Search found 11 matches
- December 1st, 2013, 2:50 am
- Forum: Ideas
- Topic: Ideas for handling disconnects/lag in Multiplayer
- Replies: 29
- Views: 7777
Re: Ideas for handling disconnects/lag in Multiplayer
did i understand you correct that you normaly play 20-50 mp games at the same time? I have had to quit about 20 - 50 multiplayer games from this location on separate occasions. I had a very nice multiplayer experience tonight in my other location, however. I played Wesnoth for about 7 - 10 hours. H...
- November 29th, 2013, 8:21 pm
- Forum: Ideas
- Topic: Ideas for handling disconnects/lag in Multiplayer
- Replies: 29
- Views: 7777
Re: Ideas for handling disconnects/lag in Multiplayer
the terraindata is normaly only a small part of a game snapshot. a repletive complicatede scenario has a mapfile of uncompressed ~50kb and the snapshot part of the savefile is uncompressed 2.5 mb. I think you'll get less network traffic if the other uses just send you their actions like it is surre...
- November 27th, 2013, 12:05 am
- Forum: Ideas
- Topic: Ideas for handling disconnects/lag in Multiplayer
- Replies: 29
- Views: 7777
Re: Ideas for handling disconnects/lag in Multiplayer
By "host" I simply meant "the person who put the game in the MP lobby". Whether the information gets sent by the host's computer or the server doesn't really matter until somebody gets to the point of actually implementing it. Perhaps "initiator" is a better term, beca...
- November 24th, 2013, 5:07 pm
- Forum: Ideas
- Topic: Ideas for handling disconnects/lag in Multiplayer
- Replies: 29
- Views: 7777
Re: Ideas for handling disconnects/lag in Multiplayer
Technical question: If the server is able to generate replay files, it must have the current snapshot of the game? Couldn't it just send this instead of the replay info it currently sends? Or is the snapshot compiled from the moves by the server when the game ends? No, according to the kind develop...
- November 24th, 2013, 4:42 pm
- Forum: Ideas
- Topic: Ideas for handling disconnects/lag in Multiplayer
- Replies: 29
- Views: 7777
Re: Ideas for handling disconnects/lag in Multiplayer
No graphics are transmitted during a MP game. What is transmitted is the WML of the scenario (from the host to the server to the other players) at the start of the game, and all game actions done by players or the AI. Also, for each fight action the server provides some random numbers which help to...
- November 22nd, 2013, 7:03 pm
- Forum: Ideas
- Topic: Ideas for handling disconnects/lag in Multiplayer
- Replies: 29
- Views: 7777
Ideas for handling disconnects/lag in Multiplayer
I don't have any suggestions for Wesnoth solo. In my opinion, things are great. The game is balanced, and I like it. For Wesnoth multiplayer, I do have suggestions. I play Wesnoth multiplayer at several locations. When I have wide pipes, I can play without any problems. When I have a "budget&qu...
- November 22nd, 2013, 6:09 pm
- Forum: Multiplayer Development
- Topic: SXC Development
- Replies: 194
- Views: 238910
Re: SXC Development
I would just like to say that the SXC add-ons are my FAVORITE. I think that they have the most replay value, particularly for solo play.
- November 15th, 2013, 5:36 am
- Forum: Users’ Forum
- Topic: why do we need 2 random generators?
- Replies: 49
- Views: 10648
Re: why do we need 2 random generators?
Determinism would also allow players to load autosaves of multiplayer games in alternate clients and try out attacks. While preventing cheating is impossible, I'm not sure it should become that easy. gfgtdf, I don't understand your answer. Alarantara is suggesting that, if I am in an mp game, and a...
- November 13th, 2013, 9:00 pm
- Forum: Add-on Feedback
- Topic: Survial Upgrade Mod
- Replies: 6
- Views: 6643
Re: Survial Upgrade Mod
As you can see from my signature my In Game Name is Laela. Ah. Well, excellent. "3p Colosseum" from the "SurvivalUpgrade" add-on by "Laela, various" has been one of my favorite scenarios. I like it for one reason because we play vs. the AI, then each other, although I'...
- November 13th, 2013, 7:57 pm
- Forum: Add-on Feedback
- Topic: Survial Upgrade Mod
- Replies: 6
- Views: 6643
Re: Survial Upgrade Mod
This review doesnt seem to be about this addon, I remember this one without any shop tile. There is also no way my version of colosseum is basic and I havent uploaded any SX scenarios. I disabled AI for my colosseum simply to make those turns happen faster. I admit my target group isnt new players,...
- November 13th, 2013, 6:30 pm
- Forum: Add-on Feedback
- Topic: Survial Upgrade Mod
- Replies: 6
- Views: 6643
Re: Survial Upgrade Mod
I have played many of the survival maps and prefer them to other scenarios, because it is easier to manage one or a few units than many, and fast-paced games can be the result. I like upgrading units at the shop. However, I noticed that there is generally one unit that is optimal for survival scenar...