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JTCS and Port Forwarding

 
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JTCS and Port Forwarding - 1/12/2009 3:51:37 AM   
Hub

 

Posts: 20
Joined: 7/26/2002
From: Prince George, BC
Status: offline
I'm not sure if this has been mentioned before, but if it hasn't, I found the following settings allow me to port forward JTCS through my router firewall, allowing multiplayer internet games:


Protocol / Port (or range) / Host Port

TCP / 2300-2400 / 2300

UDP / 2300-2400 / 2300

TCP / 47624 / 47624

TCP / 6073 / 6073

< Message edited by Jason Petho -- 6/5/2014 11:24:32 PM >
Post #: 1
RE: JTCS and Port Forwarding - 1/12/2009 4:41:18 AM   
Jason Petho


Posts: 5441
Joined: 6/22/2004
From: Calgary, AB, Canada
Status: online

quote:

ORIGINAL: Hub

I'm not sure if this has been mentioned before, but if it hasn't, I found the following settings allow me to port forward JTCS through my router firewall, allowing multiplayer internet games:


Protocol / Port (or range) / Host Port

TCP / 2300-2400 / 2300

UDP / 2300-2400 / 2300

TCP / 47624 / 47624

TCP / 6073 / 6073


Thank you, Hub

We have a new sticky now!

Jason Petho


_____________________________

Petho Cartography

Mapping Military History

(in reply to Hub)
Post #: 2
RE: JTCS and Port Forwarding - 1/12/2009 2:43:22 PM   
Hub

 

Posts: 20
Joined: 7/26/2002
From: Prince George, BC
Status: offline
NP, Jason. Hope it helps a few people out there.


< Message edited by Hub -- 1/12/2009 2:44:03 PM >

(in reply to Jason Petho)
Post #: 3
RE: JTCS and Port Forwarding - 10/27/2011 7:55:54 PM   
Arkady


Posts: 1243
Joined: 5/31/2002
From: 27th Penal Battalion
Status: offline
I add few tips for online multiplayer games where more than 2 ppl are involved (3-16)

- lower combat result details to medium
- tick off "Scroll to view enemy actions"
- tick on Fast Human, Fast AI movement

If one of the players leaves the game because of game crash/lost connection, he can experience after reconnection duplicity in all fire results and his game advance two times faster (he ends in different side turn), only solution is save the game by a host and start new session.

Learned issues after years of multiplayer online gaming (10 or more players in one battle)
- bridge demolition doesn`t work properly, only player that invoked the action has bridge destroyed properly, other players can cross the bridge from the other end.
- Rising Sun can clone units when moving japanese units between caves (old unit stay in source hex, new units appear in target hex)
- if different players move/fire into same hex with their own units, game crash/freeze for them
- last plane will fly every turn until the target hex is out of sight for spotting units
- artillery needs to be set up directly, not through artillery dialog (otherwise game crash for you)

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(in reply to Hub)
Post #: 4
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