the_Monk

the_Monk

Joined Last seen Member # 3016150
21 Posts 2,081 Replies 2,423 Reputation

[quote]Well the game keep telling me that "most people wont be able to see your game". I done all the stuff and tested whether port forward correctly - I am net admin myself and know how to configure routers/ firewall, of course including my home one (linksys with ddwrt firmware). I can host CS:S game no problesm for example. [/quote] I don't suppose you read my post (#30) on page on of this thread? the Monk

134 Replies 318,624 Views

[quote]There, after I while, I figured that the problem was not incorrect port-forwarding but my router using "symmetric NAT". Could this be the source of problems in Sins too? Im sorry if this is a completely silly question, I am only a geologist and therefore have absolutely no clue of computer networks . Thanks for any hints! [/quo

9 Replies 6,124 Views

[quote]You can always have a "5th player" who hosts the match. Once the game starts have him surrender, but watch the game. That way the computer is still hosting the game, but no additional resources are used by the computer since the fifth player isn't actually playing. Not sure if this would work, but it seems logically possible. [/quote] Since so many people were unable to host during "release-week" I hosted many games for others in just that way. Of course I didn

21 Replies 11,668 Views

[b]@larryx[/b] To quote myself regarding the "ICO-warning message" again... [quote] @ EVERYONE - IMPORTANT I have seen that message from IronClad "...Most people will not be able to join your game...." everytime I've hosted since the first 2 or three games I hosted (and I haven't changed anything on my end). The games I host are still able to be joined by EVERYONE and everything works like a charm! What this means is, that IronClad have intruduced a "connection checking

21 Replies 11,479 Views

To quote myself once again... [quote] @ EVERYONE - IMPORTANT I have seen that message from IronClad "...Most people will not be able to join your game...." everytime I've hosted since the first 2 or three games I hosted (and I haven't changed anything on my end). The games I host are still able to be joined by EVERYONE and everything works like a charm! What this means is, that IronClad have intruduced a "connection checking" method on their end which takes into consid

4 Replies 7,406 Views

[b]an aside...[/b] ...not to mention ISP's blocking more and more traffic these days. When I was helping the WiC community (world in conflict) get "connected" I determined that WiC traffic (allthough not p2p in nature) was being seen by many ISP's worldwide as p2p-traffic and several of them were in fact "filtering" [u]without[/u] their client's knowledge. Some people were able to get their ISP's to stop doing that, other's weren't even successful in getting the ISP to admit they were

19 Replies 13,769 Views

Of course. If the game tries to migrate to an "unsuitable host" (one who doesn't have the proper ports opened and forwarded) then it will keep trying the various clients until it runs out of options and crashes. the Monk

9 Replies 6,124 Views

[quote]I get this exact same message. I'm unable to join any games. Everyone else can join that particular game, I however cannot. [/quote] Because this game is "peer-to-peer" and not "client-server" [u]both[/u] the HOST AND CLIENT have to correctly "forward" ports/traffic to their respective PC's. the Monk

4 Replies 4,091 Views

Port-forwarding and firewall excepting (correctly mind you) does far less to make your computer "vulnerable" than asking the devs to "encapsulate" data traffic so it "by-passes" all security. Without knowing it, understanding why, and obviously caring, you are asking the devs to actually make your computer [u]more[/u] vulnerable. But hey, to each his own... the Monk

19 Replies 13,769 Views

[quote]hi monk, first off apprecate all the help you are giving everyone here. i have read and reread your guild and being i have little knowledge when it comes to network topics i did find it hard to understand but from what i have got i need to have it set to OPEN-NAT after going into my router settings (i have the NetGear WGT624v3)i see nothing in any settings about changing NAT restrictions, i just looked on there support website and from what i gather its not supported on that

134 Replies 318,624 Views

[quote]I had the same issue, but I know what happened to me. The firewall is blocking the communication. I wanted to try to connect. I knew, that firewall wants to confirm the connection in this case. But there is no way to confirm the dialogue, because the game is waiting to establish the connection and Alt-Tab, Ctrl-Esc etc. do not work. There should be a timeout in the game. [/quote] In cases like these, run the game in "windowed-mode" until you've unblocked it. :D <

6 Replies 2,546 Views

[quote] , but by the way people are describing, every computer running Sins have to have a human component and be running the entire game with it. [/quote] That is correct (I haven't tried with just AI, but either way it won't be a dedicated server in the "traditional" sense). That is how the game was designed (several examples could be listed here, Spartan and Ron's for instance) the Monk

21 Replies 11,668 Views

[quote] Assuming your network topology (network looks like) is something like this: Internet >> cable/dsl modem >> router (ie, Dlink, Netgear, Linksys, etc) >> all the PC's in your home. That's exactly what it looks like, and the router is a Linksys. There are 4 other PC's tied into the LAN the same way as mine as well. So my concern now then is whether: a.) I make the change directly on my computer itself and then adjust the router accord

22 Replies 12,423 Views

No plans for a dedicated server that I know of. I can't see how that would work at the moment anyway, a re-work of the game's network code would have to happen (its not like you can take a peer-to-peer game and "switch" it to client-server at will....hehe). the Monk

21 Replies 11,668 Views

[quote]Or as I put it, bureaucracy survives even when the the thing it was created to support doesn't. [/quote] hehe... spot-on! :LOL:

5 Replies 15,520 Views

Assuming your network topology (network looks like) is something like this: Internet >> cable/dsl modem >> router (ie, Dlink, Netgear, Linksys, etc) >> all the PC's in your home. When you forward a port (or several) from your router you have to say "to whom" (which internal IP) to forward those ports to. If that IP changes, then yes the ports will then be "forwarded" to no-mans-land. Setting your PC to use a "static" IP will not be problematic for the rest of t

22 Replies 12,423 Views

[quote]@The Monk: I don't think dedicated servers are necessary for Ironclad Online to work this way. GPGNet and Ensemble Studios Online for example use the same ports, but have a different network code or something because they don't run into the same trouble that Sins does. Same connection and all that. Only thing different is Sins and Ironclad Online. [/quote] I didn't say that. I think you misread my post. :D I just meant I wouldn't have minded if they had gone the

22 Replies 12,423 Views

[quote]See monk, that is what's driving me mad. I'm nearly positive I have the proper ports forwarded, and the right exceptions set up (I've already tried hosting with the firewall turned off and it still gives me that infernal message of failure). That said, I'm sure once I get in touch with you it'll be something really stupid, like I forgot to turn the modem on or something. [/quote] Please read my post (#30) on page 1 of this thread for clarification regarding that "I

134 Replies 318,624 Views

In most cases "application name" is redundant and doesn't in fact even have to match what the .exe is. Try it, put "santa" in there, as long as the ports and endpoint IP are correct I'll bet it'll work! :p the Monk

3 Replies 11,145 Views

[quote]i cant play on my campus for some reason probably because both ports used are blocked (even though i checked the penn state it website and port 6000 and 6112 are not blocked) [/quote] Please remember, there is a significant difference between having those ports "open" (which works for some games ) and [u]all[/u] incoming traffic

9 Replies 9,129 Views

In my view, there would be two main reasons for the peer-to-peer netcode in Sins. 1. So that when the "host" disconnects (and there is someone else available with properly forwarded ports etc.) the "clients" can migrate to another "host" and keep playing. 2. This way the "clients" can be expected to do more "processing" on their own and simply "update" the host continually. Personally I would have embraced the need for a dedicated server for Sins since

22 Replies 12,423 Views

Please read other people's posts and/or use the forum search! :) If your problem sounds the same as the one in the forum post below please try that. https://forums.sinsofasolarempire.com/?forumid=408&aid=176993#1458753

1 Replies 2,311 Views