Author Topic: 2 fold problem in a 12 hour so far game.  (Read 4527 times)

Offline keith.lamothe

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Re: 2 fold problem in a 12 hour so far game.
« Reply #15 on: November 07, 2012, 02:07:41 pm »
Oh well.... this is an interesting revelation, we're playing this as we're posting by the way...
What did you DO? ;)
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Offline x4000

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Re: 2 fold problem in a 12 hour so far game.
« Reply #16 on: November 07, 2012, 02:10:39 pm »
Mostly it's just our concern that the other player cannot connect because it won't transfer sync data, meaning they just cannot connect to the game anymore unless we run the game alone now.
For diagnosis purposes:

1) If you host a new game but wait before actually clicking "start game", can the other player connect in the lobby?  If so, does Start Game work properly with both still connected?

2) If you start a new solo game and enable a second player slot via Manage Players (on the escape menu), can the other player connect?

Thanks :)

Since they already got it connecting simply by changing the network delay, that's all moot.  Hopefully they mean Network Sync Size instead of network delay, though -- the sync size only affects what happens when they first are connecting to one another, and so makes them able to connect properly without affecting game speed.

The network sync size was something I added in as a workaround for busted network drivers, fyi.  So generally when that has to be employed, that means that actually network driver upgrades and/or router firmware is probably out of date in general.  But the network sync size itself can work indefinitely as a workaround if you prefer.
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Offline Mánagarmr

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Re: 2 fold problem in a 12 hour so far game.
« Reply #17 on: November 07, 2012, 02:21:02 pm »
That looks like a buttload of vary angry SFs. Possibly threatfleet, but I'd say SFs. On low caps...that's a LOT of angry SFs xD
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Offline Dressari

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Re: 2 fold problem in a 12 hour so far game.
« Reply #18 on: November 07, 2012, 02:34:05 pm »
Mostly it's just our concern that the other player cannot connect because it won't transfer sync data, meaning they just cannot connect to the game anymore unless we run the game alone now.
For diagnosis purposes:

1) If you host a new game but wait before actually clicking "start game", can the other player connect in the lobby?  If so, does Start Game work properly with both still connected?

2) If you start a new solo game and enable a second player slot via Manage Players (on the escape menu), can the other player connect?

Thanks :)

Yes on both accounts we can still do either of those options. However in order to do it we have to completely restart the game otherwise it tries to sync up with the incorrect sync data this is often the screen I am presented with when trying to connect with out restarting.


As for what we did our tactics was two fold. My job was hit and run with cloak's, Planes and Autocannons. Where as Brute's job was the main fleet. We both handled defense as when needed.

When we got to the first choke points down south at Shipakai I would take out each of the tachyon guardians to enable scouts and my ships to go through undetected. I would then hit targets of opportunity and take out AI core's that were mostly undefended or didn't have counter attack guard posts on.

Brute would then mop up remaining enemies or handled general defense. Once we got our hands on a Botnet Golem (Using a combination of cloaker starships, engineers and colonization ships) we turned the tides and started using the AI's own ships against them so we could push them back upto the point we got to at the screenshots now. There was a point the AI made a mass retreat and we thought: "Oh awesome clear run".

I'd like to point out we did NO colonization of the large section to the west until we set up our second choke point and knew we could hold it, so all there was a lot of unclaimed planets.

We set up our second choke point and waited... until we found out the AI had that massive fleet. Which would be FINE if the game didn't lag so much as a result of it XD

Offline orzelek

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Re: 2 fold problem in a 12 hour so far game.
« Reply #19 on: November 07, 2012, 05:19:50 pm »
SF has no cap.. or it has ?  8)

Offline TechSY730

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Re: 2 fold problem in a 12 hour so far game.
« Reply #20 on: November 07, 2012, 05:21:13 pm »
SF has no cap.. or it has ?  8)

It has a cap. It's pretty darn high, but there is one. ;)

Offline Mánagarmr

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Re: 2 fold problem in a 12 hour so far game.
« Reply #21 on: November 07, 2012, 06:32:35 pm »
SF has no cap.. or it has ?  8)

It has a cap. It's pretty darn high, but there is one. ;)
And it increases by 5% with every SF post in human territories.
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Offline keith.lamothe

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Re: 2 fold problem in a 12 hour so far game.
« Reply #22 on: November 13, 2012, 03:45:20 pm »
Sorry it took me a while to get around to this, but for 6.006:

Quote
* Special Forces now combines ships into carriers if SF non-carrier'd population gets over 3000 (aims to bring it down to 1500 or so).
** These carriers, and any ships they deploy, will all be Special Forces and follow that logic.
** Thanks to Dressari and Bruteforce123 for reporting a case where there were so many SF ships flying around it was causing massive lag just from that.

You guys have like 20k SF ships bopping around in there, in addition to a rather large amount of threat.  But once the carrier combination happens (be patient, it happens a couple minutes after I load the save, and the combination itself takes a moment) the game resumes a playable form ;)

Thanks for letting us know!  I hope to have 6.006 out this evening.
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