Search found 11 matches

by linuxminter
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...
by linuxminter
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...
by linuxminter
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...
by linuxminter
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...
by linuxminter
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...
by linuxminter
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...
by linuxminter
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.
by linuxminter
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...
by linuxminter
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'...
by linuxminter
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,...
by linuxminter
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...