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[SOLVED] Field of Glory II - Multi-Player Connect to Server problem
Posted: Sun Mar 31, 2019 8:49 pm
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...
Re: Field of Glory II - Multi-Player Connect to Server problem
Posted: Sun Mar 31, 2019 10:01 pm
by MVP7
Are you sure it's not firewall blocking the connection?
Re: Field of Glory II - Multi-Player Connect to Server problem
Posted: Mon Apr 01, 2019 7:10 am
by rbodleyscott
Is this problem now solved, as per the other thread?
Re: Field of Glory II - Multi-Player Connect to Server problem
Posted: Mon Apr 01, 2019 7:54 pm
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.
Re: Field of Glory II - Multi-Player Connect to Server problem
Posted: Mon Apr 01, 2019 8:14 pm
by lapdog666
corrupt response from server says to me
Re: Field of Glory II - Multi-Player Connect to Server problem
Posted: Mon Apr 01, 2019 9:17 pm
by Barrold713
I had the issue earlier but it now appears to be resolved.
BDH
Re: Field of Glory II - Multi-Player Connect to Server problem
Posted: Mon Apr 01, 2019 9:27 pm
by lapdog666
it works now
Re: Field of Glory II - Multi-Player Connect to Server problem
Posted: Mon Apr 08, 2019 9:26 pm
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...
Re: Field of Glory II - Multi-Player Connect to Server problem
Posted: Tue Apr 09, 2019 7:36 am
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.