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View Full Version : Strange LAN connection issue



kooljay2
01-22-2011, 10:03 AM
I've played a few LAN games at our LANcenter on different PC's, so this situation has probably happened b4 but I didn't pay much notice. Last night we were settting up 4 pc's (call them pc's A,B,C, and D). PC C tried to host but no one found the game, so pc B hosted. C and D joined, but A could see the game but could not ready up (going thru the steam friends interface, A could not "Join game", nor could B "Invite to Game"). A finally gave up and let the other three play with an AI. I was still working on A trying to figure out why not, tried all the usual things, nothing seemed out of place. I tried to join the game in progress and readying up caused their game to freeze. on A's MP lobby screen I could see B and D, but not C. On their game screens, B and D showed my name on the scorecard, but C still showed the AI name. To unfreeze the game I had C drop out, the game resumed, then C rejoined in progress (no prob).

Later, D dropped out (ran out of game time). He bought more time then tried to rejoin in progress and couldn't, getting the same error as A had (could join but could not ready up). That gave me the idea for the workaround: I had C drop out, then A joined in progress (no prob), then D (no prob), then finally C joined in progress. As long as C joined last everything was fine. The question is: why is C's joining preventing other pc's from joining?

Every pc has the identical hardware, OS, version of the game, settings, etc. I looked thru network configs, DX settings, firewall, etc. everything seems the same and normal on all pc's . The only thing I can see different (and it should not make any difference) is the local IP address on C is the lowest number of the four PC's. I am going to spend some time today recreating the situation and testing, but if anyone has any ideas I'd sure like to hear them. As I said, I seem to recall a similar occurence in the past, but usually I guess everyone joins in the proper order "accidently" so we never paid much attention to it.

Thanks in advance. (Moderators, if you think this is a better fit for the Support forum, please move it. Thanks.)

EDIT: I found the answer. The firewall on C did not include the executable for the Civ V DX11 version. The other two were there (DX9 and the base executable). All three needed to be activated. Crisis averted!