we had a 6 hour game and went as far as building a tank. I have a fairly strong connection, but my brother is playing off a 3g dongle.
I thought I'd share my experience so far.
Game went smooth for the most part. There was just one crash, which lost us nothing as I am aggressive with autosaves. (Found a bug about it on reports already so no biggie)
The only noticeable source of lag and stutters were enemies beginning an attack, at the point they pathed from their spawn to our base. Actual combat was quite smooth. It's strange because I tought pathing would have be more easy on network, being deterministic and all that, while I expected combat to be more laggy.
Never attacked enemies so I don't know what it will be like.
After the game crashed the second player inventory was empty, but I don't know if it is supposed to be stored in the save.
We were on the phone so I could hear ihis game running a coulle second behind mine, I have no idea how it will impact attacking, will report later on this thread
My (good) experiences multiplaying on a flaky connection
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Re: My (good) experiences multiplaying on a flaky connection
we went to attack some of the biter spawns north, and claimed a huge swat of land for ourselves. the base in multiplayer has grown very... organic.
actually, it's a mess:

during combat we had no issue and no lag - at this point, I'd say pathfinding lag during attack is a bug, because even when spawning loads of biters near a nest the game play fine.
the experience so far is very solid! 10/10 would buy again.
actually, it's a mess:
during combat we had no issue and no lag - at this point, I'd say pathfinding lag during attack is a bug, because even when spawning loads of biters near a nest the game play fine.
the experience so far is very solid! 10/10 would buy again.
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Re: My (good) experiences multiplaying on a flaky connection
Day three of our little experiment. We expanded on the northern fields:

We also rewired most of the factory to merge local resources with remote using a double belt design

But we still have to move production to the main belt, currently machines all feed from the old belt that we connected to the new high capacity bus.
On the multiplayer aspect, we started having some problems, mainly related to connection quality dropping as compared to previous days. We had to play with the latency setting at 199ms to keep the experience smooth. Also he had two crashes but no way to determine the cause, probably lag, while I had one crash and being the server I have no clue if it was lag, a honest bug or anything.
Probably related to train leaving station, but we can't reliably reproduce anything.
We also rewired most of the factory to merge local resources with remote using a double belt design
But we still have to move production to the main belt, currently machines all feed from the old belt that we connected to the new high capacity bus.
On the multiplayer aspect, we started having some problems, mainly related to connection quality dropping as compared to previous days. We had to play with the latency setting at 199ms to keep the experience smooth. Also he had two crashes but no way to determine the cause, probably lag, while I had one crash and being the server I have no clue if it was lag, a honest bug or anything.
Probably related to train leaving station, but we can't reliably reproduce anything.