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pulli23

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Posts posted by pulli23

  1. On 10/12/2020 at 7:03 PM, mralex said:

    What method would a central server use to withstand the attacks?
    Why can't the same approach be applied to player hosts and clients?

    You would use a CDN (such as cloudfare) to make the site available from several points on the internet - thus using the underlying T1 internet infrastructure to mitigate this problem. This would mean that only nation-wide ddos attacks would be succesful, as anything less just means an increase in ping (of the lobby). A cdn also includes often processes to notice attacks, and then mitigate it by temporary banning ips higher upstream.

    As a private person, getting a cdn is.. Non trivial, it's both not cheap, as well as hard to get. A cdn often needs a verification of ownership of hte IP address, so you would need to find someone who trusts you enough even though the owner is an ISP and the ISP might change at will.

    What would happen is that you have a central server everyone knows - but that is protected and identity is guaranteed by something like cloudfare. All communication in the lobby happens through the main server, so no one can see each other. Writing such a lobby shouldn't be too much of a task, a simple built in browser and some javascript I have made similar applications and that would take me like 2-3 months fulltime.

    Then upon agreeing to a game, your lobby process would either disconnect (or not not really relevant). And the people who agree to start a server a server are given the host's ip address, while the host is (because the players connect to him) the players address. And they have a "private" game that is hidden from the lobby. This part, I have no idea how long it would take to implement I've not looked into 0ad code nor am I versed enough with c++ to say anything. (Been 10+ years since I touched c++)

     

    That way for an attacker to actually do a ddos on a game, he's have to join the game (either as spectator or player). This makes it much harder to automate, as well as give a layer where we can "find" the ddos. If you would still get ddos one of the players must be the attacker - or be infected by a worm from the the attacker or something.  This could then be reported back to the lobby host who can analyze the data and find the actual attackers.

    Similarly other defense mechanism could be added, like adding newest recaptcha to the lobby site to enable the power of google to find automated bots.

     

    Making a dedicated lobby is the *only* step towards a solution that can be taken. (Further steps are playing the whole game on the server and not having p2p gaming at all - like modern games do).

  2. 3 hours ago, Boudica said:

    Hello there! A badly planned expansion can really cost you the game. In biomes with lower tree count, you'll be forced to to expand for wood. Specific civs also depend a lot on metal (Ptolemies) or stone (Athens). It is very often enough to have one extra mine of those, so if you do, and if wood isn't the issue either, it might work well to only expand later (and attack the enemy expansion first).

    If you play with the AI, trading is a good alternative. In games against real players, it's harder to keep trade protected though. You might not have enough time for the investment to return either.

    One other thing to consider is what kind of expansion you go for. If the goal is to acquire extra resources, then you're playing the long game. You should probably play it more defensively after that because time is your friend in that case. You can also make a more aggressive expansion, which lets you disable some of the enemy resources with towers, and it can give you a good starting point for an attack. This can work well when the enemy thinks he doesn't need extra resources, but you make them need some.

    Losing the only CC you have makes your buildings convert to Gaia, which makes all your eco stop for a long time. Also it possibly allows the enemy to steal all your buildings, which makes you almost certainly lose. One reason for the expansion might be to provide a nearby backup CC if your main one becomes endangered.

    Well when I take some ground I typically get attacked by multiple ais at once and just get overwhelmed. While if I stay in my own little corner I can easily pick the opponents one by one.

  3. Well I wonder constantly, given the always lots of metal and stone in the base: is fighting over resources worth it? I find that the moment I expand beyond my initial base I get "rushed" by several ais, and  it's much easier to bunker down  and depend on that lone ai to trade with. And then break out with rams quite late when town centers are no longer expensive at all.

  4. Hello I just started the game and I am thinking of (sometime) going to play multiplayer. However I wonder: how does multiplayer interact with mods? Especially something like "autociv" that seems to be constantly recommended, can I use that and the features from that mod in multiplayer?

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