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Why metal maps are associated with lag 2.69 MB - -
Metal maps allow you to get a huge economy in no time making it very likely the number of units in the game raises pretty fast. A high unit number leads sooner or later to lag - it's unavoidable. I talked to AEF_Vinceboo after the game and he told me he was on a 56KBit connection (I'm on a 128Kbit upstream 768Kbit downstream DSL line). I'm sure you will find more lag symptoms in this game but the best example is probably the late game Hawk Swarm attack™. Vinceboo told me he ordered his hawks to target my upper fusion and saw its health bar jumping back from lower to higher health multiple times. At my end the Hawks sometimes stopped moving and were unkillable. No one can tell if the Hawks had been able to take out that fusion before getting killed by the Missle Towers in a lag free game or not. Number wise I belive it was enough Hawks to survive the missle fire until destruction of the fusion.
Facing lag on small maps 1.70 MB - Gods Of War
This game is a nice example for different symptoms of lag. Since lag favours the attacker it becomes a ruling factor in games on small maps with few metal patches only - like for example Gods Of War. An early bomber/fighter can delay production build up and expansion especially if your Anti Air (AA) units have to deal with teleporting units. Teleporting is a bad thing because from the view point of the defending player the unit is a much shorter time in fire range compared to a game without lag. Less opportunities to score a hit means the unit will live longer than supposed to. This may result in one more bomber run or winning a 1 versus 1 fight against a stronger unit. In such a situation it's all about getting a laggy plane out first. Almost everyone playing GOW picks this approach nowadays. In this recording you will see yellow's AA fail on black's bomber and vice versa
Besides the fact the recording crashed around the 90 % mark (lag free games seem to crash the replayer less from my experiences) keep an eye on the following facts when watching the game:
  • Yellow bombers drop their payload way in front of the bomber itself. It looks like the bombs move faster than the bomber which actually dropped them.
  • At the 14:40 mark there is a white sub near the west coast of the 6:00 position island engagd with a torpedo launcher. The sub and the launcher kill each other finally. But while the launcher blows up immediatly with the torpedo dealing the damage necessary to finish it off the sub lives on for a few more seconds after the torpedo that should have killed it hit. In this particular situation not a real problem since there was no other target in range of the sub during this prolonged life time period. Now imagine this had happened in a larger battle where every torpedo of the strictly speaking already dead sub would have made a difference.
  • Around the 14:45 mark a white seekter enters the northern shore of the 6:00 position island. A ship becomming a hovercraft?
  • 18:25 minutes in the game there is a pelican/seekter battle going on east of the 6:00 position island. Watch the pelicans shooting multiple times at skeeters showing the minimum possible health before they finally die.
  • Around 20:00 minutes in the game a yellow submarine southwest of the top left island teleports around.
Lucky this was a medium sized map 4.08 MB - Painted Desert
Watch Duke_NorthStar's units (white) in this game. He knows for sure how to bomb but considering how much his bombers teleported around I'm sure air strategy would pay off for him on any map and even without any bombing skills. If you take a closer look you will also notice sometimes his units die with the last red tick while they keep moving without any health bar at other times.
Since the map is not so small and offers a lot of alternative metal spots besides the the few near your start position and much metal to reclaim the lag of Northstar was very annoying but luckily not a game deciding factor. Imagining I had to play him on Gods Of War where you have only four metal spots to live of before the energy-metal maker produktion is going makes me shiever.
Lag is no issue in TA - you just have to handle it? 4.26 MB - Painted Desert
Well, if you ever heard statements like that and belived it then take a look at this recording. Around 12 minutes in the game black Commander gets killed by a pathetic small group of red's units since the d-gun damage wasn't applied to any of the attacker's units.
Notice also what happens to the health bar of the red Commander at center later when he comes under Slasher fire: It disappeared like at least two times (which means the unit should be plain dead) and appeared again with health in red range.
The thing that annoys me most about such games is that the other players are not even aware of the lag situation and come to the conclusion that skill killed the opponent and not a bad internet connection or a slow computer.
Construction units - teleporting edition 2.65 MB - Painted Desert
Ever had the problem your construction units get killed all to easy? Well, nothing a bad route couldn't fix. With a bad route your units will just teleport out of range of the attacker.
Keep an eye on LoC_N_LAG's units. His name already tells you everything you have to expect from him. The last two games I played against this guy have been really laggy. I'm glad the like 30 flashes attacking me in mid game came from his partner and not from LoC_N_Lag, they died ok.
Team up with lag - and win 161 KB - Gods Of War
SBM_pita's bomber is a amazing. It drops bombs without showing up at the main screen at all in mid game. Notice also the first of his bombers just pops up bombing on the screen while it was shown like 80% built at the plant about two seconds before.
His Partner, SBM_Lamperer on the other hand has a kbot lab already building a kbot while the plant is still shown as being nanolathed. Also notice the Commander while building stuff is too far away from the thing he builds. Typical lag symptoms.
If you ever saw such stuff in a game you played and came back to the game lobby only to hear everyone telling you just played experts, well then don't worry. They are right. Indeed, you played an expert. And his name shall be lag. He is usally unbeatable, except he teams up with new players.
A classic bad network route example 1.40 MB - Town & Country
The usual lag effects to see here but this time I took a snapshot of the network route to the other player and if you take a look at it pretty much makes the problem clear: The row PL% shows massive packet loss along multiple hops of the network route between SnowmanAppie's and my computer.
The actual problem is the first hop showing lost packets. Since this hop is under control of a Internet network carrier company there isn't much Appie or his ISP could do to fix this problem. Hopefully it's just a temporary one.
Packet loss in a controlled environment part I 36.4 MB - Dark Side
I finally was able to setup an environment that would allow me to create any rate of packet loss between two TA computers in a multiplayer game. This file contains two recordings of the same game so you can see the differences for the both players. For this game I tired out packet loss settings of 20% and 50%. The packet throttle was set on the UDP 'connections' in charge for exchanging the in game data. Two of those 'connetions' exist between each pair of TA computer in one game, each working in a kind of one way street manner.
What was pretty much acknowledged by this test game is that
  • Packet loss allows to bypass the attacker static defenses that would stop him otherwise.
  • Air, especially bombers, gains most advantage from packet loss when attacking and the packet loss affects the connection transporting the packets in the direction defender --> air attacker. Vice versa bombing mexes becomes pretty useless when the packet loss affects the connection transporting the data in the direction air attacker --> defender.
  • People play actually two very different games with packet loss. This is mainly related to unit positions in the two games because those can pretty much differ for both players at the same game time. Again air is the worst problem here due to the high moving speed of air units.
  • Units can fall into gaps that will make them unkillable for quite some time. That almost dead Hawk hanging in the air and attracting the MT fire for ages is a classic example for this problem. It seems if the timing is bad enough the unit wouldn't get back into 'synch' even if a packet loss gap is passed and game data is exchanged in a normal manner again. The next 'synch' attempt may just fall into the next gap which would explain that kind of problem.
  • Reclaiming debris seems to be handled the same way as Dragon Teeth: You may have a clear attack path next time you route a bunch of flashes over the battle field while your opponent's units get stuck in debris and their shots are bloked by it because the information that your c-unit reclaimed this stuff never made it to your opponents computer.
I tried to start to record not before I got a suffcient resource base up first in order to avoid that you have to go thru like 20 minutes build up time but it turned out that the replayer wouldn't show any units then until like 20 minutes elapsed. So I recorded a 2nd game this time from the very begin which also made the recordings quite big. I suggest you set speed to +10 until the actual testing starts around the 34 minute mark.

I'm planning to do some more test games. I can't wait to see how thing work out with packet loss and water units. The good old submarine versus destroyer or submarine versus torpedo launcher duel comes to mind here...


Page last updated 2002/11/10 by tcbw@tcbw.net