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Messages - Reaper142

#1
Releases / Re: [1.0] Zetrith's Multiplayer
March 15, 2019, 09:27:21 AM
Quote from: MrCactus on March 13, 2019, 01:22:47 AM
"Server started. Can't bind direct" I found a solution for me by opening that port on my router 30502. Then when in the game it asks you how'd like to host I checked the "Direct" box and then left the default IP that they give you in that box and my friends could connect to my by connecting to my public "IP"+":30502" (Which I got from googling "Whats my IP?" )

Thank you, Thank you so much. Can confirm this worked for me. I already had 30502 open, but for some reason leaving the IP default worked a charm.
#2
Releases / Re: [1.0] Zetrith's Multiplayer
February 21, 2019, 03:01:38 PM
Quote from: Whydew on February 15, 2019, 06:41:05 AM
Try using hamachi if you havent already

We did attempt this but a similar problem occurs, seems the game binds to my local IP (192. etc) instead of Hamachi. I think the issue is on my end somewhere but I'm yet to fix it.
#3
Releases / Re: [1.0] Zetrith's Multiplayer
February 14, 2019, 07:25:05 AM
Absolutely loving this, played several hours with quite a few mods, and had nothing but a stable experience, 10/10.
I own the game via forum and steam, but normally am playing the steam version. I have given a friend of mine a copy of my direct download version for him to try out, and wanted to play multiplayer with him. We are on the same version of game and mod, but we're required to play through direct, since I'm using my steam copy.

I am curious if there is a way to force direct IP while hosting, a bit of an explanation:
When I try to host via "Direct" only, I get a message "Server started. Can't bind direct", and my friend is unable to join.
I have forwarded ports, I have exceptions in my firewall, and I have ran as admin, but for the life of me I cannot seem to host via direct, it seems to revert to my local IP rather than external, is there some way I can fix this?

P.S Playing with a second friend through steam works flawlessly, it's only when using direct.
#4
Ideas / Re: Your Cheapest Ideas
February 04, 2014, 10:03:59 PM
Hey guys, just been reading a few of these suggestions, some really interesting things being posted :)

Most of the following suggestions, apart from one are already somewhat implemented features in the game, I'm just suggesting expanding their uses somewhat, if it doesn't mean breaking the gameplay ofcourse. With this in mind, here are my cheapest ideas.

1) Minefield Zones/Blasting Charge zones
Personally I've found a much greater use for Blasting charges as makeshift mines, rather than blasting away rocks. With this in mind, would it be a feasible idea to create a Zone based on this function? You build XX amount of mines in XX distance to each other, place a Zone over it. This Zone would allow you to dictate how the charges should detonate, user-input(how it is now), proximity, or timed. Whilst also having the option of defining who can trigger the bomb (Colonist, stranger or animal).

Attacking forces, or any other target would walk right through your minefield, and depending on your parameters, would detonate accordingly. Ofcourse this nerfs the effectiveness of Raider parties, but as a counter-balance to this, have the AI-Storyteller (Since they can already watch your gameplay) "Notice" that you have made use of minefields, and instead equip raiders with long range weapons (M24 for example), this would negate some of the need for the raiders to approach, otherwise this system could undoubtedly squander any sized attack.

2) Z Levels.... kinda
I know this has been mentioned in this thread before, and also on the Kickstarter page, however I'm not thinking of Z-Levels in the traditional sense.

How about the addition of Guard Tower buildings? A fixed elevated position that only drafted colonists can use. It should raise the colonist to "roof top" level, and in doing so should give some added bonus', a little like the sandbags.
Once the colonist is in the tower, he/she would have a bonus on accuracy and range, however have a negative effect on cover, meaning they're more accurate and long range, but are more susceptable to enemy fire & grenades. There should be no freedom of movement in this position, (which is why I said drafted colonists only), a sentry simply stands there until you decide to give him a break or he has a mental break down, and should have an arc of fire of about 130 degrees, give or take.

A little twist on this idea would be Sentry Towers, the same as before only occupied by sentry guns, the same effect should apply, longer range and higher accuracy vs vulnerability.

3) Layered defensive stats

http://www.youtube.com/watch?v=KIcSCzslNas

Pretty much what I was saying in my video, you see how I have my sandbags layered like that? I'm not sure if this mechanic is already in the game, or if it ever will be, but I thought I'd explore in that direction anyhow..

Basically the first layer of sandbag produces 60% cover benefit already, however if I built a second layer, could this offer another 15% or something to the overall benefit? With rocks providing an extra 10%.. I'm thinking of entrenching defences and so on.

I know most of the things I posted are regarding defensive features, main reason being that's what I have the hardest time with. (Because I'm a noob! lol)

Most of the ideas I've come up with may or may not be useful, but I thought I'd post them anyhow :)

Thanks for reading
//..Tony