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Heh, I certainly found it too frustrating indeed.

Still, a new day is a new day, definatly ready to take another crack at it in the near future. Trelling - sounds both hopefull and terrible, the bad connection wasn't our fault, and we're on a crappy network.

Well, here's hopeing it'll work with another try. This game is too good to not have a few more goes!

Gezeder
 
Gezeder said:
Heh, I certainly found it too frustrating indeed.

Still, a new day is a new day, definatly ready to take another crack at it in the near future. Trelling - sounds both hopefull and terrible, the bad connection wasn't our fault, and we're on a crappy network.

Well, here's hopeing it'll work with another try. This game is too good to not have a few more goes!

Gezeder
Did you guys go via vnet or IP?
 
IP direct connect

Hi Gezeder - we went direct IP address - the lag was the killer - game start was 1936 GC and by Jan 3 some of use were more than 30 hours behind the host in game time -- there were 4 players -- hoping an upgrade to 512/128 will solve this.

Cheers
 
I'd be keen to play to!

I've got 512/128 cable with transACT which should be acceptable.

ICQ: 171816486, please include your forum screenname in the auth message;)

However, I'm pretty much a n00b, so I'd probably stick to a country on the smaller side:)

edit: I got in touch with albatross last night
 
Yeah lag is going to be a massive issue unless someone acquires DSLAM or something.

And its not just a problem with Aussie connections, alot of people are experiencing strange lag with HOI2 MP.
 
Good to see yous are trying to get your MP games up and running. 4 players with a 128 connection for all the players is required for nearly smooth gameplay, but there is still lag at higher speeds when all players are at war. But this shouldnt be a problem as game speed should be on slow buy that stage. For us to get a larger game going of 4-8 players will require faster upload speeds and for all player to have a 128 upload connection min.

I have a database with most people contact details here, ICQ, email, mobiles. If you havnt already sent these detail you should PM me. I can forward these onto the host of who ever is running the games so everyone can be contacted for continued games. This is essenital for long games and for a dedicated group.

I am currently in perth on holidays and wont be back until the 28th of feb. My phone lines are being upgraded while im away and i should be able to get DSLAM or atleast a high end ADSL connection maybe even with 512 upload when i get back. So i should be able to host 6+ player games.

IF you continue to get probs at present with 4 players, pair of and play 2 players games to get the practice in, there still fun. Ill check back everyknow and again while on holidays to see how things are going.
 
I'm gonna have to sit HOI2 MP out I'm afraid, I cant play every night of the week, it makes me far too tired, at most I can do 2 nights, which is no good. :(

U guys have my ICQ so maybe when things are sorted out I can make it but for now I'm gonna have to give it away, besides my 64kbps upload sucks :(
 
How about if this group set aside a date, like Saturday Nights, as a HOI2 MP night? Anyone else who wants to play on other days of the week can start their own game, but have Saturday as one game.

What do you say?

Or even Friday Nights (unless thats booked for something else or something ;) )
 
Hi Husayn,

At the moment HOI2 feels almost too unplayable to bother setting dates, at least to me.

Trelling and I have been trying 2 player games, and always been either lagging out & not catching up, (Even when paused!), or I crash out.

Similar sorts of things were happening with most 3-4 player attempts. What's worse, it Seemed to be working when I was playing with the others from aussie group one, and then we started having trouble.

Either we were kidding ourselves in the first few games, or I don't know, mabye alot of internet connections were damaged in all the storms or something.

Personally, I'm starting to get a bit disheartened. :( I've gone and spent money to upgrade my net connection to 512/128 just for this game, feels as though it might have been a waste of money right now...

Gezeder
 
Yes, lag is very crap...

What speed were you at? The lowest?

If it still lagged then, then you're probablly right it's not worth it...
 
Lag makes it almost unplayable...Mike is currently in the process of upgrading to more bandwitdth so hopefully this will make the game more playable. Otherwise the game just is not worth playing more than 2 people at the moment.


Husayn said:
Yes, lag is very crap...

What speed were you at? The lowest?

If it still lagged then, then you're probablly right it's not worth it...
 
major ball said:
Lag makes it almost unplayable...Mike is currently in the process of upgrading to more bandwitdth so hopefully this will make the game more playable. Otherwise the game just is not worth playing more than 2 people at the moment.

I and Gezeder have been trying to play 2 player and even then the lag gets to be too much.

I recently had my connection upgraded to a 1.5/256 and even that is not enough for a lag free game.

I will have to wait until iinet dslams my exchange [ryde], hopefully.

but i will still keep on trying,

regards

Trelling
 
My connection is a 512/256

Trelling and I had been trying the Spanish Civil War scenario a few times, but it kept crashing after a month or two each time. Not sure what was going on there....

Gezeder
 
Dslam

Trelling said:
I and Gezeder have been trying to play 2 player and even then the lag gets to be too much.

I recently had my connection upgraded to a 1.5/256 and even that is not enough for a lag free game.

I will have to wait until iinet dslams my exchange [ryde], hopefully.

Trelling

Can't believe what I am reading - are you saying that a 256 upload is not making the grade?? This will create even more angst...... :(

Here I am about to upscale to a 128 upload and I am still behind -- what is DSLAM - and can u get in the rural areas?? does it work on the old copper wire network

Some of the US MP people are advising that they are having big problems with MP games - some of them have huge pipe capacities - could it be that the MP code has some inherent problems??
A mate (rural Vic) has been successfully playing FPS games of MOH Spearhead in clan groups of 8 against 8 other players since mid last year - intense graphics with voice over links - only on a 64 upload speed.
Is this a valid comparison of MP capabilities??

Either way, I agree with Trelling - better to keep trying..

Cheers
:confused:
 
Basically DSLAM means that the ISP in question is installing its own broadband infrastructure in local telephone exchanges [ie NOT Telstra owned and therefore not artifically restricted], to Telstra nominated speeds.

ie max Telstra adsl dl/ul speed 1500k/256k - IINET max adsl speed 8000k/1000k [only if on a IINET DSLAM exchange and line conditions matter also]

Unfortunately this is very expensive as well as time consuming and as a consequence the DSLAM rollout [from a business point] proceeds from the exchanges that have the most number of users for that particular ISP.

I have read on this forum that many consider the minimum host UL speed to be 500k + with the clients having UL of 128k.

a time different of 2-4 hrs is not to be worried about [apparently] as long as it does not get worse.

The battle scenarios [BS] seem to work better than the GC's and this makes sense as in the BS you normally do not have research, diplomancy, trades etc and so their is less data that needs to be ul/dl by the hosts/clients.

This has led me to wonder [and want to try after our own groups experiences], is to start a 1936 GC, set up research, production, trades, disband any unwanted units [esp for Japan/UK's old Great War L1/2 Destroyers/Light Cruisers] and any initial moves.

Then stop the game, Save and restart the MP game. During the reload the Host loads the entire game file to all players so all would have the data from the new reloaded start, and theoritically the lag [hopefully] should be minimised as all of the initial massive data exchange has taken place in the beginning.

this of course would change when any war breaks out - slow speed seems to be the maximum speed you should use.

So no, your upgrade to 512/128 is not in vain, this will let you play the game [eventually], we can at least try and hope [pray / sacrifice to your own Gods] for the MP code to be fixed or rewritten.

edit. it also depends on the net conditions [ie congestion] and state of the [mainly in Australia] Telstra owned backbone.

regards

Trelling
 
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Yeah there is something wrong with HOI2 in MP, people were getting strange bandwidth usage while playing it, more than FPS games, which is completely shocking.

256 upload should be plenty for 4 players, probablly about max 1 day lag (in HOI or Vicky for example).
 
Husayn said:
Yeah there is something wrong with HOI2 in MP, people were getting strange bandwidth usage while playing it, more than FPS games, which is completely shocking.

256 upload should be plenty for 4 players, probablly about max 1 day lag (in HOI or Vicky for example).


unfortunately 256 upload is NOT plenty for HOI2, 512+ is the minimum host requirement to Successfully host a MP game without lag. If the FPS's can do it so HOI2 should be able to do it. Lag is NOT acceptable.

the situation is to bad that i have read that a 100mps LAN connection can still experience lag playing HOI2.

that's totally unbelievable !!! :mad:

regards

Trelling