Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The long version, in case you're behind a router or firewall or worse, is available through a guide on the wiki here:
http://worms2d.info/Hosting_Guide
http://worms2d.info/Troubleshooting_FAQ#WormNET
You type "!host SCHEME" (eg. !host shopper)
Once inside, you use commands to set the game options. For example.....
!map - loads a different map
!bigmap - loads a different, large map
!worms # = number of worms (eg. !worms 8)
!turntime ## (eg. turntime 30)
!ammo bazooka inf (sets infinite bazookas)
!ammo bazooka # (sets ammo to a given number)
!roundtime # (time before sudden death)
!kick PlayerName (eg. !kick `Pn`RichUK)
!close - closes your game so nobody else can join
!reopen - re-opens your game
And of course /help to see all the commands. there are lots!
You can upload your own map to wmdb.org and then host it using the "!wmdb #####" command, where, the number is the map number on wmdb, found in the URL.
After a bit of practice the commands become really familiar and easy. Hosting with hostingbuddy is nice for big maps because everyone loads the map a lot faster.
Plus there are two very solid workarounds for those lazy people: WormNAT2 and HostingBuddy.
Say what you like about WA - its online play, as in the core experience of playing with another person over the internet, does not rely on any one server being up. Of course, WormNET does, but WormNET can be (and has been in times when WormNET has been offline) replaced by a third-party server - and even if all of these go down, you will always be able to directly connect to another player bypassing WormNET altogether.
In addition, many modern games still use this traditional model of one person being the host to whom everyone connects. You still have to forward ports, or at least set up UPnP, in these games.
All of the four Asian worms games (OnlineWorms Korea, Japan, and China, and then WWPA) had centralized multiplayer systems like you describe, so anyone could host. It worked great while it lasted, but now they are all offline. All the tens of millions of players that played those games now can't play them at all, since they were exclusively online multiplayer games.
WA also supports UPnP to automatically forward ports if you use more than one computer on your NAT, though I'm not sure if it fully works. You can try enabling it in the network configuration and seeing if you have any luck.
Finally, if you really for some reason don't want to forward the port, you can use a solution like http://worms2d.info/WormNAT2
I'm not entirely sure how port triggering works (your post is the first I learnt about it) - if it doesn't require trigger port's connection to stay open, and you don't use IRC, you could try setting it to trigger on port 6667 - this is the port that WA connects to for the WormNET lobby chat. It closes this connection once you host a game, however, which is why it needs to keep forwarding the port even after the connection has closed.
Which trigger port are you trying to use? WA won't create any outgoing connections on 17011 if you're hosting. As I said, only 6667 will be used, and closed once you actually host a game.
Other games (mainly realtime multiplayer games) commonly use the UDP protocol, which sacrifices reliability for improved performance. Latency is not an issue for a turn-based game, and reliability is mandatory for synchronization based on input, and for this reason W:A needs to use TCP (as opposed to raw UDP). Although it would be possible to implement the desired features of TCP on top of UDP, so far I haven't encountered a solution that would work for W:A.
I have researched the problem here[stackoverflow.com], a while ago.
I'm not sure what you mean by "simple NAT (1:1)" - I have not encountered that terminology before. I'm also not sure how port triggering would work in conjunction with W:A's ability to use an arbitrary port number for incoming connections, as supporting both would require a server and an IPv4 address that accepts connections on any port. Finally, I don't see the problem with a permanent port forwarding rule (assuming you don't use DHCP) - the default port used by W:A (17011) is within the registered port range, and thus will not be assigned by the operating system to programs requiring a random port to listen on. It's also not really used by anything else[www.google.com].