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  • #31
    Just in the middle of a network game using the september playtest - seems very stable. Is there a way to play multiplayer with more than 8 civs (ai, not players) in the same way this can be done in single player?

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    • #32
      Glad that the game is stable for you. At present there is no way to play multiplayer games with more than 8 civs, but if you ask nicely (or do it yourself!) it might just get implemented (I haven't delved into the MP code enough to say how feasible such a change is. I guess it would also entail altering the UI).

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      • #33
        I expect that it just involves changing a constant in some of the ns_ UI files.

        Of course playing with up to 32 civs in MP is on your own risk.

        -Martin
        Civ2 military advisor: "No complaints, Sir!"

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        • #34
          Found a ctd bug during a network game yesterday. I was the host- the other player had a slave revolt in one of the cities they took from france (we assumed it had gone back to france). when they recaptured the city their game crashed to desktop. On my screen I got a message saying their civ had destroyed the canadian civilization (which wasn't even in the game).

          Is a new civ created during a slave revolt? If so then the bug seems to occur when a non-host player destroys a civ.
          If not, and the city goes back to it's previous owner, then ctp2 must have got very confused somewhere and mistaken the french city for a non-existent canadian civ.

          any ideas? could this be easily fixed? We're using the september playtest.

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          • #35
            Found NS_MAX_PLAYERS...

            Hi Martin,
            looked through the source code and found, in ctp2_code\ui\netshell\ns_gamesetup.h:
            #define k_NS_MAX_HUMANS 4
            #define k_NS_MAX_PLAYERS 8
            Could you maybe change max_players to 32, and include it the next playtest? I don't have access to the cvs.
            and while we're at it, why not increase the max humans (as you said, it's at their own risk, but at least there'd be the option of playing with more than 3 other people).

            thanks!

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            • #36
              Originally posted by rsewar2
              Is a new civ created during a slave revolt? If so then the bug seems to occur when a non-host player destroys a civ.
              Unless someone has built the Egalitarian Act, the revolters will create a new civ, or join the Barbarians when the max number of civs has been reached.

              Looking at the code, I suspect that the wrong civ index may be reported to the client when creating the new civ. I'll try to fix it.

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              • #37
                Hi everyone,

                I have a couple of questions:

                1. How "stable" is a recent playtest release of the source code for multiplayer purposes when compared to the original patched version of CTP 2, when playing
                (a) without AI;
                (b) with AI?

                2. Could you direct me to a place to obtain the latest release of the playtest version, or the one that is recommended for multiplayer?

                Thanks,

                Ivan
                Ivan - ivanbuto2@yahoo.com

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                • #38
                  click on the "join playtesters link in my signature."

                  as for multiplayer stability, don't know. it hasnt been tested in a while so your welcome to try and tell us what has problems.
                  Formerly known as "E" on Apolyton

                  See me at Civfanatics.com

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                  • #39
                    Thanks - so I should not use the latest 625 build, then, but rather the build from October 2005?
                    Ivan - ivanbuto2@yahoo.com

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                    • #40
                      no you'll have to get the october 2005 build. My 625 build is the most recent "patch" to that build.

                      Sorry it seems confusing but we do that so we don't have to create a big file everytime because my revision builds test the most latest stuff and allows playtesters to get the latest features and check for bugs.

                      so download and install/copy the october 2005 playtest then copy over the files from my 625 build.

                      happy gaming
                      Formerly known as "E" on Apolyton

                      See me at Civfanatics.com

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                      • #41
                        OK thanks, this makes sense - I was just wondering if the most recent version can be expected to crash more in multiplayer than the October version, but if there is no reason to think that, I'll indeed use the 625 version.
                        Ivan - ivanbuto2@yahoo.com

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                        • #42
                          no I don't think so. we try to make the most recent the most stable, but of course sometimes bugs crop up but we work to get rid of them.
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

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                          • #43
                            OK great, so I'll give it a shot and play with a friend sometime next week - will post here if there are any crashes. (Last year we had crashes due to terrforming, but we played with the patched original game...)
                            Ivan - ivanbuto2@yahoo.com

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                            • #44
                              Great! good luck. If you can stand it do a running log and log anything you think is out of place (missing messages etc) and of course crashes by getting the crash.txt from the ctp2 folder.
                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

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                              • #45
                                Just out of curiosity - the last time I tried to play hotseat the human to human diplomacy was out of whack, but thats been a long time. Is this still the case? In any case I finally have some free time tonight and tomorrow and am going to reinstall ctp2 with latest playtest and I will try it.

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