Hello all, recently me and a friend got bored of the Neter campaign and wanted to do ashes of the empire, but i couldn't find a way to change the world map in the gamemode select screen in multiplayer. I have found multiplayer campaigns on youtube for it as recent as 2019, and as far as i can tell hasn't been removed, please help!
Really loving the game so far.
I was completely amazed about how much better the game looked compared to the stress test.
One thing I think most of us can agree on though is that we need to be able to pause the game!
Some games may go for over 1h or more, we may need to use the toilet, get an important call, answer the door, etc.
Apart from that, my friends and I had a blast playing that game.
I have tried several things to go around the game mechanics, because there is not button for it. I tried looking it up, but nobody seems to have found a way.
In singleplayer you only have to press esc, and then it is paused, but not in multiplayer obviously.
I have never played an rts without pausing, so this is a first for mee too.
it might come as surprise but not everyone can dedicate them self infront of a screen without the need to go afk sometimes
is it possible you add Pause function in multiplayer? (can be canceled by other players if there is a need)
thanks
On weeks that my DnD group can't get together we will sometimes play online games instead. I recently purchased WH2 and I'm absolutely loving it, so I'm wondering if Immortal Empires could be a good game for the group. Ive found lots of information about what content is required to play but the nuts and bolts of how the turns play out in multiplayer is all a bit murky. I've read that you all take your turns at the same time and I found a single mention that maybe you can allow other players to take control of single units in your army, but not much else. Could someone please explain what a turn looks like with (let's say 4 players) when 2 players have nothing to do this turn, the third player has a single battle, and tne last player has multiple battles to resolve.
Pip pip tally ho! I was just wondering, with custom empires you can make it so that they are forced to spawn in "a regular game" instead of a randomly generated empire. And my question is if a multiplayer game which I host counts as one of these "regular" games. If it makes a difference, I play on PS4. I eagerly await your answers!
I have been playing Age of Empires III DE on a macbook pro using parallels to run windows. Everything worked fine, but I just switched from the intel mac to the m2 mac. Now the game works wonderfully, but I can't see any multiplayer games and my friends can't see mine. If I directly invite them or they directly invite me, we get the "Host has declined" error. I contacted parallels support and they said "We would like to inform you that Intel-based applications and drivers for Intel chips are not supported on the M chip since Apple developed their M chip based on the ARM architecture." Does anyone know a fix for this?
I have been playing Stellaris for a while on PC but the group of friends I have who are into it are all using console (specifically Playstation). I was planning to just buy the base game on console so I could play with them (Since at least one of them has all the DLCs) but I was wondering whether I would be able to use the DLCs I don't have at empire creation in a multiplayer game on console.
This paper explains the design architecture, implementation, and some of the lessons learned creating the multiplayer (networking) code for the Age of Empires 1 & 2 games; and discusses the current and future networking approaches used by Ensemble Studios in its game engines.
The Genie Engine was already running and the game simulation was shaping up into a compelling experience in single player. The Genie Engine is a 2D single-threaded (game loop) engine. Sprites are rendered in 256 colors in a tile-based world. Randomly-generated maps were filled with thousands of objects, from trees that could be chopped down to leaping gazelles. The rough breakdown (post optimization) of processing tasks for the engine was: 30% graphic rendering, 30% AI and Pathing, and 30% running the simulation & maintenance.At a fairly early stage, the engine was reasonably stable -- and multiplayer communications needed to work with the existing code without substantial recoding of the existing (working) architecture.
Rather than passing the status of each unit in the game, the expectation was to run the exact same simulation on each machine, passing each an identical set of commands that were issued by the users at the same time. The PCs would basically synchronize their game watches in best war-movie tradition, allow players to issue commands, and then execute in exactly the same way at the same time and have identical games.
Turns were typically 200 msec in length, with commands being sent out during the turn. After 200 msec, the turn was cut off and the next turn was started. At any point during the game, commands were being processed for one turn, received and stored for the next turn, and sent out for execution two turns in the future."Speed Control" Figure 2. Speed Control.Since the simulations must always have the exact same input, the game can really only run as fast as the slowest machine can process the communications, render the turn, and send out new commands. Speed Control is what we called the system to change the length of the turn to keep the animation and gameplay smooth over changing conditions in communications lag and processing speed.There are two factors that make the gameplay feel "laggy": If one machine's frame rate drops (or is lower than the rest) the other machines will process their commands, render all of the allocated time, and end up waiting for the next turn -- even tiny stops are immediately noticeable. Communications lag -- due to Internet latency and lost data packets would also stop the game as the players waited around for enough data to complete the turn.
Each client would also measure a round trip "ping time" periodically from it to the other clients. It would also send the longest average ping time it was seeing to any of the clients with the "Turn Done" message. (Total of 2 bytes was used for speed control)
Because the game's outcome depended on all of the users executing exactly the same simulation, it was extremely difficult to hack a client (or client communication stream) and cheat. Any simulation that ran differently was tagged as "out of sync" and the game stopped. Cheating to reveal information locally was still possible, but these few leaks were relatively easy to secure in subsequent patches and revisions. Security was a huge win.
As much as we check-summed the world, the objects, the pathfinding, targeting and every other system -- it seemed that there was always one more thing that slipped just under the radar. Giant (50MB) message traces and world object dumps to sift through made the problem even more difficult. Part of the difficulty was conceptual -- programmers were not used to having to write code that used the same number of calls to random within the simulation (yes, the random numbers were seeded and synchronized as well).
Know your user. Studying the user is key to understanding what their expectations are for multiplayer performance, perceived lag, and command latency. Each game genre is different, and you need to understand what is right for your specific gameplay and controls.
We also metered the users demands on the system -- they would typically issue commands (move, attack, chop trees) averaging about every 1.5 to 2 seconds, with occasional spikes of 3 to 4 commands per second during heated battles. Since our game built to crescendos of frantic activity the heaviest communications demands were middle and late game.
When you take the time to study your user behavior you'll notice other things about how they play the game that can help your network play. In AoE, clicking repeatedly when the users were excitedly attacking (clik-lik-lik-lik-lik -- go go go ) was causing huge spikes in the number of commands issued per second -- and if they were pathing a large group of units -- huge spikes in the network demand as well. A simple filter to discard repeat commands at the same location drastically reduced the impact of this behavior.
Test with modems (and, if you are lucky, modem simulators) as early as possible in the process; continue to include modem testing (as painful as it is) throughout the development process. Because it is hard to isolate problems (is that sudden performance drop because of the ISP, the game, the communications software, the modem, the matchmaking service, or the other end?) and users really don't want to hassle with flaky dialup connections when they have been zipping along at instant-connection LAN speeds. It is vital that you assure testing is done on modem connections with the same zeal as the LAN multiplayer games.
In Age of Empires 2: The Age of Kings, we added new multiplayer features such as recorded games, file transfer, and persistent stat tracking on The Zone. We also refined the multiplayer systems such as DirectPlay integration and speed control to address bugs and performance issues that had come up since the release of Age of Empires.
The game recording feature was one of those things that you just happen to stumble upon as an "I could really use this for debugging" task that ends up as a full-blown game feature. Recorded games are incredibly popular with the fan sites as it allows gamers to trade and analyze strategies, view famous battles, and review the games they played in. As a debugging tool, recorded games are invaluable. Because our simulation is deterministic, and recorded games are synchronous in the same way that multiplayer is synchronous, a game recording gave us a great way of passing around repro cases for bugs because it was guaranteed to play out the exact same way every time.
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