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I don't think clients have to forward ports, that would be weird...
It's just weird.. I hope there is a fix for this..
It doesn't make a difference who's hosting the game, if that's what you mean.
Here's a quote from wiki on how it works:
I didn't know it was peer-to-peer as nothing really hinted at it. We'll try with their ports opened, but it's still weird, each on their own can establish a connection to me, but not both at once..
Thanks for the help though!
Yes, I went to an IT school, I know about all that. You can't buy "public IPs", because everyone who has internet already has a public IP, you can only buy static IPs. The only difference to default dynamic IPs is that dynamics change from time to time and statics don't. It works with dynamic IPs as well, you don't have to pay anything. You still have to use port forwarding as your router is not the game client, it's your PC, and you have to tell your router where to send the game data. NAT is only the translation between private and public IPs, and I don't think it's the problem here.
The only way I can imagine "having common adresses" can be a problem is if you want to play over LAN, as you certainly don't have the same public adress.. I can imagine DirectIP could have problems with NAT, at least if you don't override your IP to your public one in the launch options.
Stop trying to take me for a fool and let people talk who actually want to help..
PS: Both TCP and UDP where firts used in 1980 and 1981. 'Old' games use TCP and UDP as well. DirectIP is no actual protocol as far as I know. I reckon it's just a standard TCP connection to a server instead of using UDP and peer-to-peer like ESO seems to use (as Eaglemut kindly told me).
The multiplayer indeed works in a peer-to-peer manner and players are in fact not dependent on connection to the ESO server during matches at all. So for example even if ESO goes down during a match, you can still finish it.
I think in AoE3 the only difference between a game room host and non-host is that the host player's computer runs AI code of potential computer-controlled players, so that can have some effect on CPU performance. If the room host leaves a match, all computer-controlled personalities will cease to function properly and just stand there.
If you'd have trouble configuring the networks of your friends, I can suggest using a VPN service such as https://windscribe.com/ to circumvent the issue. Downside of using a VPN may be the increased latency.
My big mistake, i wanted to say UPnP (not UDP, sry). UPnP translates IP's. But older games don't use it.
P.S. This is microsoft game. You can ask them about our discussion. They should reply.
IMO this is good text about NAT. https://wiki.vuze.com/w/NAT_problem. Im talking about NAT in your provider modem, not your router.
Try my thought :). Call your ISP and ask if you're after NAT.
You always have a public IP, it's the one you get from your provider. You don't have to pay for it, you already have one, otherwise you couldn't access the internet. Mobile phones or wireless modems have public IPs too, just take your mobile and go to whatismyipaddress.com.
Anything else wouldn't make sense. And sry, yes, UPnP is of course not supported by older games.
I'm not confusing anything. Don't get so cocky. Maybe you just paid for nothing?
I paid(yes i paid for nothing it's rude from my provider to take money for that), and I can play Ubisoft games(they dont use Upnp or something I don't know) Age of empires 3 and I can have now FTP on my PC, what was impossible yesterday. And I'm not cocky. English is not my first language, thats why i can sound for you cocky :). sry.
As described in this official post[support.microsoft.com] you need to forward the following ports to your client PC:
80 for TCP
2300 for TCP (I setup 2300-2310 here as well, just to be sure)
2300-2310 for UDP
Everyone you want to play with has to do this, as AoE3 uses peer-to-peer. (Big thanks to Eaglemut for pointing this out!)
Maybe it'll help someone!