how does the k-mod multiplayer play with those not using it?
I've just started visiting here more frequently and have liked a lot of things that you've claimed you mod handles.
They claimed we need to adjust the windows firewall and add single port forwarding ports 2033 & 2056. [/email]
I recently called Firaxis. They claimed we need to adjust the windows firewall and add single port forwarding ports 2033 & 2056. We did so, and I'm not convinced it worked. Do u guys think if we played directly into the modem, it would help? That would negate the fact that we need to do port forwarding, right? Any response would be great. Thanks,
Brad Frisbie
mtbikepatrol@comcast.net
Were they talking about OOS errors? One might think that Firaxis would know a thing or two about their game, but I'm pretty damn sure that opening ports on the firewall has nothing to do with OOS. If there are firewall problems, you simply won't be able to play; OOS is a completely separate issue. OSS is caused by mistakes in the Civ4 programming. (Which is why K-Mod is able to fix it.)
There are no size limits. OOS should be (almost) completely eliminated in K-Mod for any number of players.
There are actually lots of unrelated bugs which can cause OOS; and it's usually extremely difficult to actually work out what it causing the OOS, even after the bug has been found. But anyway, I've spent considerable effort tracking them down and fixing them. The result is that almost every game is completely free of any OOS.
It isn't totally fixed though. I'd estimate that maybe 1 in 10 full games would get a single OOS in the current version of K-Mod. I've recently found a bug which I think might be causing the remaining problems; and so hopefully the next version of K-Mod will be 100% OOS free.
And the next version will be out when?
And does K-mod resolve the Global unit upgrade OOS problem?
But really, I don't recommend waiting for the next version. The current version works very well...
That's interesting to hear about the many OOSs. Was that on the most recent version of K-Mod (ie. v1.32, released a couple of days ago) or one of the older versions?
Generally, in my experience, when there is one OOS error, it's best if all players quit and then rejoin from a save game rather than trying to rejoin while the game is still running. I think shift, or something like that, does clear the cache, but I would only expect that to help if there was some kind of weird bug in civ4 which caused the game to still be loading stale cache for some players but not for others.