I'll bet that the problem is that StarCraft uses UDP packets and that the first person connected becomes the default destination for any return UDP packets received at the external interface. I don't believe there is a workaround for this as it is actually proper behaviour, as least as I understand common NAT standards. -----Original Message----- From: Thomas Angst [mailto:[EMAIL PROTECTED]] Sent: Thursday, April 06, 2000 3:19 PM To: [EMAIL PROTECTED] Subject: NAT Hi Folks, I need some help in NAT rule setting. In our network we are often playing StarCraft over Battle.Net. Well, there are no problems when we all are using external IP addresses. If we are behind the masqueraded Linux gateway one person can still play, but all others can no more join the same game, when they are behind the gateway too. I think Battle.Net can't synchronize more than one player on the same IP. The solution can be a NAT which translate several addresses from outside to the internal address space. This should be more secure in use with ipchain rules than all the workstations are allways directly on the Internet side. our net is 62.x.x.0 external and internal 192.168.10.0 I tried to use the following command: ip route add nat 62.x.x.100 via 192.168.10.50 and I get the error: RTNETLINK answers: invalid argument what's wrong? thanks for any ideas Thomas - To unsubscribe from this list: send the line "unsubscribe linux-net" in the body of a message to [EMAIL PROTECTED] - To unsubscribe from this list: send the line "unsubscribe linux-net" in the body of a message to [EMAIL PROTECTED]
