[quote who="Frogboy" reply="21" id="2081727"]Diplomacy.[/quote] You are replying to me? Why can't the new player just take over the diplomacy? When someone leaves the AI takes over anyway.
slurple
[quote who="Ron Lugge" reply="18" id="2081620"]Slurple, I don't know what the hurdles are either... I just know that you can't do that with desynchs, so trying to do that with regular game states probably won't work either. Actually, I may be wrong on that; it might be the reason you can't do it with desyncs is because 'whose version is right' kinda issues -- plus, once a desync has occured at all, you can guarantee a new one. I need to think about that.[/qu
[quote who="Archaon6044" reply="1" id="2081705"] Quoting slurple23, reply 19That should be in the first post, not just the readme. most of it is![/quote] No its not, and the website url is confusing. The description of the mod should be very clear and the first thing that an interested player sees. I still can't find it on the website, and I don't feel like digging around the forums of the official site. Don't you want players to see
[quote who="Ron Lugge" reply="11" id="2079641"]Don't get too hot to trot on that idea, there are some major technical hurdles to it -- specifically, the exact same ones that make desyncs such a PITA. The game is designed around a P2P system, where each player runs the entire game locally, with only player commands transmitted across the network. So you'd have to transmit the entire game state to an incoming player, and do so quickly enough that it isn't out
That should be in the first post, not just the readme.
What the hell is this mod? I can't find a description anywhere. How exactly does it change the gameplay?
t0nedude deserves a cookie for being a creative troll.
Best mod ever. Anyone know why after extracting the files from the "dgdata.zip" the dgdata folder is the same size? What is the point of 'zipping' the files if they are not actually compressed?
Do MP games seem shorter or longer on average?
Is there no "fast play" mod? Seems a mod like that could become very popular.
It is kind of annoying when you join a game that looks like it has lots of players only to find out they are all AI bots. How about some kind of indication on the lobby listings that shows the number of actual players that are currently connected to the match? *edit* This probably isnt the right forum section for a feature request. I posted this from within Impulse and the 'features' section did not show up.
One of Entrenchment's features is listed as: "Get Right to It with Faster Play Options." http://www.impulsedriven.com/sinsentrench What does this mean exactly?
It would be great if the mods listed also indicated the current status. I.e. whether it has been released or is still in progress. I checked out several of these mods, but they seemed to be in very early stages. Is there a list of completed mods anywhere?
Just had my first DG match with mittens. I pwned him hard.
The problem is that there is no drop-in MP support and matches take hours.
The only feature Sins needs is drop-in MP support. The online scene would take off if that was implemented.
What kind of matches do most people play and how long do they usually last?
how can you tell?
How populated is the lobby during peak hours?
Just wondering if this has been added in either a patch or Entrenchment. If you don't know what drop-in MP is, let me explain. This means players can come and go from a match. When a player leaves, the AI takes over until another player joins.
[quote who="Frogboy" reply="18" id="2071183"]Well then it sucks to be you, slurple23. If beta 3 is a 1 for you then you better be ready to spend some quality time on #demigod if you want it to meet your needs. [/quote] Well, i just so happen to be perm-banned from #demigod. [e digicons]O:)[/e] Mr. Zoomba said I will be permitted re-entrance when DG is released. So I guess if you want slurple's help fixing these connectivity issues on IRC YOU WILL JUST HAVE TO WAIT.
[quote who="Frogboy" reply="15" id="2070971"]For players who want to know where we think we are on connectivity here's a rating scale: 1 = absolutely awful. 10 = perfect By release the game needs to be at an 10. So where do we see ourselves? Beta 2: 1 Beta 2D: 2 Beta 3: 1 [/quote] Fixed. your welcome.
[quote who="Frogboy" reply="13" id="2070929"] Quoting slurple23, reply 11 Quoting Frogboy, reply 8 I've seen some people talk about how there's only 2 months until release. Pish. That's an eternity for these kinds of things. Tell that to the developers of Company of Heroes. CoH relied on GameSpy didn't it? In this, we control essentially all the code. [/quote] I thought Relic had their own s
[quote who="Frogboy" reply="8" id="2070820"] I've seen some people talk about how there's only 2 months until release. Pish. That's an eternity for these kinds of things. [/quote] Tell that to the developers of Company of Heroes.
Hopefully one of the devs can answer this: How similar is the "NAT transversal" method in Demigod to the way that Company of Heroes handles connections? Company of Heroes also features some kind of unique connection method that was supposed to get around NAT/Firewall issues, but this game has been plagued with network issues since it was released. It has gotten better, but it took well over a year. If someone else knows more about the way CoH handles connections, can you