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Digll

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  1. Somewhat related but not I wanted to chime in that were still having horrible “player has suddenly disconnected”issues almost every time with the quick battle unit purchase. It seems this wasn’t fully vetted for single player or multiplayer before release. Hoping that it’s something addressed in the first patch that we get some news on it soon. New person hosting doesn’t fix it, using hamachi doesn’t, no connection issues with other games, and map size unrelated. Installing it on totally different computers didn’t help and using a new internet connection still same result. Thoroughly frustrating to have this broken on the same base engine that’s been out for years? I know the fans will unite that they’re working hard and it’s unreasonable to criticize the developer, but pretty unnacceptable to have a niche game with this price point have a fundamentally broken feature.
  2. Ping and tracert don't show any dropped packets, which to me points to the software. VPN will add latency but connection speed isn't an issue (when it works). We're both on 100+mbit internets and within a few miles so this isn't a distance issue either. Definitely want to try and hear any other ideas but the above don't seem to fit the available data. Also fwiw we're playing with tiny and small army sizes.
  3. We've never had the problem playing the provided levels in the demo... So this issue has to be a problem with the quick mission or final release build... Is there anyone else encountering this similar issue in quick mission?
  4. Trying to play an online 2 player turn/based quick mission with my friend... After selecting our forces we hit ok, and it's a crap shoot whether it connects. We receive an error that says "Player has unexpected disconnected" or something similar, I forget the exact wording. We have tried all the combinations of having the host hit ok first, and wait on the briefing screen, simultaneous hitting ok, having the client go first etc... nothing provides consistent results. After 3 or 4 attempts it eventually works... but like... what? Nothing in the manual explicity dictates the order of connecting so is this a bug or are we missing something? Obviously all ports are unlocked, and it DOES work, just ... never consistently. Having to repurchase units after this error SUCKS, and saving it right after the host connects doesn't save the clients unit purchases.
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