1. airiannawingtips

    airiannawingtips New Member

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    Living out in the country like I do, my internet gets quite spotty at best from time to time, and it interferes with game play, even single player games. Or multi-player private games against the AI. For single player mode, I don't think I should have to log into the lobby first. When the game is done, and the last major patch is added, the lights will be turned off, and then how do we continue to play the game?
  2. tehtrekd

    tehtrekd Post Master General

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    Offline is coming to the game. It was originally planned to be in launch, but was pushed back a bit because according to Uber they want to "do it right" or something to that effect.

    Not sure how you can do offline wrong, but whatever that's the reason we got.
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  3. squishypon3

    squishypon3 Post Master General

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    Well the game has been built upon a client to server architecture, so getting that to go into a client run thing all alone, is a bit difficult. This isn't even just making a server.exe and running a couple batch files, the game has to do it all on it's own, and not actually host an.. online server in which players may join or otherwise.
    corteks likes this.
  4. airiannawingtips

    airiannawingtips New Member

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    With the original TA, you could start the game, click single player, or skirmish, when entering the skirmish you could join a lobby, or create one, I hosted several games for my 2 sons when they were young on my home network. So I don't really see what the issue is about adding a client side server option. Quake II had them, and TAKingdoms, and several others.
  5. squishypon3

    squishypon3 Post Master General

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    They are working on it, like I said, it's different. TA was most definitely made client side first, the server being created afterwards (With little hooks in the engine to make it work whilst in development), this on the other hand is starting out with a server based game then making the game host a server yet.. not host a server to get your games going. It's not as simple as running a lan server and what not.

    Even the devs host a server to play on, they don't use a single player button or anything. :p

    So basically... They're still working on perfecting the server architecture, making it easy enough for the average user (At the moment you need to run many separate batch files and probably work on quite a bit of configuring to get the server going), and even then they still need to make an even simpler server hosting service without any batch files at all for single player.
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  6. airiannawingtips

    airiannawingtips New Member

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    perhaps in a few months they will hopefully have it all knitted together and stable then. :)
    squishypon3 likes this.
  7. squishypon3

    squishypon3 Post Master General

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    Mhmm.. Glad to see someone being civil about it. :D

    I'm hoping it'll be next month or so, they did say soon after release after all. But who knows what problems may arise. :p
  8. vrishnak92

    vrishnak92 Active Member

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    There's also likely gonna be an induced hard cap for offline play, because face it, ones computer can only handle so much
  9. temeter

    temeter Well-Known Member

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    More than the current server, that's for sure. So offline has even less justification for hard caps. ;)
    Optional caps would make sense, though, sometimes you don't want to escalate until server death. Customizability is a great thing, and something along the line of 600+ units could make ultra-lategame tech transitions to an interesting element.

    Ofc would be more of a reasonable, competetive approach. Most of the time smashing planets isn't entirely rasonable. Or some people at least think so. For some reason.

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