Its not so much the fans lack of talent when it comes to 3dsmax etc its the effect it has on fragmenting the community (which is made worse by matchmaking). In a large community thats fine...but a fledgling one requires cohesion. Its fine when a map is a few MB, but we are taking possibly hundreds so p2p transfers are out of the window which means you will then have to have a dedicated online place to download them. You have to factor in code changes to make sure when you join a game
XSive_Death
I know what you're going through Dead Ghost, i'm suffering the exact same issue (sudden spikes causing a game freeze for 5-10 seconds before everything goes back to normal). At first i thought it was clearly a problem with the game...but i'm starting to consider my ISP might be the key fault (well, my ISP combined with the method of communication the game uses) as it happens not just with Demigod, but Dawn of War 2 aswell, which also uses a p2p system which i assume runs technically the same.
One question...does this happen throughout the game, or just "spike" occasionally causing things to freeze? In Europe our ISP's tend to be stricter when it comes to DoS attacks. Its possible that they are registering your transfers to other players as a SYN flood (if the game is using primarily TCP packets) and blocking you which will cause the large spikes of ping/packet loss, before they allow the connection to resume. Its a complicated system, i am hoping one of the Network
No fixing here, Only 2 games showing on custom, each one showing a "cannot connect to NAT facilitator" message when trying to join.
As soon as an item is no longer produced its a signal that the original owners of the IP no longer seek to make any profit from it and are openning it up to the public domain. Considering Copyright was setup to protect them (and -not- the companies who rape their idea's) i'd consider it completely acceptable.
It should really be a case of checking if the previous command was completed or not, and if not automatically resuming it. It would help eliminate not only this problem but all the other little niggles like having to order movement orders again after drinking etc.
[quote who="killerqueen33" reply="14" id="2163747"]I absolutely LOVE these reports. Shows us you're working, keeps us in the loop. It's how government should work Keep up the good work! [/quote] Not that it matters, being British and all but....Frogboy for president!
Reaper....just....cut your hair man! You are giving us Brits a bad reputation! Shave ya head ya big jessy.
I always enjoyed the 3/5 loadout rules which helped cut down on the LRM spam. And yes, lolz at the Atlas people. Infact come to think of it, Mech Commander was the first game i remember were people kited the enemy on the edge of long range...where we responsible for the birth of Regulus?! [e digicons]8(|[/e]
[quote who="makeshiftwings" reply="3" id="2161647"] If piracy were legal or widely approved of, then everyone would steal THEIR software as well. Everyone would steal all software all the time, so all software businesses suffer. [/quote] Thats not entirely Accurate. Though its very rare we have examples of releases which follow a "pay what you want" approach. Radioheads "in Rainbow" album for example. While the -Majority- of people paid nothing, the average&nbs
I'd give my right, hell no...both of my nuts to see a mech commander game that equalled the first. The graphics wern't amazing but had a nice feel to them, the gameplay was top-notch and multiplayer was always a fun and enthralling affair (and WORKED!)...that game got me started on multiplayer's...and was responsible for the £150+ phonebills every month (which i assume you my parents didn't appreciate! :D ) 3 MadCat J's with 6LRM/2 Gauss on a 6/8 game, great stuff! (Th
A paultry 2.2k score from a 6750 OC'd to 3.6ghz. :( [IMG]http://i38.photobucket.com/albums/e101/Rechar/cpu.jpg[/IMG]
Yesterday i was registering uploads of upto 20KB/s, today its barely gone over 10, with the average being 7-8 (3v3 game, yet to try a 4v4). Even a 128K line will -just- about cover it.
Yeh the AS is capped at 0.5.
[quote who="xclavex" reply="15" id="2158075"] I'm beginning to wonder if they can fix it. I've been playing since the early beta and this has been a well known issue that has yet to even be remotely resolved. I have a bad feeling it's just part of the game mechanics and therefor is unfixable short of GPG reprogramming the entire targeting routine (which they aren't likely to do). [/quote] In which case crank up the refund rates.
Just to hammer home the point, here is a screen of the game, approx 1:30 into the movie you'll see what i mean (top right = trace route, red = packet loss. Bottom right, bandwidth monitor) http://www.youtube.com/watch?v=ARIdeu5tK-0 Game is fine....then splurge, saturates upload (resulting in game freeze) then 2 seconds later, fine.
They don't have to have the same game for 1v1 as they do all the others. It would be quite possible to have a special 1v1 mode that involved gaining a fixed amount of gold with which you purchase artifacts/items/levels to setup your demigod, then the game loads and you fight it out to the death in a smaller than normal Arena without any reinforce points etc. Think of it like some arena of death mode.
Crap netcode causing upload spikes. Fix that and i'm happy.
The maps from what i remember being said are made in 3ds Max...a lot more complicated than standard "mapping editors". Could be wrong though.
Its a very micro-intensive game with little time to sit around chatting so its no suprise you don't see much. In-game VoiP is usually rubbish anyway and is another thing the dev's have to make (which reduces time they can spend on other issues). Much better to use your own program externally like Vent or Team speak. If you want to know who is an AI, hit tab....anyone with 0ms ping (other than yourself of course) is a comp.
[quote who="CodeCritter" reply="22" id="2153365"] Also some games are password protected but you wont know until you click on them. If there is an asterisk ( * ) by the number of players in a game, it is a password protected game. [/quote] Some games that don't have an asterisk are also PW'd.
I've encountered this today myself, those a few movement orders usually get him going again. UB does seem to have many movement bugs (sticking on corners/flags etc).
I think it would actually help with the late-game if demigod gold was reduced while creeps gave slightly more. The problem you have is the stronger demi-gods kill you faster and easier, which only makes them stronger (resulting in a snowball effect, they get stronger - you stay the same...game over). By switching the gold focus slightly from demi-god to creeps you ensure that the team losing badly (typically resulting in the winning team having more portals which means more cr
Hopefully you're aware of my issue (seen as you posted!) but for arguements sake.... http://forums.impulsedriven.com/347033 Problem is as follows. I have a direct connection to my cable modem, VirginMedia ISP, no firewalls present. Download speed of 9.2Mb/s, Upload of 0.4Mb/s. Matchmaking works fine, barring the typical errors (0ms pings, connection problems etc). Upon launching the game loads fine (get
I'd like to this so. Its a lot easier to find the cause of a problem with more evidence for comparison. For example, if it turns out everyone on a specific ISP was having these issues, Stardock could simply contact the ISP in question and investigate...but if we don't compare these things it could take much longer to find out whats causing it. *shrug* We can't do much to help, but we can do what we can.