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  #1  
Old September 27th, 2005, 05:50 PM

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Default Multiplayer problem - please read

I recently tried to play a game of SE4 with a friend against the computer (we're both noobs). We managed to get the game setup by following a guide (on these forums i think) but there is a big problem. Whenever we end the first turn, the client doesnt send their play file to the host. So turning on just means the client is moved by the computer. This happens regardless of who is hosting. If anyone knows a work around or has heard of this bug before then please reply.

-Split
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  #2  
Old September 27th, 2005, 07:24 PM
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Default Re: Multiplayer problem - please read

It sounds like you are using the TCP/IP option.
But if you can get connected and play a turn, I don't know what could be causing you problems.

Have you considered alternatives?
The PBW server can autohost, and email you your turns as they get processed.
If you are playing on a LAN, or have an FTP server available, you can also use my SE4 Autohost to process the turns as the PLR files arrive.
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Old September 27th, 2005, 07:39 PM

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Default Re: Multiplayer problem - please read

Well it is TCP/IP. Simultaneous moves. Like you said we get fully connected, create our empires and begin play. However the client (doesnt matter whether its him or me) doesnt send their .plr file over. I cant understand why just this bit of the process isnt working, the transfer of the save game is fine just the plr files that are having the problem :/ Would really like some help, this game would be great multiplayer
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Old September 27th, 2005, 08:19 PM
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Default Re: Multiplayer problem - please read

Make sure all software and hardware firewalls are configured properly. If either of you are running winXP, disable the built-in XP firewall entirely. It does nothing but cause SE4 grief. Kerio 2.1.5 is an excellent and far more competent replacement.

Failing that, make sure that both of you have the same version of the game installed, and have no modified data files (or the exact same data files if you wish to use modified files).

TCP/IP isn't exactly the most fool-proof system. The alternatives mentioned by SJ are quite effective.
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Old September 27th, 2005, 08:23 PM

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Default Re: Multiplayer problem - please read

Thanks for the replies. We are actually using a VPN over the internet to circumvent problems with using a router (works for CnC). He set it up so i dont know the details. Im going to give it a go with another mate and see if i get any joy.
BTW do you have any kind of guide for using the autohost program? Im not the sharpest tool in the box
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Old September 27th, 2005, 08:26 PM
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Default Re: Multiplayer problem - please read

I don't know how well SE4 TCP/IP was ever tested over VPN, so there may well be some issues. But even with VPN or a proper LAN, software firewalls will still interfere with games.
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Old September 27th, 2005, 09:08 PM
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Default Re: Multiplayer problem - please read

I have added a readme.txt to the autohost download, with step by step instructions for using it, as well as for how to read the keyboard lights if you activate that feature:
http://imagemodserver.mine.nu/other/...4autohost2.zip
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Old September 27th, 2005, 09:37 PM

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Default Re: Multiplayer problem - please read

Ok ive tried with a friend on direct connection across the internet, we both took firewalls down and it gets to the same spot. I see "waiting for orders from players" and the players see "waiting for game file from host".

My question, just incase im missing something really obvious is does the game normally send a PLR file automatically at the end of a clients turn or does it have to be sent manually?

Also is autohost designed so people can play with mods or as a convenient way of getting around sending plr files manually.
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Old September 27th, 2005, 09:41 PM
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Default Re: Multiplayer problem - please read

The autohost processes the turn for you, and indicates which PLRs are submitted so far.

The PLRs would be submitted via email, FTP, windows filesharing, or any other method you like.

For the FTP or filesharing option, you keep two windows open;
one to your local savegame folder, and one to the host's savegame folder.
Then simply drag and drop the new files as they are created.
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Old September 27th, 2005, 10:15 PM
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Default Re: Multiplayer problem - please read

The game automatically sends the plr file in TCP/IP mode.
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