View Single Post
  #42  
Old October 14th, 2006, 04:31 PM

Cyclone2001 Cyclone2001 is offline
Private
 
Join Date: Oct 2006
Posts: 1
Thanks: 0
Thanked 0 Times in 0 Posts
Cyclone2001 is on a distinguished road
Default Re: SE:V, what\'s not working? Bugs too.

Quote:
arthurtuxedo said:
As of release version 1.0, TCP/IP multiplayer is 100% broken. List of bugs I've encountered:

1. If the host spawns the galaxy map beforehand in the setup screen, the game breaks.

2. If the host loads his empire beforehand in the setup screen, the game breaks.

3. The remote player does not receive the first turn, and the host must play it for him or it gets played by the AI.

4. All of the remote player's turns are discarded and played by AI instead (meaning that, as it stands, there is no TCP/IP multiplayer in SE5).

5. Starting research values other than 'none' are ignored. The specified techs are not given.

#4 is obviously the biggie, but the others are also significant. Right now, there is no such thing as SEV TCP/IP multiplayer, only the illusion of such. I sincerely hope these bugs do not apply to PBW, or there will be a lot of unhappy people soon.

A couple friends and I tried out the TCP/IP MP a little bit today and ran into many similar problems. However, we WERE able to get past #4! If the host finishes his/her turn FIRST, then the remote players finish their turn it seems the host is in a state to successfully 'receive' the information and it works. However if one of the remote players finishes their turn before the host, that player's orders are "lost" and the AI takes over.

One other problem we ran into was the inability to restart a saved TCP/IP game. We went to load and the host restarted it and it said "waiting for players to connect" but none of the remote players were able to...they contiounsly received "Unable to connect" (Yep, we double checked the IP address settings). We are able to start a new game without problems.
Reply With Quote