Multiplayer lives!

I just wanted to go on record saying that multiplayer lives and that the 0.82 patch has made it stable. 

Game: 4 human players (3 custom & 1 Krynn) + Many AI (All standard races + 2 custom) + Abundant Minors / Gigantic = Playable without stability issues.

 

1 little jab is I don't want it limited to 4 humans. I get the logistics of more humans = slower turns, but thats why they invented cattle prods. Last night we had to have an odd man out, and if the others would have had time there would have been a few... Maybe enough for a 2nd game, but I would like to see the cap of 4 raised. Let the players decide if there are to many others dragging their game speed down ;) 

 

We managed to play for some hours last night without crashes. We did have 1 drop due to ISP issues, but autosave was loaded and we got right back into the groove. Great work Stardock!

1,711 views 4 replies
Reply #1 Top

HYep, finally works, and it's fun as hell. The most annoying thing now is that auto upgrading buildings are still bugged, showing up multiple times in the queue. I'd also wish NO TECH TRADING could be integrated as soon as possible, since for many of us I'd think that's important for multiplayer (and for me in single player as well).

Reply #2 Top

Quoting NorsemanViking, reply 1

I'd also wish NO TECH TRADING could be integrated as soon as possible, since for many of us I'd think that's important for multiplayer (and for me in single player as well).
End of NorsemanViking's quote
Yes, that would be great. In the meantime, while browsing the XML files I found that there's an XML attribute to tech named "AICannotTrade".

I do not know whether the AI will honor this flag, and I have in no way tested this, but here are two mods that are beta 5.2 copies of the techdefs with this flag set on every single technology:

AICannotTrade beta 5.2 (fixed)

AICannotTrade beta 5.2 (not fixed)

Two versions, because one is a straight copy of the official tech files (not fixed) and the other is a straight copy of the TechFiles my BugFix-Mod uses (those are the original 5.2 files with a few bugs removed).

Again, just to make sure:

I did not verify these mods. I just patched these quickly together after reading your post. So why not try out whether this works properly? (Only applies to new games, not for saves)

Reply #3 Top

When it comes to trading tech's the option to just disable it would fit some cases. I personally like being able to buy some techs. They do need to tweak the values a bit more though.

Reply #4 Top

Certainly does not live for me and four others who have tried hosting separately and each time we were unable to restore a game. The main issue right now seems to be loading a save game.