The problem everyone is having with this is that the game doesn't understand when it's behind a NAT... the programmer organized the "External Server Address" and "Internal Server Address" designations improperly.
If you try to run a cluster behind a NAT you will always fail... you have absolutely no way to inform players of your real IP address on the external (WAN) side of a NAT.
The game needs to be changed to bind to the internal server address and ignore anything in the external server address field, or do name resolution (for people running with dynamic IPs) on the external address field.