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big muliplayer ISSUES! makeing LAN multiplay almost impossible

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  • big muliplayer ISSUES! makeing LAN multiplay almost impossible

    Me and my brother have our own little LAN (local area network) running. All games work on that lan, accept CALL TO POWER 2

    This is whats going wrong:
    *when the game gets loaded, radar stations, listening post, fortresses etc. don't "see" anymore. They are coffered in fog, just as the rest of the map.
    *in the "overview" tab (or what ever it is called where you see your current research and such) it always claims that research takes 65 turns or something, but after 1 turn it claims research will take 60 turns (just and example) So it doesn't get updated or something
    *same thing with the city "tab". It claims a building will take a lot longer to complete than it actually does.
    And there are some other "minor" bugs and stuff

    This all happens with my game, not with my brothers game, which is running perfectly. He is hosting, cause I don't have the CD.

    We did install the 1.11 patch, btw.

    Niels van Dijk

  • #2
    So what I am trying to say is:

    Does anyone else have this problem? Or does someone have the solution?

    Niels van Dijk?

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    • #3
      Actually, yes. My roommate and I have experienced all of these problems in our past CTP2 games. To this date, we still have NOT been able to actually finish a CTP2 game!

      My roommate and I both have our own CTP2 CD and there was still the problem with the listening posts not "seeing" and the scewed research times. We are currently in a game using the latest Apolyton Mod (latest version). The game so far seems stable enough. We haven't gotten to the point of the game to build listening posts, so I haven't been able to check that out yet.

      Hopefully my roommate and I can get back to our game in the next few weeks. I'm hopeing that we won't have any MAJOR problems, but my past experiences with CTP2 hasn't been very good to say the least!
      ____________________________
      "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
      "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
      ____________________________

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      • #4
        Ah! Nice to see that I am not the only one with the problem! I'm downloading the apolyton (what is that name anyway?) pack right now!!

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        • #5
          I am working on a file structure that should cure the problem. I reduced TGA's that were actually ripping the application causing Resyncs.We have hit snaggs. Me and my bro cant use nukes in our game. And there are still some seroius bugs with the TGA size. For instance, the war walker doesnt show up. Its just an empty hex

          Anyway, weve (meaning my brothers and mine LAN game) gone that far without too many resync errors. Hopefully I can resolve this bleedin problem

          I also learned another dirty secret about the combat sequence. Not all units are gaurunteed to hit each other during combat. Havent figured out what the CPU uses to determine how they hit.

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