There have been many posts discussing how to troubleshoot connection issues with Sins. Many people are reporting connectivity problems, usually relating to the inability to host or stay connected to Ironclad Online reliably. Most of these issues can be resolved by correctly configuring your firewall. This post is different from other "guides" already posted in that I recommend you do not use a software firewall and that you actually follow the recommendations of the developers. Here is
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Sibilante: You make two excellent points: 1- I will make a thread giving advice on correcting network issues and how to properly setup your firewall for Sins (and other games). 2- The last quoted comment was somewhat rhetorical, but I included the word "dedicated" for a reason. If you're going to dedicate such a powerful machine for a firewall then you are completely wasting that machine. Thanks for your input:) Look for my new thread soon! I'll link to it here
the_monk: OK, I don't want to completely hijack this thread, but I feel like you are actually doing the community harm with your advice. I'm sure you don't intend to since you really seem to believe what you are saying is true, but I feel like the record should be set straight for those who don't know any better: 1) [link="http://en.wikipedia.org/wiki/Network_address_translation"]NAT[/link] doesn't protect anything. It simply translates the internal connection to the external
[quote]I'd like to see a fix so that if you end up leaving a game involuntarily (minidump, computer crash) you can rejoin the game and regain control of your empire.[/quote] Actually this is completely doable - Civilization has been doing it in MP for years. When you leave the AI takes over for you, and you can jump back in at any time. You can even password protect your "player" so no one else can jump in when you leave. Why everyone doesn't do this is beyond me, but it is possible!
[quote]I feel I have wasted $40 on this game, as I am just getting fed up with the terrible multiplayer experience. No wonder few people are ever on.There are plenty of people on, its just that none of them bother to learn how to set up their systems to host -- or can't, for various reasons.[/quote] I would advise anyone [B]not[/B] to follow Monk's guide. It actually advises you to open ports, then [I]disable your firewall[/I]. Sheer madness. Why anyone would recommend turning off yo
That's a refreshing stance to take Devs. We're all really pumped about 1.04. Your ongoing development and support is greatly appreciated by the players. I also like the idea that you are actually playing online in the environment that we are. I think a lot of devs these days spend too much time testing internally.
KAAAAAAAAHHHHNN!!!!
I'm also very excited to see more ships, and hopefully a full ST mod. Another another guy is working on one.
Stress: I'd love to help test - let me know via PM.
Uranium is pretty much spot on with his OP. Arguing in fanboy fashion every one of his points doesn't change anything. He has every right to post the truth, and I wouldn't be so glib as to assume the devs don't read these posts or don't pay attention to them. The bottom line is this game got caught up in being "4x" and "on an awesome scale" and lost focus on the details. TEC cap ship abilities suck, period. I also don't think it is the OP's responsibility to come up with fixes to problems t
HuntingX has made some very good points here, but it is clear that balancing is different for SP vs MP. This is purely common sense. Another idea that should be common sense is the separate balancing of SP and MP - meaning that each have slightly different balance making each more fun to play. The only drawback to this is that you can't necessarily apply a SP strategy to MP or vice versa. I would argue that this is only of minor concern since many people who play SP rarely play MP and vice v