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We were 3 people. 1 is the host. When none of the other 2 were in the game, the game would pop up on their list, but as soon as one of them joined it would disappear for the other.
We tried to have them join at the same time, but it would just let one of them join and crash the other's game.
We were on a physical network (A router and 3 straight-through utp cables) and it works well with any other games. I hope that helps rule out the third party software as an issue.
Any fixes will be much appreciated.
We have fixed the issues on our end and I the solution (for us) was stupidly simple:
Guild II does require DirectPlay 8, a deprecated framework within DirectX, for network-gamig and since Windows 8 vanilla does not contain the proper runtime when it ships, the game went downhill while playing via network - and even worse, since it did work "a little bit" (seeing games for a short time in the lobby) they do not rely on DirectPlay all the time apparently.
So what to do? Can't install DirectPlay on Windows 8 anymore, the setups do not work. Well... I must point out that we didn't upgrade to Windows 8.1 on our machines because we are all lazy here... that was our demise.
Long story short: As soon as we upgraded to Windows 8.1 and started the game, Windows even recognized that the application requires DirectPlay to work properly and if we want to install it right away. And after that network play ran smoothley, no complaints anymore. Windows 8.1 introduces a built-in DirectPlay version for legacy gaming that Windows 8 did not contain.
So the solution for us, and hopefully for you too, was to install DirectPlay properly. If you are running Windows 8, upgrade to 8.1 and the problem should fix itself. If you are running an earlier version of Windows, try installing earlier DirectX redists and maybe SDKs (although I doubt that the SDKs will contain runtime DLLs for DirectPlay) and try again.
Also, please post any lines from your 'logfile.log' that are beinning with [network] (including the brackets). That and some debug sessions was our starting point of realizing what was going on, because some of the operations on IDirectPlay8LobbyClient and some other COM objects actually failed.
Cheers!