Aprogas

Aprogas

Joined Member # 2559958
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With further testing I have confirmed that 9 pacts with the same player is what triggers this issue; this is only possibly between different races. It does not matter whether the combination between own pacts offered and their pacts accepted is 6+3, 5+4 or 4+5; I have not tested 3+6. Having more than 9 pacts but divided over multiple players does not trigger the issue.

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I have done further testing in another game and have more information to narrow this issue down: If I haven't offered all 6 of my own pacts, I can accept a pact* offered by the AI without triggering the issue. If I offer all my 6 pacts to an AI-player and then accept a pact* from another AI-player, I don't trigger the issue. If I have accepted 3 pacts offered by an AI-player and then offer my 6th own pact, I trigger the issue. If I have off

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Version: 0.80.3856 Savegame: http://www.aprogas.net/~aprogas/tmp/Diplomatic%20Victory.zip Short description: under certain conditions accepting a pact gives a great amount of diplomatic points Long description: The game is on a Random Large (Single) map with 8 players (7 unfair random AI), with Diplomatic Victory and Allied Victory enabled and other victory conditions disabled. I play TEC Loyalists (green) and have become friendly with an Advent Rebel neighbour

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Details: http://pastie.org/private/unkx1zefoftwgfng4hcea What I do: I start the game and press the Multiplayer button. What happens: The menu disappears, pressing Esc does not bring it back, the background image slowly moves (as it does with the menu), Alt+F4 still responsive and closes the game. What I expected: Some form of multiplayer lobby or a menu letting me choose LAN, Online, Direct Connect, etc.

1 Replies 1,942 Views

Limiting your upload speed from a program itself might reduce the amount of ACK sent, but limiting the total upload speed of your connection only makes the ACK problem worse. A better solution would be to give the ACKs priority so that if the upload is clogged, the ACKs are sent first and the remaining available speed is used for other stuff; however only few routers support this and it requires technical knowledge to setup. Neither of these things will help you with Demigod connectivity thou

24 Replies 65,552 Views

ACKs are used not only in the initial handshake but during the entire connection, although indeed only for TCP not UDP. Demigod uses TCP only for logging into Impulse, the rest is all UDP. Setting MTU above what your connection can handle will lead to IP fragmentation which only adds more overhead and potential trouble. I think Demigod mostly sends small packets anyway so hitting MTU won't happen very often.

24 Replies 65,552 Views

Some NAT not only map the internal IP-address to an external one, but they also map the internal port to a different external port (e.g. 6112 becomes 54822). Your router seems to be of the most nasty kind and maps to an unpredictable port, meaning the NAT faciliator cannot arrange a NAT punchthrough. If in your router options you can change the NAT mode, switch to "endpoint-independent mapping", "full-cone" or "gaming mode". If you want to further understand these different ways a NAT

4 Replies 1,498 Views

On some quick skimming it seems you are right though about that STUN document only describing how the STUN protocol itself works, not the algorithms to determine NAT type. I think it would work like this: the local machine (L) sends a packet from Laddr:Lport to a public STUN server (S) at Saddr:Sport (the STUN server also has a secondary IP-address but we don't need to know that), from the perspective of the STUN server it receives the message from a remote machine (R) from Raddr:Rpor

4 Replies 3,020 Views

If you are behind NAT and your NAT decides to change the external address:port mapping you cannot see that in tcpview but you might see it in your Demigod logs (run dbgview to see real-time log) as a newly reported external address:port tuple. If it happens to the other side while you are playing, it is hard to see that in tcpview because UDP doesn't really form connections, especially not a single packet that probably gets rejected because it comes from a different address:port your computer

4 Replies 3,020 Views

I've been doing some reading into the whole NAT traversal thing. I figured I'd share my preliminary findings in the hope to spur interest in others and make them join in thisbrainstorm and maybe we can come up with some new ideas on how to handle NAT traversal in Demigod. In this post I will refer to several IETF documents, but note that many of them are still work in progress and not finished standards. First let's outline the assumptions I made about what is desirable: <l

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Use ImpulseReactorOptions.exe to set up computer A at portrange 6112-6132 and have the router forward those ports to computer A. On computer B use ImpulseReactorOptions.exe and set the portrange to e.g. 6133-6153 and have your router forward those ports to computer B. Demigod seems to host the lobby on port 6073 when using auto port, so if you discover that only one person can host lobbies, you also need to setup 6073 to forward to computer A and e.g. 6074 to computer B and on compute

17 Replies 41,984 Views

The reason the digital download version is cheaper than the retail version, is that there are more middlemen involved in retail distribution. CD/DVD has to be pressed, manual has to be printed, boxes have to be put in trucks and driven to stores, etc. All those middlemen want to make some profit as well, whereas the digital download is very direct and almost entirely under Stardock's own control.

6 Replies 1,512 Views

My network looks like this: gaming computer <> ethernet switch <> FreeBSD router <> ISP I think the firewall/NAT software on the FreeBSD router (pf) can only operate in NAT-strict mode, however I did manually forward the ports Demigod uses (6073,6112-6132). Shouldn't this make all incoming packets to those ports be forwarded to the backend machine regardless of which address or ports those packets were sent from, thus effectively bypassing the normal NAT filtering

331 Replies 819,099 Views

Yesterday before going to bed I purchased SR2 Reboot via TotalGaming. I already had the original SR2 via TG and after purchasing the expansion my tokens went from 7 to 5. By now I have waited for over 12 hours but the game does not show up in either Stardock Central or Impulse. I tried installing the original SR2 but is shows no signs of being SR2 Reboot (e.g. its version says 1.3). Where do I find the game and how to install it?

1 Replies 133 Views