[quote who="Ephafn" reply="1" id="1642892"]But something I would like to know is how much the piracy of some game reduces sales for some other game. In short : is someone who have pirated Civ IV less likely to buy GalCiv 2? If it is the case, then piracy could only be tackled by a industry-wide action, which (as a player/buyer) I am afraid of.[/quote] If the person pirated Civ 4, then why in the world would they want to pay for GalCiv 2? They'd just pirate it too. The best way
wormspeaker
Really? I must have used the wrong search terms then. All I got on the first two pages was unrelated stuff. Oh, well. Mission accomplished. As long as the developers are aware of it, I'm cool.
I did a quick search to see if someone else has posted this. I didn't get any hits on it. So... I'm using the 1.05 beta. You can get double the number of squardons you are supposed to. Select maximum fighters then right click to unselect the fighters while they are building then select maximum bombers. You will now get 2 fighter squads and 2 bomber squads for each hangar or curiser carrier. Or double the number of squadrons a capital ship is supposed to get. This is an easil
Okay, two weeks later, but we finally got some spare time to game together. We have both upgraded to the 1.09 beta and we are able to play a complete game without any latency, loss of connection, or freezes*. I think the updated netcode did the trick. Thanks for the help. (* Some video latency when having massive late game battles with a couple hundred ships, but that's to be expected.)
1.) Hmmm. Traffic Shaping. Yeah, it's possible. I'm able to use Bittorent just fine but I suppose it is possible that they are doing that. Though, since I use RoadRunner, I would expect that if that were the case that this would be a more widespread problem. 2.) Okay, so it is TCP rather than UDP... Makes sense to do it either way, but TCP is probably better for preventing cheating by mucking with the packet stream. 3.) That would explain why we are having the problem. We are d
[quote]I can safely say that this is not what monk was referring to. This issue that you are experiencing is one that I, for one, have not experienced. I think it is safe to say that this is not a common problem.[/quote] Okay. So no one else is having trouble with short duration losses of connectivity causing the units to stop accepting orders? How does the game deal with latency? Does it just keep trying to send packets until they get through or is there a time limit before yo
This is interesting: In regards to the lag, I mean that I begin to lag by way of internet latency. I start dropping packets, may lose connection to my wireless router. I usually get it back within 30 seconds or less, but it seems like even the tiniest flutter in my connectivity causes the units to stop accepting commands and not begin accepting them again no matter how long we wait. 1.) We are playing with only 2 AI and 2 players. I have an Intel quad core running at 2.4ghz and
My friend and I decided to pick up SINS to play multiplayer. We have been able to play the game solo just fine, and we are able to start multiplayer games either through the service or through direct IP connection. The problem is that I eventually begin to lag and that causes the multiplayer game to freeze and it does not resume. I am able to play many other online games, with some bit of latency (occasional losses of connection and some freexing) but when I begin to lag at all in SINS th