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	<title>TI Multiplayer/Hosting and Joining - Revision history</title>
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		<title>76561198239355112: Created page with &quot;&lt;!-- Wiki page: TI Multiplayer/Hosting and Joining --&gt; &#039;&#039;This page is part of the TI Multiplayer mod.&#039;&#039;  This page explains how to create and join TI Multiplayer sessions, how the lobby works, and what happens when players come and go during a campaign.  == Connection types == {| class=&quot;wikitable&quot; ! Connection !! How it works !! Needs |- | &#039;&#039;&#039;Steam Relay&#039;&#039;&#039; (default) || Traffic runs through Steam&#039;s relay network (Steam Datagram Relay). || Terra Invicta started th...&quot;</title>
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		<updated>2026-10-15T21:50:35Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;!-- Wiki page: TI Multiplayer/Hosting and Joining --&amp;gt; &amp;#039;&amp;#039;This page is part of the &lt;a href=&quot;/Terra_Invicta/TI_Multiplayer&quot; title=&quot;TI Multiplayer&quot;&gt;TI Multiplayer&lt;/a&gt; mod.&amp;#039;&amp;#039;  This page explains how to create and join &lt;a href=&quot;/Terra_Invicta/TI_Multiplayer&quot; title=&quot;TI Multiplayer&quot;&gt;TI Multiplayer&lt;/a&gt; sessions, how the lobby works, and what happens when players come and go during a campaign.  == Connection types == {| class=&amp;quot;wikitable&amp;quot; ! Connection !! How it works !! Needs |- | &amp;#039;&amp;#039;&amp;#039;Steam Relay&amp;#039;&amp;#039;&amp;#039; (default) || Traffic runs through Steam&amp;#039;s relay network (Steam Datagram Relay). || Terra Invicta started th...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;!-- Wiki page: TI Multiplayer/Hosting and Joining --&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;This page is part of the [[TI Multiplayer]] mod.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This page explains how to create and join [[TI Multiplayer]] sessions, how the lobby works, and what happens when players come and go during a campaign.&lt;br /&gt;
&lt;br /&gt;
== Connection types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Connection !! How it works !! Needs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Steam Relay&amp;#039;&amp;#039;&amp;#039; (default) || Traffic runs through Steam&amp;#039;s relay network (Steam Datagram Relay). || Terra Invicta started through Steam. No port forwarding.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Direct UDP&amp;#039;&amp;#039;&amp;#039; || A direct connection to the host&amp;#039;s IP address. || The host must allow incoming UDP on port &amp;#039;&amp;#039;&amp;#039;7777&amp;#039;&amp;#039;&amp;#039; (changeable) in the firewall/router.&lt;br /&gt;
|}&lt;br /&gt;
The lobby room shows which one is in use: &amp;#039;&amp;#039;Connection: Steam Relay&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Connection: Direct UDP&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Connection: Direct UDP (SDR unavailable)&amp;#039;&amp;#039;. The preferred connection is set with the &amp;#039;&amp;#039;&amp;#039;Transport&amp;#039;&amp;#039;&amp;#039; setting, see [[TI Multiplayer/Settings and Troubleshooting|Settings]].&lt;br /&gt;
&lt;br /&gt;
A player who stops responding is dropped after &amp;#039;&amp;#039;&amp;#039;45 seconds&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Lobby browser ==&lt;br /&gt;
Click &amp;#039;&amp;#039;&amp;#039;MULTIPLAYER&amp;#039;&amp;#039;&amp;#039; in the main menu (above MODS). The window &amp;#039;&amp;#039;Terra Invicta Multiplayer - Lobbies&amp;#039;&amp;#039; has two tabs:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Steam Lobbies&amp;#039;&amp;#039;&amp;#039;: all open sessions worldwide, refreshed every 5 seconds. Columns &amp;#039;&amp;#039;Name&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Players&amp;#039;&amp;#039; (for example 2/8) and &amp;#039;&amp;#039;Mode&amp;#039;&amp;#039; (&amp;#039;&amp;#039;Sandbox Campaign&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Sandbox Campaign · Co-op&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Skirmish&amp;#039;&amp;#039;). A password-protected session is marked &amp;#039;&amp;#039;[password]&amp;#039;&amp;#039;. Buttons: &amp;#039;&amp;#039;&amp;#039;Create new session&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Refresh&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Join&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Close&amp;#039;&amp;#039;&amp;#039;. You only see sessions of compatible mod builds.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Direct Connect&amp;#039;&amp;#039;&amp;#039;: enter &amp;#039;&amp;#039;Player name&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Host IP&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Port&amp;#039;&amp;#039; (default 7777, allowed 1 - 65535), then &amp;#039;&amp;#039;&amp;#039;Connect as Client&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Start as Host&amp;#039;&amp;#039;&amp;#039;. Direct Connect always uses Direct UDP.&lt;br /&gt;
&lt;br /&gt;
Steam invites from the Steam overlay and &amp;#039;&amp;#039;&amp;#039;Join Game&amp;#039;&amp;#039;&amp;#039; in the Steam friends list also work.&lt;br /&gt;
&lt;br /&gt;
== Lobby room ==&lt;br /&gt;
The lobby room (&amp;#039;&amp;#039;Lobby Room - Faction Selection&amp;#039;&amp;#039;) shows the session name, the connection, the mode and whether this is a &amp;#039;&amp;#039;New session&amp;#039;&amp;#039; or a continued one (&amp;#039;&amp;#039;Last save: &amp;amp;lt;date&amp;amp;gt; (Turn n)&amp;#039;&amp;#039;).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Who !! Buttons&lt;br /&gt;
|-&lt;br /&gt;
| Host || &amp;#039;&amp;#039;&amp;#039;Leave&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Toggle Mode&amp;#039;&amp;#039;&amp;#039; (Sandbox / Skirmish), &amp;#039;&amp;#039;&amp;#039;Campaign Settings&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Lobby Settings&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Start Game&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| Other players || &amp;#039;&amp;#039;&amp;#039;Leave&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Faction Names&amp;#039;&amp;#039;&amp;#039; (after claiming a faction), &amp;#039;&amp;#039;&amp;#039;Ready&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each faction row shows &amp;#039;&amp;#039;AI&amp;#039;&amp;#039;, the player&amp;#039;s name, &amp;#039;&amp;#039;Offline - AI takes over&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Disabled&amp;#039;&amp;#039;, with the buttons &amp;#039;&amp;#039;&amp;#039;Claim&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Release&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Taken&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Join (co-op)&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Make primary&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Rejoin&amp;#039;&amp;#039;&amp;#039;. The alien faction is always &amp;#039;&amp;#039;AI only&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
* A Sandbox campaign needs &amp;#039;&amp;#039;&amp;#039;at least two human players&amp;#039;&amp;#039;&amp;#039; to start. &amp;#039;&amp;#039;&amp;#039;Ready&amp;#039;&amp;#039;&amp;#039; is only a signal to the host and is not required.&lt;br /&gt;
* A player in the lobby who has not claimed a faction still loads into the game, but controls nothing.&lt;br /&gt;
&lt;br /&gt;
=== Lobby Settings (host) ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Lobby title&amp;#039;&amp;#039;&amp;#039; - up to 64 characters, empty means &amp;#039;&amp;#039;&amp;amp;lt;host&amp;amp;gt;&amp;#039;s session&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Password&amp;#039;&amp;#039;&amp;#039; - only players who know it can join. It is never sent in clear text. A joiner has 3 attempts and 45 seconds. Players who are already connected are neither kicked nor asked for it when you set a password.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Allow co-op (two players per faction)&amp;#039;&amp;#039;&amp;#039; - Sandbox only, before the start. See [[TI Multiplayer/Co-op|Co-op]].&lt;br /&gt;
&lt;br /&gt;
=== Campaign Settings (host) ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Campaign Settings&amp;#039;&amp;#039;&amp;#039; opens the vanilla New Game and campaign option panels over the lobby (see [[Game Options]]). The launch button is renamed &amp;#039;&amp;#039;&amp;#039;Save Campaign Settings&amp;#039;&amp;#039;&amp;#039;. The X or CANCEL returns to the lobby without saving. If the panel is opened again, it still shows the unsaved changes, and a hint says so.&lt;br /&gt;
* Disabling a faction greys it out for everyone and releases any claim on it.&lt;br /&gt;
* The extra switch &amp;#039;&amp;#039;&amp;#039;Extended Trading Options&amp;#039;&amp;#039;&amp;#039; (default on) lets players trade ships and control points with each other, see [[TI Multiplayer/Diplomacy and Chat|Diplomacy and Chat]].&lt;br /&gt;
&lt;br /&gt;
=== Faction Names ===&lt;br /&gt;
Players name their own faction with &amp;#039;&amp;#039;&amp;#039;Faction Names&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;Faction name&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Adjective&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Leader address&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Fleet name base&amp;#039;&amp;#039;, with &amp;#039;&amp;#039;&amp;#039;Reset to default&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Cancel&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Save&amp;#039;&amp;#039;&amp;#039;. The host sets names in the campaign panel. Releasing a faction drops its custom names. In co-op only the faction&amp;#039;s primary player can name it.&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
When the host clicks &amp;#039;&amp;#039;&amp;#039;Start Game&amp;#039;&amp;#039;&amp;#039;, every player loads the campaign. The overlay &amp;#039;&amp;#039;Multiplayer - Loading&amp;#039;&amp;#039; shows the progress: &amp;#039;&amp;#039;Waiting for game data from the host…&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Receiving game data: x / y chunks (p%)&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Game data received - loading the campaign…&amp;#039;&amp;#039;.&lt;br /&gt;
* If nothing happens for 5 minutes (2 minutes once data has started arriving), it shows &amp;#039;&amp;#039;The transfer appears to be stalled.&amp;#039;&amp;#039; with a &amp;#039;&amp;#039;&amp;#039;Cancel&amp;#039;&amp;#039;&amp;#039; button.&lt;br /&gt;
* If the campaign cannot be started, everyone returns to the lobby: the host sees &amp;#039;&amp;#039;Campaign Start Failed&amp;#039;&amp;#039;, the others &amp;#039;&amp;#039;Campaign Start Cancelled&amp;#039;&amp;#039;.&lt;br /&gt;
* The host cannot start the clock until every player has finished loading, see [[TI Multiplayer/Time and Decisions#Loading|Time and Decisions]].&lt;br /&gt;
&lt;br /&gt;
== Joining a running game (hot-join) ==&lt;br /&gt;
Players can join a Sandbox campaign that is already running:&lt;br /&gt;
# The joiner joins the session&amp;#039;s lobby as usual and sees &amp;#039;&amp;#039;Game in progress - waiting for host approval…&amp;#039;&amp;#039;. If the session has a password, it is asked first.&lt;br /&gt;
# The host gets the window &amp;#039;&amp;#039;&amp;#039;Join Request&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;amp;lt;name&amp;amp;gt; wants to join the running game. n faction(s) available.&amp;#039;&amp;#039;) with &amp;#039;&amp;#039;&amp;#039;Accept&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Decline&amp;#039;&amp;#039;&amp;#039;. The request alone does not pause the game.&lt;br /&gt;
# After &amp;#039;&amp;#039;&amp;#039;Accept&amp;#039;&amp;#039;&amp;#039; the clock stops for everyone (&amp;#039;&amp;#039;The clock is locked while a player is joining.&amp;#039;&amp;#039;), and a banner &amp;#039;&amp;#039;&amp;amp;lt;name&amp;amp;gt; is joining - game paused&amp;#039;&amp;#039; shows the progress. The host can &amp;#039;&amp;#039;&amp;#039;Cancel&amp;#039;&amp;#039;&amp;#039; it.&lt;br /&gt;
# The joiner claims a free faction - or presses &amp;#039;&amp;#039;&amp;#039;Rejoin&amp;#039;&amp;#039;&amp;#039; on their own reserved faction - and clicks &amp;#039;&amp;#039;&amp;#039;Join Game&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
# The game state is sent and loaded, then everyone sees &amp;#039;&amp;#039;&amp;amp;lt;name&amp;amp;gt; has joined the game.&amp;#039;&amp;#039; and the previous game speed returns.&lt;br /&gt;
&lt;br /&gt;
Limits: 3 minutes to pick a faction, 5 minutes to load, and only one player can join at a time (&amp;#039;&amp;#039;Another player is joining right now…&amp;#039;&amp;#039;). While the host is in a tactical battle, the request waits (&amp;#039;&amp;#039;Host is in combat - waiting…&amp;#039;&amp;#039;). A join can be refused because the host declined, no faction is free, the mod version, game version, mods or DLC differ, or it timed out.&lt;br /&gt;
&lt;br /&gt;
== Leaving and rejoining ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Leaving normally&amp;#039;&amp;#039;&amp;#039; (Esc → Exit): the others see &amp;#039;&amp;#039;&amp;amp;lt;name&amp;amp;gt; left the game. Their faction is now AI-controlled.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Crash or lost connection&amp;#039;&amp;#039;&amp;#039; (after 45 seconds): &amp;#039;&amp;#039;Connection to &amp;amp;lt;name&amp;amp;gt; lost. Their faction is AI-controlled until they rejoin.&amp;#039;&amp;#039;&lt;br /&gt;
* In both cases the faction is &amp;#039;&amp;#039;&amp;#039;kept for its player&amp;#039;&amp;#039;&amp;#039;: the lobby shows &amp;#039;&amp;#039;Offline - AI takes over&amp;#039;&amp;#039; and the chat list shows &amp;#039;&amp;#039;(offline)&amp;#039;&amp;#039;. Note that the AI does not really play the faction meanwhile, see [[TI Multiplayer#Known issues|Known issues]].&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;To come back&amp;#039;&amp;#039;&amp;#039;: start Terra Invicta again, join the session&amp;#039;s lobby, wait for the host to accept, press &amp;#039;&amp;#039;&amp;#039;Rejoin&amp;#039;&amp;#039;&amp;#039; on your faction and then &amp;#039;&amp;#039;&amp;#039;Join Game&amp;#039;&amp;#039;&amp;#039;. If you cancel the join, your faction stays reserved.&lt;br /&gt;
* A faction that a player &amp;#039;&amp;#039;&amp;#039;releases&amp;#039;&amp;#039;&amp;#039; in the lobby of a running game goes back to the AI.&lt;br /&gt;
* In a [[TI Multiplayer/Co-op|co-op]] faction, the partner simply keeps playing.&lt;br /&gt;
&lt;br /&gt;
== When the host leaves (host migration) ==&lt;br /&gt;
If the host leaves or loses the connection during a Sandbox campaign, another player takes over as host:&lt;br /&gt;
* The others see &amp;#039;&amp;#039;The host left the game. A new host is taking over…&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Host connection lost. Migrating…&amp;#039;&amp;#039;, and then &amp;#039;&amp;#039;Host changed to &amp;amp;lt;name&amp;amp;gt;.&amp;#039;&amp;#039;&lt;br /&gt;
* Every player keeps a local copy of the session, so the new host continues from its copy. If that copy is older, the campaign &amp;#039;&amp;#039;&amp;#039;rolls back&amp;#039;&amp;#039;&amp;#039; to it.&lt;br /&gt;
* After the migration the clock is paused, the lobby password is removed, and a running tactical battle is called off without result (&amp;#039;&amp;#039;The battle was called off - its host left the game. No result was recorded.&amp;#039;&amp;#039;).&lt;br /&gt;
* Players who are behind catch up automatically (chat: &amp;#039;&amp;#039;&amp;amp;lt;name&amp;amp;gt; is catching up - Turn i/k&amp;#039;&amp;#039;).&lt;br /&gt;
* If nobody can take over, everyone sees &amp;#039;&amp;#039;Host migration failed - no other player could take over.&amp;#039;&amp;#039; and returns to the main menu.&lt;br /&gt;
&lt;br /&gt;
Host migration needs Steam lobbies and does not work with Direct Connect. If the host leaves the lobby &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; the game started, the others also see the &amp;quot;migration failed&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[TI Multiplayer/Saves and Sessions]] - continuing a campaign later&lt;br /&gt;
* [[TI Multiplayer/Settings and Troubleshooting]] - connection problems&lt;br /&gt;
&lt;br /&gt;
{{TI Multiplayer Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198239355112</name></author>
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