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Gorgo Primus

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In Arma the game would desync constantly, there'd be tons of lag, and it would never be possible to really play anything.

Have you fixed all this to make the multiplayer viable in AOD?
 

He-Man

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In Arma the game would desync constantly, there'd be tons of lag, and it would never be possible to really play anything.

Have you fixed all this to make the multiplayer viable in AOD?

I have played mor than one hundred of hours in multi player modus with HOI 2 Armageddon version 1.1.

MG games are possible to play as much and as good than in the previous versons of HOI.
 

Gorgo Primus

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I'm not really what you tried to type but I don't think that it answered my question.

That you got it working is great. No one I know of has, and that is a problem. I'd like to know if anything in AOD has changed to make it work better.
 

LordAkkrand

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I'm sure a lot of people played a lot of MP games of HoI2, but like the OP, mine were always plagued by problems.
Over the course of each multiplayer game, there was always at least 3-4 things that got 'lost' each time the server loaded up the save for the next session, like research not being completed, events not having fired, excess dissent due to a lack of CG (when the player would have obviously put IC into CG).

And you don't know the game is out of sync until someone notices that something is wrong. I had a game over a LAN where, once 1941 hit, the USSR player noticed that none of his divisions had upgraded past 1936, because the server didn't think he'd researched any infantry techs, although they were completed on his machine.
 

Gorgo Primus

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My friends and I have had it even worse.

No one but the host can move their stuff or have buttons register and when they do everything is incredibly slow.

Everyone would be about 3 days behind or ahead of everyone else; even between joiners.

(and no, the upload speeds were fine.)
 

Mjarr

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What game speed were you using?

If there's one thing I've learned from my short MP career, above normal is ok for peace time if there's only few players and decent host and once the war hits out it's normal atleast, otherwise normal\below normal (for larger games in general).

Using as high speed as possible is ought to be plagued with problems.
 

DvD-IT

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As this and this thread can tell, me and many other players have played multiplayer games with HoI2DD:A for over a year, sometimes with more than 12 people per session.

Of course, crashes are rather freqent, out of synch errors happen, but multiplayer does work if you have a good host and don't play over Above Normal (which already causes some fair share of lag). Commands such as starting a new tech research may take a day before they register properly, unless massive lag occurs. The host should save frequently and rehost every now and then in case other players have lag-related problems. Your problems seem to be dictated by an excessive speed of play, perhaps.
 

unmerged(90310)

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im being honest here,dont expect to much innovations regarding MP. We have slightly adapted it for AoD the way it is playable on a scale that it was in original DD/Arma.

We have a new network module on our agenda to improve MP games in general. As we are fully aware of the current status regarding speed in larger games as well as synchronicity and stability we definitly want to rework this in the future.

As for now, its playable, and yes you can complete MP games as you could in Hoi2.
 

Gorgo Primus

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Its nice that so many of you have it working but for the 30 odd people I've tried to play with on Below Normal with 2 people the game lagged and desynced constantly and the Upload Speed was perfectly fine.

All I meant to do with this thread is find out why it happens and if AOD will fix it.

I'd hope AOD would work on trying to fix up/re-write the MP code at some point to be more in line with the successful implementation used in the Clausewitz games. Whatever EU3 does in terms of packets that HOI2 doesn't seems to improve connectivity a hundred fold.
 

DvD-IT

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Ahh, you use Hamachi. Then there's the problem, methinks.

We tried Hamachi, but the lag was unbearable. Then we discovered that Direct IP worked fine, so long as everyone opens the right ports on each router (2300 to 2400, 26800 to 29000, 47400 to 47700) and the host gives his IP address to whoever wants to join.
 

Alex_brunius

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The only mp games I have played has been on a high-speed local LAN. We never had any problems playing like that.
You can still get the tech sync problem. If you assign a new techteams within the first day after finishing the host won't get the update and think you cancelled at 99.9%.

Wasn't there also talk of a 3:ed party partner that would provide multiplayer servers for FTG and AoD?
 

tedescooo

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Yesterday I discovered GameRanger. They talk about it in AoD manual.

Perfect, much much better than Hamachi. :D