Category:AI War 2: All About Multiplayer
Initial Caveats And Related Resources
- Please note that multiplayer is currently in alpha status. If you have not read about that, or the current status of where it is is, please see this page.
- If you are testing during alpha, we have a variety of questions for you that we would definitely appreciate you taking a look at.
- If you want to know what the known outstanding issues are, a pretty good summary of that is here. In some cases, particularly for features we might add, that can be rather vague, so more data is on our our mantis bugtracker.
Reporting Bugs Or Suggestions
- Any bugs or requests should go to our mantis bugtracker
- If you need to submit log files, those can generally be found under your PlayerData folder in the folder your game is installed in. The most relevant one is called ArcenDebugLog.txt. You can send us the whole thing, or just strip out relevant parts.
- In rare cases, mainly if your entire game crashes (that almost never happens), we will need your unity player log. That gets overwritten the next time you run the game after a crash, unlike the other log. These can be found here:
- Windows: C:\Users\username\AppData\LocalLow\Arcen Games, LLC\AIWar2\Player.log
- macOS: ~/Library/Logs/Arcen Games, LLC/AIWar2/Player.log
- Linux: ~/.config/unity3d/Arcen Games, LLC/AIWar2/Player.log
- If you have been generating logging information that is networking-specific, then that will also likely be in the PlayerData folder, in some cases in subfolders.
- Generally with those sorts of logs, we need the equivalent log from the host and at least one client (whichever client had the problem).
- But, also, we really don't expect you to be generating these sorts of logs for us typically, so these really are going above and beyond if you are sending those in.
- In other cases, if you suspect something is wrong, then opening the escape menu during the game and taking a screenshot of the stats there to send to us is welcome.
- Relating to multiplayer performance problem reports:
- Knowing how long (in actual realtime, not gametime) you were playing in a given session to go along with the amount of data transmitted and performance you were seeing is useful.
- Knowing rough distances between the players (intercontinental, same country, same metro area, or same building is also useful if you're having performance-related problems.
- Similarly, knowing the general strength of the internet connections in question is useful if it's a performance problem, as well as which networking framework (Steam, GOG, or LiteNetLib) was used is also helpful. If one or more of you is running this over a VPN, that's also important for us to know.
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