Hi Everyone, sorry if this has been requested before, I did have a look around.
Here's my idea for a competitive multiplayer mod:
Allies - Other players are counted as enemies by default, unless the players accept each other as allies. Only allies can be remove your buildings. Otherwise they have ...
Search found 8 matches
- Sun Jan 04, 2015 8:39 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] competitive multiplayer
- Replies: 0
- Views: 1836
- Mon Nov 03, 2014 6:39 pm
- Forum: Releases
- Topic: Version 0.11.1
- Replies: 118
- Views: 105336
Re: Version 0.11.1
I <3 this update <3<3<3<3 .. I only have time to post this since I'm at work, when I'm at home it's constant Factorio :p
- Sun Sep 28, 2014 10:04 pm
- Forum: News
- Topic: Friday Facts #53 Multikulti Mutliplayer
- Replies: 35
- Views: 33577
Re: Friday Facts #53 Multikulti Mutliplayer
We will can create a servers or its jut self-hosted sesion?
Much want. No idea how it would work on p2p.
Currently when my computer saves the game it's unresponsive for about 2-3 seconds (despite having a quad core and SSD storage). What happens if different players in multiplayer start saving ...
Much want. No idea how it would work on p2p.
Currently when my computer saves the game it's unresponsive for about 2-3 seconds (despite having a quad core and SSD storage). What happens if different players in multiplayer start saving ...
- Tue Sep 16, 2014 12:24 am
- Forum: News
- Topic: Friday Facts #51 - First MP Game
- Replies: 46
- Views: 35166
Re: Friday Facts #51 - First MP Game
I can confirm that Australia internet sucks (I lived in Launceston Tasmania for a while). From my experience even NZ internet is better, and I live in a rural township (true rural is 10x worse though).
In Aussie I got 6Mbs down on a good day. Here in Kaeo NZ , I get 22Mbps consistently (We have ...
In Aussie I got 6Mbs down on a good day. Here in Kaeo NZ , I get 22Mbps consistently (We have ...
- Thu Aug 28, 2014 9:18 am
- Forum: News
- Topic: Friday Facts #46
- Replies: 35
- Views: 35522
Re: Friday Facts #46
It could be done that way, but you would essentially lose all the the advantages of client-server (mainly the centralized game state) and gain all of its disadvantages (double latencies). When only the user inputs are transfered, peer to peer architecture comes as a natural result (IMO :-) ).
Ok ...
- Tue Aug 26, 2014 10:46 pm
- Forum: News
- Topic: Friday Facts #46
- Replies: 35
- Views: 35522
Re: Friday Facts #46
True client server setup really isn't possible, as we just can't send the whole map, or map changes. we need to rely on deterministic game.
Maybe we could try some technical blog, but we have a lot of times on our hands already, maybe when we get more people :)
Just curious, why couldn't ...
- Sun Aug 24, 2014 7:45 pm
- Forum: News
- Topic: Friday Facts #48 Long term thinking
- Replies: 25
- Views: 29986
Re: Friday Facts #48 Long term thinking
LOL, looking at the tanks, it's like playing Spot-the-difference.
- Wed Aug 13, 2014 8:30 pm
- Forum: News
- Topic: Friday Facts #46
- Replies: 35
- Views: 35522
Re: Friday Facts #46
I hate peer-to-peer, trying to play Command & Conquer 3 on multiplayer is plagued with connection issues. I know 3 people who would have played that game if it weren't for issues such as that. We ended up having a few games over VPN (such as hamachi, OpenVPN, tunngle) but those programs are so ...