Spooky__

Spooky__

Joined Member # 3371802
5 Posts 256 Replies 24,216 Reputation

[quote who="Mistralok" reply="8" id="2211522"]I thought that there was to be an option to skip all of these in the last patch.[/quote]Yes, there is. It has already been explained...

16 Replies 6,744 Views

If a team has all of the flags, their warscrore is probably much higher than the enemies'. Which means they don't have giants. And you can't tell me it will be easy for the enemy team to fight of a horde of Giants, Catapults, Creeps and 3 or 4 other Demigods, which will not let you get back to that crystal that easily and which also have much more buffs due to the flags. Also they will have much more gold, since they have both gold flags.

1 Replies 1,265 Views

[quote who="whitefiredarksun" reply="6" id="2211232"]Okay, what's this do for me if I have two computers on a router network and I'm playing Demigod on both of them and I want to play two seperate Pantheon games at one time. Well... my wife on one, me on the other.[/quote]Define different ports in ImpulseReactorOptions.exe and forward them to the respective PCs.

35 Replies 124,369 Views

Also, what about desyncs? I had a game today, where I dominated the enemy mid game with 5 smites in succsession after which 2 of the enemies rage-quitted. My allies quit the game after that too and then the game desynced. I wanted to finish the game with the last remaining enemy, but couldn't. And now it counts as a loss.

23 Replies 12,265 Views

[quote who="JagerJack" reply="13" id="2208993"]Perhaps the system or whatever you call it can't tell the difference between a "net hiccup" and a manual disconnect. I know next to nothing about computers and the like so I'm probably wrong, but could something along those lines be a possble explanation?[/quote]The system can tell the difference. It's just a bug. It doesn't even happen all the time. Sometimes when a player quits on purpose, he is dropped immediately. When a player quits

29 Replies 91,916 Views

[quote who="OrleanKnight" reply="9" id="2208930"]Because I had someone in my game lag out for 29 seconds. We all thought he quit, but at the last second he came back and all way fine, and we continued to play. End Thread.[/quote]No, you do not understand. The OP isn't complaining about having to wait 30 seconds for players that are actually timing out. He is complaining about the 30 second time out that happens most of the time a player quits intentionally (via the menu).

29 Replies 91,916 Views

It could be because of the massive amounts of UDP packets the Stardock server sents to you. My Router/ISP has a problem with that too, I simply lose the connection to the NAT facilitator after that though.

15 Replies 3,408 Views

[quote who="honusux" reply="5" id="2208780"]And why I can't play online since the latest patch? Since 15th of May I never played an online match...[/quote]This has nothing to do with this topic. Why do you post in here?

8 Replies 1,822 Views

[quote who="stryker247" reply="6" id="2208821"]I do not think they can code it to where someone leaves/haveconnect problems. Maybe they can but who knows.[/quote]I didn't really understand that sentence. However, just to elaborate: it's a bug. The system sends a message to every player if the player ends the game. However, for some reason this message is either not received by the other players, before his connection drops or simply not processed. Therefore the system thinks the player's conn

29 Replies 91,916 Views

[quote who="glasfod" reply="3" id="2208761"]dont think thats so anoying... rather that than people get dropped instantly everytime there is a drop in connection. the times i could play the game i did see the pop up screen come up and then after a few seconds connection was remade.[/quote]He is talking about a player quitting the game regularly. Even when the player quits the game on purpose, everyone has to way 30 seconds.

29 Replies 91,916 Views

There will be proxy servers and the Impulse will automatically select the nearest proxy server, if direct connect and NAT punch through fails.

8 Replies 1,822 Views

[quote who="ShunKeets" reply="16" id="2207796"]Potentially, yes. The router would have to inspect (SPI = stateful packet inspection) the packets to determine how they're fragmented. A false positive for that attack on the Demigod/Impulse packets would definitely cause this. That said, I haven't really looked at a trace of the game's traffic to see if it could possibly be considered an attack, but if someone reports that it has been detected as such, it may very well be that others would detec

121 Replies 354,680 Views

[quote who="ShunKeets" reply="4" id="2206913"]If this was working for any of you at some point, I wonder if you have an old IP stored in your DNS cache from when they were doing all the work on NAT facilitation. Give this command (either in cmd.exe or Start->Run) a try: ipconfig /flushdns Really, I don't see how you can consistently not connect to a server that others have no problems connecting to. Either there's something happening with outgoing UDP connections

121 Replies 354,680 Views