Tasunke's Multiplayer League 1/13/2013

I'll pass on this one. I can't commit 4 hours in a block because of RL constraints through March.
 
Is this some kind of competative league? I'm up for playing MP games but I'm not very competative.
 
I guess I can play 2v2 games without AI competativly.
 
This is not anything 'competitive' per se. This is a league for people that like to play ffh2 with humans. The sign up is for Saturday, and if we can get 8 players on one map we will. Because ffh2 is awesome, and we like to play it. This is about the experience, not necessarily the win.
 
Taking screenshots and reporting afterwards is encouraged
 
Dint a bunch of spells fail in simul turns?
There is no way lanun are better then flauros.
 
Combat is somewhat different in simul. All spells 'work' tho. Blinding light for instance just acts differently (aka twice as effective)
 
NOW WE BEGIN TO MEET. Everyone get on SKype/ #Erebus IRC
 
Game starts in twenty minutes!!! Two more people can join!!! :d
 
Alright. Well, the one last weekend was the 'Calabim vs Barbarians' game. I could write up more about what happened, but that was the main highlight for the Calabim peoples.

The Sheaim were co-ruled by a Clan-Calabim alliance (a shaky alliance at that, btw), yet it remained strong well through the game's end.

By then, there might have been a war between Calabim and Clan ... but when it was discovered that the Clan had only Goblins ... we didn't have the heart for a proper invasion. In the end, The Orc leader declared on the Balseraphs, causing their leader to 'rage-quit' due to the belief that she could not fight both AI Hyborem and Human Clan at the same time. The Balseraph leader then tried to rejoin, but due to a bug with MNAI ... rejoins don't always work. Well, her particular rejoin (possibly due to a differently named folder) happened to freeze that particular instance of the game, and then the save was bugged- ie rehosts couldn't happen.

So.

What we learned from the past (3) games. NO REHOSTS POSSIBLE! (at least for large games)

I mean, 2 or 3 ppl? Rehosts seem to work fine. But MNAI 2.41 ... large groups of players cause ODD ING THINGS with rehosts.

Therefore

a few things

A) no rehosts

B) if the host dies, no one can rejoin (cause who knows who the host is by that point, and if they can even allow more ppl to join due to routers etc)

C) late-join is possible, exit-rejoin is possibly ONLY IF you are causing OOS, and even then, it won't always work, but exiting randomly and then rejoining IS NOT POSSIBLE.

D) don't leave if at all possible (unless you are causing an OOS unfixable by exit-rejoin, try twice, and if 2nd time doesn't work, will have to leave at least for that game)

E) advanced start blazing turn timer ... or at least blazing turn timer. Quick speed of course

F) small sized map- one city is possible, standard sized? More cities necessary.

G) 7-8 players on standard low sea pangea? Leaves some empty room. Although, to be fair, my 6 city empire was pretty kick ass ... and only 2 of those cities really mattered (except for coves)

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I'll make some stories about the Lanun vs Everyone game.

And how the Lanun and Calabim forged an alliance towards the end, that tipped the scales (imho) for Lanun victory.
 
E) advanced start blazing turn timer ... or at least blazing turn timer. Quick speed of course

doesn't advanced start ruin AI, and does it work safely in MP ?

Tas said:
G) 7-8 players on standard low sea pangea? Leaves some empty room. Although, to be fair, my 6 city empire was pretty kick ass ... and only 2 of those cities really mattered (except for coves)

idk, it always depends on how the mapgen decides to throw the players on the map

as for the games,
the first one (calabim vs world) seemed quite okay, except for very sprawling calabim and insane AC - by the time the 3rd hero spawned i had only wooden golems :/
the second one (sidar vs svarl vs civ-ryan-played-as) was quite okay, even got to make some army of nyxkins and destroyed illians with their annoying priests, but then i resigned, because i don't like ( and usually aren't even preparing to ) PvP combat - and when Tasunke declares war on you, it's pretty much game over for you :D
 
There was one game with Folket, Thirlan, Yann, Ryan, and Tasunke.

Ivanbin played in the game as well (from the start even! :D) however half way through the game he started to cause OOS with the rest of us, and after numerous tries (3 or so?) we had to bid him adieu.

Sometime approaching the end of the mid-game ... (eh, I was starting work on the Great Lighthouse, had already adopted foreign trade) Thirlan suddenly noticed my massive GNP, and decided to form a coalition against me.

Lets back up a bit shall we?

Tasunke was Hannah the Irin of the Lanun

Folket was Decius of the Calabim

Thirlan was Khazad

Yann was Sheaim

Ryan was Elohim

Ivanbin was Grigori.

There were two AI, Hippus(Rhoanna) and Bannor.


The Hippus ended up destroying the Bannor. I think the Bannor AI couldn't cope with having a mostly jungle/coast start (yes, even though the resources et al were excellent).

On the western edge of the Hippus/Bannor was the Calabim, stranded on a series of coastal peninsulas.

On the eastern side of the Hippus/Bannor was the Grigori, who were in the heartlands on the continent, and to the direct east of them were the Khazad, who were also in the heartlands of the continent.

Far to the south of the Khazad were the nefarious and evil Sheaim. They had one powerful and dark city, and below them lived Acheron, on a rich and jungled hill.

If you travel east from the Sheaim lands, hit the eastern coast, and travel north ... you will find the graceful Elohim. These soft souls foolishly sought to help the Khazad harm the beautiful and intelligent Lanun empire. To the immediate north of the Elohim was the powerful and magnificent lands of the Lanun. We were a peaceful people. Only wanting to tech to Divine Essence and get some long beards.

But then disaster struck! The greedy dwarves to the west sought our gold, and thereby formed a coalition to destroy us. Those in the coalition were the .... Bannor, Hippus, Grigori, Elohim, Khazad, and even the dastardly city state of Galvelholme (Sheaim).

The bannor were perhaps incidental participants. Indeed, the coalition started quite small. At first it was just the Khazad ... they threatened war but never truly declared. They even scouted my lands before the brilliant Lanun peoples had the good sense to close the borders. It was a shame really, for the Khazad were suffering from a great famine, and thousands died that could have sought shelter in our lands ... if only the borders had been able to remain open. It is clear that open Khazad aggression was the causes of these unfortunate deaths.

After the borders were closed ... the evil and sinister Khazad diplomats tricked the peaceful Elohim into foolishly declaring war on their superior Pirate kin.

The menacing brigands made camp on Hill Eire, a lovely hill that was home to many Lanun workers. These foul brigands slaughtered all the workers and their families ... what few remained fled to the city, where the noble Lanun honor guard cared for their needs. These foul beasts were paid by Elohim merchants, seeking war against the Lanun peoples. When Falamar noticed the Elohim flag raised upon this band of beasts, he was absolutely astonished. Hannah just grinned darkly when she heard the news. She told her Royal speaker to assemble the cultists.

For hill Eiyre was on the coastline, and a great tsunami came and killed all the brigands. Well, most of them at least. A few managed to get away as the glorious army of the Lanun thundered across the plains, causing all to tremble in their wake.

Cassiel of the Grigori remained in close communications with Hannah, and they would have forged an alliance to last the ages. However, a foul Sheaim assassin killed Cassiel in his sleep, using foul magicks never before seen.

After their leader was found dead, the Grigori started self governance, became highly aggressive, declared war on the bannor, and ceased all communications with the Lanun.

Hannah was much (to be continued)
 
No OOS combo (and saveload errors fixed)

Erebus in the Balance v9, no city razing, Council of Esus disabled.

make sure shortcut doesn't have an extra slash (thirlan can help u with that, more details to follow)

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with the above settings, you will find the most stable, OOS-less thing. No Kuriotate OOS (based off earlier FFH/MNAI), No Hyborem OOS (due to no city razing), No save-load crashes (we fixed that).

The only game hurdles are then the usual.

-> people using routers without open ports sometimes block each other

-> initial start has crashes, but a t0 save-load fixes this. (also hotjoining, if you just hotjoin after the map is made, this also somewhat fixes this, but you'd have to tell the host your Civ/Leader pick)

But once you save-load the t0 save, its absolutely GOLDEN. We got fairly late-game with no OOs'es.

And the best part? No Hyborem OOS! :D

I repeat. No. Hyborem. OOS.

Mostly this is due to no city razing ... but its pretty awesome that we can play as the Kuriotates again too.
 
The issue had to do with how people were pathing their shortcuts.

Nothing to major, but sometimes people put /Fall From Heaven instead of Fall From Heaven.
That extra / was added to the pre-existing /

making the full route blah/blah/MODS//Fall From Heaven

this extra / didn't make the game unable to run, but it made loading the saves impossible. (or at least launching a game with the loaded saves. Granted, not everyone is affected because not everyone does shortcuts on their own ... but still. Normally an error for people that create shortcuts for their Steam version of the game.
 
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