Can not connect to any games

Well, it turns out I can not join multiplayer games...

I can't customize my router settings since my ISP is Maimi University (Ohio). I don't have windows FW on. I am using McAfee enterprise, but even with that disabled I still can not connect. I have no problems joining any other games I have installed (WC3, DoW, Valve games, any MMO)... I know at least WC3 uses the same 6112 port. The Ironclad Online is working, I just get an indefinate pause when trying to connect to a game.

I couldn't find anything on these forums that helped. I don't have the MS apps that usually prevent the game from running, and everything else seems to be telling me to make changes with the network that I can not do.

I like the game, but with the the inability to play multiplayer, it isn't worth it. Help would be apreciated before it finds it's way to the recycle bin.
2,912 views 9 replies
Reply #1 Top
Also, I forgot to mention that I'm behind an app called "Cisco Clean Access Agent" in order to get on the internet.
Reply #3 Top

You are not going to be able to play multiplayer. I don't know how many times I've already said this, but there is a big difference between simply having ports OPEN/ALLOWED and ports/traffic FORWARDED. Your University would have to FORWARD ALL incoming traffic to them on TCP ports 6112, 6000 for the game to work with its current network structure. I don't see that happening. (Not to mention, that even if they "forwarded" those ports to only you, that cisco CAA would most definately be setup to not allow the game traffic).


the Monk
Reply #4 Top
You only need those ports forwarded if your going to host -- doesn't matter for joining another's games.
Reply #5 Top
You only need those ports forwarded if your going to host -- doesn't matter for joining another's games.
End of quote



That's right, you don't need the ports forwarded unless you're wanting to HOST, however since many SOHO routers tie NAT-relaxing to port-forwarding forwarding the traffic even when not wanting to host is the best way to make sure that everything will work just fine (including "migrating" to another host should the original host disconnect).

The OP has other issues though:

1. He seems to have to run a UNI-provided firewall-client (the Cisco CAA) which almost certainly is why he can't connect. (the admins there would have to make exceptions for Sins in the cisco software)

2. For hosting they (the UNI) would have to "forward" all traffic on the two TCP ports to his system. (which we both know won't be done)


the Monk
Reply #6 Top
I don't see why the Cisco agent would prevent me from joining games, it doesn't on any other games and it doesn't prevent me from using IRC, even when sending out files.

I know hosting is out of the question, but for joining the games I don't see why I shouldn't be able to configure the game like all the other ones I can play with.
Reply #7 Top
Does anyone even read my posts? lol (as I remember saying this a few times already.......or maybe that was a dream I had....hehe)

TCP = connection-oriented protocol (very stable, and in essence is like a telephone conversation, both sides need to "acknowledge" message transmission)


UDP = connection-less protocol (great for spamming, like using a "walkie-talkie" instead of a telephone)


"Most" of the games you're talking about use mainly UDP as their transport backbone. Sins uses TCP so that it can provide a stable game environment (ie. updates between client locations aren't GUESSED at, they're VERIFIED) When you're playing an FPS or another RTS and you see "teleporting", "bullets dissapearing" etc. blame UDP not lag!


Having said all this,

TCP requires (for most things) bi-directional traffic. Which means the HOSTS and CLIENTS are treated the same and therefore need the same attention to network config.

UDP requires nothing of the client, just send, send and send the data, IF the data gets there, great, if NOT I'll just send it again. This means the HOSTS require network config, but the clients can be as dumb as doornails, just keep spamming that network traffic!  :D  Highly in-efficient network code!


thanks,

the Monk
Reply #8 Top
Battle net uses TCP 6112, half life uses TCP 27015, IRC uses 6000-6thousand whatever TCP, WoW uses 3724 TCP and all of those those work perfectly fine for me.

I've read your posts, but they do not satisfy my problem.

If the dev's confirm that I'm fucked then I've wasted 60 dollars for a very shitty service. If that's the case then is there a way to wipe the keys off my account so I can turn around and sell the game and make at least some money back? I'll dump it off to someone else on this campus so they can deal with it.
Reply #9 Top
Battle net uses TCP 6112, half life uses TCP 27015, IRC uses 6000-6thousand whatever TCP, WoW uses 3724 TCP and all of those those work perfectly fine for me.
End of quote


That's right! How many of those require "bi-directional" transport on said ports that isn't using NAT-T type "tunneling"?



I've read your posts, but they do not satisfy my problem.
End of quote


Most people that you cannot connect-to, or stay connected-to are contributers to your connection woes themselves. I know I've said that before somewhere.  :) 



If the dev's confirm that I'm fucked then I've wasted 60 dollars for a very shitty service. If that's the case then is there a way to wipe the keys off my account so I can turn around and sell the game and make at least some money back? I'll dump it off to someone else on this campus so they can deal with it.
End of quote


Where does it say that a game has to work in every capacity for everyone? Having said that, the devs are constantly improving everything about Sins. I'm sure the hosting issues will be mitigated with another update.

Your main issue (not being able to connect to games) is actually being "worsened" by the HOSTS (without knowing it) of the games you're trying to connect to. Re-read my thread on NAT-filtering and you'll understand exactly what I'm talking about (the HOSTS not relaxing their NAT enough, and you at the university are probably behind a strict-NAT setup). The NAT issue is often mitigated by employing "port-forwarding" which unfortunately you aren't in a position to do.


the Monk