ROFL... I give this one a thumbs up... 56K modems should have been nerfed years ago. I suggest the bandwidth test be made by slamming the testee with enough packets that a 56k modem will take several seconds to recover (if it doesn't kick the connection completely!) ROFL!
whitefiredarksun
Yay, multiplayer worked. I just wanted to share... I'm surprised. It was only a 2vs2, but it worked over the internet... crazy that I had to wait this long. Now, if only there were more than 4 people in Pantheon at night.
I watched the developer's video and no where did I find an explanation of why it has to be P2P, but more a matter of why the attempt was P2P. The problem is the P2P model's complexity vs the standard server-to-client model. Between 6 computers on a client-to-server model you have 5 connections. One computer acts as the server. On the P2P model on the same set of computers we have a mind-boggling 15 connections. Now, we've all probably played other online games, and know how unreliable
One of the problems is a desire to reinvent the wheel. Why would a game like this require a P2P (host-to-host) multiplayer? When all you have to do is click on a demigod to attack it and the rest is resolved via AI routines, why can't that be resolved by the host of the game on a host-to-client setup. If it works well enough to play a FPS, why wouldn't it work for a strategy game, especially when clicking does not determine where the strike occured? It baffles me that any one person w
[quote who="Zakariel" reply="5" id="2239246"] Solution? The developers clearly need a vacation of 2 weeks to disconnect their minds from this game and to come back and face the problems with fresh minds. Too bad if the community has to suffer during that time - no point making fixes if you are gonna screw things up further. To the managers of this project; stop the slavedriving. Give the devs a vacation and announce it so I can play some other game in the me
Looks sarcastic to me. There is no information regarding the full settings yo uhave given the game, your network setup, and your computer hardware... only what operating system you are running.... which is not always completely relevant to your problem.
I know... I played a LAN game... 2 human vs 2 AI was all good. Then we ran 2 human vs 3 AI and worked fine. Then 2 human + 2 AI vs 4 AI. Same computers every time. Last game was HORRIBLE. Shouldn't have been any lag, I would think, especially because no other computers were added. It was a LAN game every time with the same computers, both of which were completely capable of running the single player game all the way through. Game has been patched several times since then though... I'll try it
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 who="esports" reply="4" id="2210808"] Favor still isn't working correctly, there is still connectivity issues (most have been resolved, but there are still some Ive got around a dozen friends in Europe and they all cant play Demigod since May14/15 updates, also stats tracking and the favour items management is broken and player`s mass drop at the beginning of a starting game and are replaced by an AI ( for those who are lucky to manage getting a game running every now and the
OMFG... a general demigod that could cause its building's to grow legs and join the march and battle against the enemy would be awesome too...
I was actually pointing at 4 new demigods... two for the light side, two for the dark side. The different types of architect were examples of how varied the class could become. You would want each demigod to have variation skills as well... maybe the builder gets an ability that lets it construct buildings faster than the other classes, and gets a weak buff, and gets to buy new strtucture items for cheaper.... but the reinforcer gets stronger buffs, still has to deal with long construction ti
I play unclean beast... I never have any problems pushing the enemy back no matter if they're rook or not. QoT can decimate towers, especially Rook's, in a matter of seconds, and still whoop Rook up one side of the map and down the other quick. Each demigod seems to have their own knack at the game, their own direction. Simply changing your play style when going up against the Rook (focusing a little more on your damage and attack speed, and a little more on your allies' attack, is what ensur
bump... for some reason this didn't show up when I created it... had to bump it.
I found something missing in Demigod. Adding more demigods to the mix of both the assassin and general types would add a miniscule amount of variety. Not really enough to make it worth an expansion purchase. What we need is another class of demigods. The Architect Class Yeah, that's what's missing. A class of demigods that can control the battlefield using buildings, instead of battle prowess or minion c
Moved my last post to new topic in Demigod Ideas.
I found something missing in Demigod. Adding more demigods to the mix of both the assassin and general types would add a miniscule amount of variety. Not really enough to make it worth an expansion purchase. What we need is another class of demigods. The Architect Class Yeah, that's what's missing. A class of demigods that can control the battlefield using buildings, instead of battle prowess or minion control. They would win a game by slowly pushing their border closer to you