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Oh, man, and you think you have it bad? You're from 2016... I am from 2017, and I'll tell you now: it's still not corrected! ;)
I played most time in multiplayer games and when you load it the next day and wait in the lobby for your friends to join, other people see an open lobby and hopefully join the game.
I think they can't see that this is an loaded game and you don't want any new players, because the private flag is not correct loaded.
When you play on the game the lobby is closed. Nobody can join, only leaving is possible.
LOL,
i think they are referring to me,
I do join random games, even if they are private. lol
I actually offer to fill in the spot of the AI and tell them to just consider me as an AI.
Eventually dominating their galaxy, LOL, brought the AI race back to life to conquer the galaxy.
I've had multiple games in which I rose to the top while continuing as the AI race in an inprogress online game.
Just cause this is a hot topic for a lot of people I will say the tacticle multiplayer battles testing did not go well. At some point I might get back to looking at this effort, but it will not be anytime soon. My first glance is that this would be a rather large effort.
I'm not aware of private vs public games options, is it like the checkbox or something is just not available for loaded games? I would have to look at it.
If you need some deeper insight about tactical multiplayer battles then look into the bug or issue that's causing the severe lag when over 150 ships are controlled by a human player. select all the ships of over 150, right click to new location, game pauses as it processes the data.
I was on a single player game in the 5x ultimate balance mod going against an impossible difficulty AI. Was in a late game tactical combat with an AI with over 100 destroyers that I needed to win. Game lagged so much that it suddenly stopped, I had to choose auto combat and lost all my ships. Maybe you can squeeze in the "total war" game play code into tactical combat for a massive amount of units.
In this case it is still usually able to abandon the battler and let the game continue and eventually it will kill the thread that is throwing the exception.
If if happens again pull up the log and search for exception and copy-n-paste to this forum and I will take a look.
For example - here is one that I received recently (I'm pretty sure I know the cause of this and plan on putting some defensive code in place to prevent):
System.NullReferenceException: Object reference not set to an instance of an object
at Backend.Tactical.TacticalSquadronManeuverFighterGroupAdvance.Execute (Single deltaTime) [0x00000] in <filename unknown>:0
at Backend.Tactical.TacticalOrderFighterEngage.Run (Single deltaTime) [0x00000] in <filename unknown>:0
at Backend.Tactical.TacticalSquadron.RunOrder (Single deltaTime) [0x00000] in <filename unknown>:0
at Backend.Tactical.TacticalSquadron.Process (Single deltaTime) [0x00000] in <filename unknown>:0
at Backend.Tactical.TacticalFighterBay.Process (Single deltaTime) [0x00000] in <filename unknown>:0
at Backend.Tactical.Battlefield.Process (Single deltaTime) [0x00000] in <filename unknown>:0
at Backend.Tactical.TacticalRealtime.Tick (Int32 deltaTime) [0x00000] in <filename unknown>:0
at Backend.Tactical.TacticalRealtime.TickBattles (Backend.Core.Universe universe) [0x00000] in <filename unknown>:0
at StageTacticalView.RunTicks () [0x00000] in <filename unknown>:0
We noticed... We just decided to call it a night.
Sorry, no witnesses while me and my cousin are making asses of ourselves during our first multiplayer session. Nothing personal. ;-)
lol, let me when you guys want a real challenge. lol
I'd rather have you guys practice and get good in multiplayer MOO.