply #9 Top

I was waiting for beta 6 to see....

Reply #10 Top

Quoting Ed1975, reply 8

I have yet to see anyone else in the MP room that you enter from within game...
End of Ed1975's quote

Typically I only see 1 other open lobby, but given the current state of multiplayer I really can't blame others. We have spent hours attempting to get a game going but rarely make it to turn 5+ if we get through a turn. 

 

@Seilore I have been saying that with every patch ;)

Reply #11 Top

Quoting Mohobie, reply 10

@Seilore I have been saying that with every patch
End of Mohobie's quote

I know I keep waiting mainly for the game to stop crashing otherwise you spend more time attempting to get around the crashing than actually testing the game play mechanics in the game itself.  Being beta 6 is a release test I'm hoping and have full confidence that it will be good to go very soon.

Reply #12 Top
Quoting Seilore, reply 11
Quoting Mohobie,

@Seilore I have been saying that with every patch



I know I keep waiting mainly for the game to stop crashing otherwise you spend more time attempting to get around the crashing than actually testing the game play mechanics in the game itself.  Being beta 6 is a release test I'm hoping and have full confidence that it will be good to go very soon.

End of Seilore's quote

Yeah me too.The first time we played multiplayer me and Seilore got to turn 120-130 the 2nd time we gave up at turn 41 after several hours of constant crashing I hope Beta 6 fixes this as I want a rematch without the game crashes.

Reply #13 Top

Quoting Echillion, reply 12

Yeah me too.The first time we played multiplayer me and Seilore got to turn 120-130 the 2nd time we gave up at turn 41 after several hours of constant crashing I hope Beta 6 fixes this as I want a rematch without the game crashes.
End of Echillion's quote

I'll be waiting

Reply #14 Top
Quoting Seilore, reply 13
Quoting Echillion,

Yeah me too.The first time we played multiplayer me and Seilore got to turn 120-130 the 2nd time we gave up at turn 41 after several hours of constant crashing I hope Beta 6 fixes this as I want a rematch without the game crashes.



I'll be waiting

End of Seilore's quote

Cool let me know when :grin:

Reply #15 Top

In your games have you used custom races? It appears that we can play provided we do not use any custom races

Reply #16 Top

I played stock Terran and seilore played Stock Altarian and we had all other races as AI opponents and we even played on a smaller map for the 2nd game went down from insane to immense I think?

Reply #17 Top

I have yet to give either of those map sizes a good go in MP. We have been hanging around on huge maps.

Reply #18 Top

Quoting Mohobie, reply 17

I have yet to give either of those map sizes a good go in MP. We have been hanging around on huge maps.
End of Mohobie's quote

In the current version of the game Huge is the largest multiple player map and at this point custom races are disabled.  I hope they bring that back soon, however, to get the game working with multiple human players and not crashing or failing to load they have limited it to this at this point.  It is playable now with those limited features.

Reply #19 Top

yeah I actually observed the custom races being disabled last night. I didn't notice the map size limitation. I also noticed planetary invasions is no longer animated but thats a different topic.

 

I'm ok with them installing these limits in an effort to track down and correct problems. We know startdock will have them back in when they are stable. This is actually a brilliant way to raise the multiplayer stability for release. Although it takes away a bit, stability is key.

Reply #20 Top

Quoting Mohobie, reply 19

I'm ok with them installing these limits in an effort to track down and correct problems. We know startdock will have them back in when they are stable. This is actually a brilliant way to raise the multiplayer stability for release. Although it takes away a bit, stability is key.
End of Mohobie's quote

Exactly, just miss them now that we were spoiled with them, even if they weren't working correctly...  Oh well, like you said they'll be back eventually, hopefully sooner than later.