Search found 8 matches

by shadoh
Sun Jan 04, 2015 8:39 pm
Forum: Ideas and Requests For Mods
Topic: [Request] competitive multiplayer
Replies: 0
Views: 1589

[Request] competitive multiplayer

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 to...
by shadoh
Mon Nov 03, 2014 6:39 pm
Forum: Releases
Topic: Version 0.11.1
Replies: 118
Views: 94675

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
by shadoh
Sun Sep 28, 2014 10:04 pm
Forum: News
Topic: Friday Facts #53 Multikulti Mutliplayer
Replies: 35
Views: 30587

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 thei...
by shadoh
Tue Sep 16, 2014 12:24 am
Forum: News
Topic: Friday Facts #51 - First MP Game
Replies: 46
Views: 31274

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 ADSL...
by shadoh
Thu Aug 28, 2014 9:18 am
Forum: News
Topic: Friday Facts #46
Replies: 35
Views: 32248

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, I...
by shadoh
Tue Aug 26, 2014 10:46 pm
Forum: News
Topic: Friday Facts #46
Replies: 35
Views: 32248

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 determinis...
by shadoh
Sun Aug 24, 2014 7:45 pm
Forum: News
Topic: Friday Facts #48 Long term thinking
Replies: 25
Views: 27399

Re: Friday Facts #48 Long term thinking

LOL, looking at the tanks, it's like playing Spot-the-difference.
by shadoh
Wed Aug 13, 2014 8:30 pm
Forum: News
Topic: Friday Facts #46
Replies: 35
Views: 32248

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 h...

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