I very nearly gasped when I read the offending paragraphs in Frogboy's OP. He's working on a game of a genre he's just shown he fundamentally does not understand.
As a former finalists in PGL (professional gamer's league) and the top ranked player on Boneyards (for Total Annihilation) I think I do have some understanding of the genre.
Perhaps I should clarify what I am saying: People should at least tell others that they are quitting and why instead of simply exiting because by doing so, it gives the impression that there's some bug in the game.
As to why pantheon and skirmish have had to substitute AI players, there's reasons for that that I cannot easily go into except to say that as the publisher, we have limited capabilities over what UI's the game shows (our overlay can inject messages and we've tried to add more but there's only so much we can do).
Gas Powered Games is working to make sure the MP experience is better I can assure you of that. But up till now, we've been stuck between a rock and a hard place on the match making. Make people wait too long and they complain it doesn't work. Don't have it wait long enough and you end up having to have bots. It's a no win.
I don't get it. I though that Demigod's net code was developed by Stardock and you are responsible for it. All this fixes and patches about connectivity, they all come from Stardock, we know this from Brad and his journals. So...i don't know what to think anymore.
P2p is pain these days. If you have a crappy connection and have high ping to the host, at least you didn't lag the game for everyone or slow it down because you have a crappy PC. Not to mention all the p2p connectivity issues, when players cannot connect to others.
No. Demigod's net code was not developed by Stardock. It was developed by Gas Powered Games. We initially licensed a third party library to handle the initial NAT connection between players (similar to what GPGNet provideD) and then, finding it didn't scale wrote a new one over the last 2 weeks. But once you're in that lobby (or in that game) we're not involved.
As for P2P - which RTS's do you know of that aren't P2P? Can you name any? Dawn of War 2 is P2P. SupCom is P2P. Company of Heroes is P2P. C&C is P2P.
The only one that isn't pure P2P is battle.net and that is only because it was developed over a long long period of time where it's a hybrid of many things (it's mostly P2P, part client server, part client/host). Obviously Battle.net is the best system out there but it's not exactly licenseable.
But in a game like Demigod, if you don't have the players synced up, which is really what you're talking about, you would have to have cases where you think you hit a player but you really didn't because that guy was lagging and thought it was somewhere else. Forget whether it's P2P or not, it's a question of whether it's synced or not. If all sides are synced then it's the same thing on all sides.
Now, it's probably not how I would have done it. I would probably have done it client/server where when you press a command it's not acknowledged until it reaches the host. But p2p works extremely well for most games and there's a reason why most RTS's are P2P.