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Stellaris is powered by Clausewitz.
And as Mrop said net code is 99% up to the project, and Stellaris' net code has gotten quite a lot of attention from the very early stages of the project.
 
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Stellaris is powered by Clausewitz.
And as Mrop said net code is 99% up to the project, and Stellaris' net code has gotten quite a lot of attention from the very early stages of the project.

This has probably been answered elsewhere, but how long has Stellaris been worked on?
 
Stellaris is powered by Clausewitz.
And as Mrop said net code is 99% up to the project, and Stellaris' net code has gotten quite a lot of attention from the very early stages of the project.

Can you tell us if it works as well under Linux/MAC?
Because EU4 is at least playable to the extend of being able to complete a game with 3-4 people without many crashes using Windows only. But try to bring in Linux and it desync so hard you're winning a war while people see your capital already undersiege, if it's not crashing directly after 10 minutes or never giving you your event pop-ups.

Netcodes are a bitch to code, more so for synchronous engines, but if it could be as stable as let say Wargam,e European Escalation then maybe I'll finally enjoy multiplayer in a Paradox game that isn't about boats.
 
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Can you tell us if it works as well under Linux/MAC?
Because EU4 is at least playable to the extend of being able to complete a game with 3-4 people without many crashes using Windows only. But try to bring in Linux and it desync so hard you're winning a war while people see your capital already undersiege, if it's not crashing directly after 10 minutes or never giving you your event pop-ups.

Netcodes are a bitch to code, more so for synchronous engines, but if it could be as stable as let say Wargam,e European Escalation then maybe I'll finally enjoy multiplayer in a Paradox game that isn't about boats.
We play a stellaris multiplayer game here in the office once every week. Usually we have about 20 players. Me and some others play on our Macs, some people play on Linux but most play on Windows ( all in the same multiplayer game ).
Multiplayer is looking very stable so far in Stellaris, especially considering we haven't entered Beta yet :)
 
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Gigabit Lan or over the internet?
 
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Gigabit Lan or over the internet?
Internet, but since most of us are in the same building it basically is gigabit lan in that regard. However! We aren't all in the same building. We have plenty of people joining the games from Paradox South in Skövde and some people play from home etc.
 
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Nice! Means the netcode seems stable enough :3
 
Will Stellaris have proper multicore support? Because I always hate that my computer struggles with CK2, meanwhile core #5 is perpetually at 100% use and the other 7 are doing nothing.
 
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Will Stellaris have proper multicore support? Because I always hate that my computer struggles with CK2, meanwhile core #5 is perpetually at 100% use and the other 7 are doing nothing.

I am wondering about this as well! I very much hope it will be able to utilize all eight cores on my CPU.
 
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i just hope it can handle my 4 well. because i got plenty of CPU to spare. it's GPU that i'm short on
 
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The tricky thing is that since Clausewitz is just code and frameworks, you can't really make a good comparison between Stellaris and CK2. Certainly some thing will be the same, but some systems would be new. And netcode is 99% up to the game.

The problem with all netcode is that it has to be thought about from the start, and thoroughly tested continuously as the game develops. Getting good netcode at the end of the project is never going to work out particularly well. With each project, multiplayer becomes implemented and tested earlier and earlier, so I expect both HoI4 and Stellaris to be way better in that regard.

Edit: Though I am not working on HoI or Stellaris, so no promises. :)

The problem is, and correct me if I am wrong, you guys seem to do the majority of your multiplayer testing over lan. Paradox games have always run much much better over lan than they have over actual internet connections.

I've been playing paradox games multiplayer since 2002 with Hearts of Iron 1. It ran 10x, maybe 100x better over lan than it did when me and my friends had to actually connect over the net. Same for every iteration of the game. HoI3 was virtually unplayable for us over the net, but it ran fine when we could get together for lan action.

EU4 is sort of the same deal. Desync and other issues pop up over the internet that you NEVER see over lan.
 
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Of course not! LAN runs today at least with 100mbit/s while the internet connection ranges from 1mbit/s to say... 100mbit/s
There are a lot more room for runtimeerrors.
 
The problem is, and correct me if I am wrong, you guys seem to do the majority of your multiplayer testing over lan. Paradox games have always run much much better over lan than they have over actual internet connections...

At the very list try to read the rest of the posts [at the minimum the dev posts].
 
I'm assuming by using this engine, the game will make use of common elements in Paradox-developed games like defines.txt, installation organized into folders like /common, /localisation, etc. Or is that independent of the engine?
 
That's a real shame Mrop. I'd much rather that development time/resources be used to give us a better SP game. MP should be almost an independent effort.
i kind of agree with you, but then i think of a LAN party :eek:...............
 
I'm assuming by using this engine, the game will make use of common elements in Paradox-developed games like defines.txt, installation organized into folders like /common, /localisation, etc. Or is that independent of the engine?

Every single one of their games have been organized as thus so I'd imagine so.

Plus it makes it easy to mod.
 
Clausewitz Engine is definitely a marvel and its versatility and ability to be expanded upon is simply not found in the industry usually.

The only other engine I can think of with the Clausewitz versatility and foundation is the Source Engine that powers Half-Life 2, CS:GO etc. Nobody beats Source as far as FPS is concerned in my book, and here, I don't think anyone beats Clausewitz in grand strategy.

One thing I do desire though is optimization and stability: the Fox Engine recently released in MGS5: The Phantom Pain is one of the most well-optimized and technologically superior game engines I've ever seen: it's very well-optimized. Clausewitz, with all the data and decisions that need to be made in the game, should definitely strive to be optimized (and that definitely isn't impossible: Stellaris and HoI IV are looking to run fantastic atm).
 
I'm assuming by using this engine, the game will make use of common elements in Paradox-developed games like defines.txt, installation organized into folders like /common, /localisation, etc. Or is that independent of the engine?
Independent of the engine, but there is no reason to break the pattern. Stellaris will use the same structure as our other titles. It makes it easier for both devs and modders
 
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