[SOLVED] Field of Glory II - Multi-Player Connect to Server problem

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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uneducated
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[SOLVED] Field of Glory II - Multi-Player Connect to Server problem

Post by uneducated »

SOLUTION:

In this case, the solution was to create a more simple passphrase (alpha/numeric, no special characters).


After registering the game with Slitherine and attempting to start an online game, the game seems to stall at "Connecting to server..." No connection occurs.

EDIT:

OK, the multi-player option now asks for a username and password. It does not accept the already registered username and password. Also, it will not accept/send an email when the "create an account" button is clicked.

Maybe this is due to an earlier (solved) issue regarding unified accounts on Matrix and Slitherine...
Last edited by uneducated on Mon Apr 08, 2019 9:14 pm, edited 1 time in total.
MVP7
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Re: Field of Glory II - Multi-Player Connect to Server problem

Post by MVP7 »

Are you sure it's not firewall blocking the connection?
rbodleyscott
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Re: Field of Glory II - Multi-Player Connect to Server problem

Post by rbodleyscott »

Is this problem now solved, as per the other thread?
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Geffalrus
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Re: Field of Glory II - Multi-Player Connect to Server problem

Post by Geffalrus »

rbodleyscott wrote: Mon Apr 01, 2019 7:10 am Is this problem now solved, as per the other thread?
I am currently unable to log onto the multiplayer server.
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lapdog666
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Re: Field of Glory II - Multi-Player Connect to Server problem

Post by lapdog666 »

corrupt response from server says to me
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Re: Field of Glory II - Multi-Player Connect to Server problem

Post by Barrold713 »

I had the issue earlier but it now appears to be resolved.
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Re: Field of Glory II - Multi-Player Connect to Server problem

Post by lapdog666 »

it works now
uneducated
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Re: Field of Glory II - Multi-Player Connect to Server problem

Post by uneducated »

rbodleyscott wrote: Mon Apr 01, 2019 7:10 am Is this problem now solved, as per the other thread?
I think special characters used in the passphrase caused the game registration to fail. I have multi-player working now, thanks for asking!

rbodleyscott, for me, and perhaps this was actually the case for a few of the combatants thousands of years ago on occasion, these one off battles seem like mindless violence. In fighting the combat, there is a sense of what to do but not why to do it. Why this battle? Why now? Why here? So what if we win or lose? The battles need a context, which would provide a sense of purpose behind the play. There is something to this in the campaigns. Empires: Field of Glory will considerably contribute to the sense of the wider importance of the battle. Even a league table for multi-player would provide this.

I would like to see how the game could move from "We are fighting" to "We are fighting so that...". Another way of looking at this is to assign tokens to how important a given battle is. One could throw some of one's own prestige tokens into the hat, and the opponent would need to do the same. The winner would keep the tokens for later battles...
rbodleyscott
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Re: Field of Glory II - Multi-Player Connect to Server problem

Post by rbodleyscott »

uneducated wrote: Mon Apr 08, 2019 9:26 pm
rbodleyscott wrote: Mon Apr 01, 2019 7:10 am Is this problem now solved, as per the other thread?
I think special characters used in the passphrase caused the game registration to fail.
This is an issue that will should be fixed by the next update.
rbodleyscott, for me, and perhaps this was actually the case for a few of the combatants thousands of years ago on occasion, these one off battles seem like mindless violence. In fighting the combat, there is a sense of what to do but not why to do it. Why this battle? Why now? Why here? So what if we win or lose? The battles need a context, which would provide a sense of purpose behind the play. There is something to this in the campaigns. Empires: Field of Glory will considerably contribute to the sense of the wider importance of the battle. Even a league table for multi-player would provide this.

I would like to see how the game could move from "We are fighting" to "We are fighting so that...". Another way of looking at this is to assign tokens to how important a given battle is. One could throw some of one's own prestige tokens into the hat, and the opponent would need to do the same. The winner would keep the tokens for later battles...
Interesting idea.
Richard Bodley Scott

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