Diasbled Multiplayer Features
Any word on when the larger map sizes and mega events are going to be enabled in multiplayer?
Any word on when the larger map sizes and mega events are going to be enabled in multiplayer?
No information of any kind regarding this?
Larger maps are disabled for several reasons. One that type of game takes a lot longer which most people playing multiplayer only play for a few hours or less at a time. Plus the resources needed on larger maps are a lot higher making multiplayer games more unstable.
Mega events I wish were enabled, especially ideology ones.
I was playing the largest size during beta with the same stability that smaller maps had at the time. I know they are planning to re-enable them, I was just wondering if the devs had any comment on the status of these features.
humongous &insane wasn't even properly -loadable-till late & very late beta even if you edited the xml to swap the sizes to an available size. Lots of problems would occur (ctd beforemap loaded, ai spawning off map, etc) if you tried
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humongous &insane wasn't even properly -loadable-till late & very late beta even if you edited the xml to swap the sizes to an available size. Lots of problems would occur (ctd beforemap loaded, ai spawning off map, etc) if you tried
I didn't have any of those issues aside from the occasional CTD (which happened at the same frequency on "huge" maps for me) but then again I was playing over lan on 2 i7 machines with 32GB of ram. I believe the primary problem with them was a lack of optimization for lower end rigs.
I didn't have any of those issues aside from the occasional CTD (which happened at the same frequency on "huge" maps for me) but then again I was playing over lan on 2 i7 machines with 32GB of ram. I believe the primary problem with them was a lack of optimization for lower end rigs.
those were problems you would see if you tried swapping the sizes into a smaller map that was enabled prior to like .7(?) or .8 when they finished a lot of the 64 bit stuff they needed iirc
The stability issues for size in multiplayer will not be in the stress on any one system, but the constant exchange of information between the two systems. Keeping track of what ships are where, who sees what, and every play action's consequences takes seriously more and more synchronization between systems, and provides serious opportunities for desync and instability. It gets exponentially worse with each player added. They are probably going to get that network code down really solid before they dare open up the larger maps. At least, I would be extremely cautious about taking a step like that and risking so much customer discontent when it performs even more erratically.
I only worked on the actual networking systems involved while taking part in various large projects, but synchronous exchange of information is its own swampful of ugly challenges for serious network work, let alone gaming. But then again, in my mind, it has almost always been gaming that pushes forward little bits of the envelope of computer science and capabilities. From what I can see, multiplayer for complex games will follow some of the same progress patterns as general conferencing technologies, both corporate and consumer driven. Having watched what is and can be pushed through my various network hardware setups, I am expecting interesting results. The software hurdles are still more messy than anyone wants to admit, but there are hordes of clever folk out there working on that very thing.
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