The problem is TQ can detect multi-client based (on what it looks like) a machine CRC (computed using several different hardware sources).
Once you get past that.... welll, you run into another problem.
Hardware required to run multiple CO clients isnt thaaaat much if you run it at lowest res, and lowest quality. You can easily do 20-30 clients on a top-end machine - but from what I've gathered during debugging/reversing, their C3 code is really inefficient in a lot of places, which will quickly lead up to cpu bottle necks as soon as you try to run too many at once (unlike some other games which can reduce their cpu usage when minimized)
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