Arkady
Posts: 1262
Joined: 5/31/2002 From: 27th Penal Battalion Status: offline
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List of mulitplayer online games issues that we encounter - When two (or more) players select and move/rotate unit in the same hex, game crash for one (or both) of them - When connected after crash back to the game with same IP (but differant user name), new connection cause probem with turn synchronization (turns advance twice as fast or do not advance at all) - When bridge is destroyed on map, only original player see it as completely destroyed from both sides, other players see the bridge as destroyed only on one side, they can use the bridge from opposite side without problem. - Cave movement in Rising Sun works like clone factory, one unit stay at original cave entrance, cloned unit appear at destination. Both units are permanent and work correctly (we experinced a lot of fun with this behaviour when first encountered in my custom scenarion at Iwo Jima) - When two players move their units simultanously over same hex, two possbile results exist, either one unit completely disappear or one unit is duplicated - Firing from two players on the same target hex at the same time (not necessary same target unit) cause sometimes reversion of fire effect (destroyed units are reborn) - Variable visibility setting works diferently for players within the team, they each see at diffirent distances - Last air strike mission fly each turn till target hex is spotted by friendly unit - Indirect fire dialog (artillery) cause crashes or fire doesn't work properly, indirect fire have to be plotted by selecting appropriate unit instead - Units spotted by movement (bump in to the hex) are not visible for other players within the team. They appear only when you fire to the hex later. One wish: ability to kick player from the game (and from multiplayer dialog list)by host. When several crashes occur, list of the playrs contain both old (dead) sessions and new active sessions, that casue problems with turn synchronization, usually saving the game and application restart for all palyers is required. Most of things is caused by wrong order of synchronization between host and callers
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