Network.Connect is not working

i have two pieces of code i tried to use for multiplayer, but neither worked. I need help figuring out how to fix either of them. I appreciate any help. Sorry that the Formatting was messed up. Script two has this error: “The connection request to 127.0.0.1:25000 failed. Are you sure the server can be connected to?” do i need to port forward?

Script One:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class net : MonoBehaviour {
NetworkClient myclient;
// Use this for initialization
void Start () {
}

bool isAtStartup = true;

void Update()
{
	if(NetworkClient.active == true){
		Debug.Log ("Client Active");
	}
	if(NetworkServer.active == true){
		Debug.Log ("Server Active");
	}
	if (Input.GetKeyDown(KeyCode.S) && isAtStartup)
	{
		NetworkServer.Listen(4444);
		NetworkServer.RegisterHandler(MsgType.Ready, OnPlayerReadyMessage);

		isAtStartup = false;
	}
	if (Input.GetKeyDown (KeyCode.C) && isAtStartup) {
		myclient.Connect("127.0.0.1", 4444);
	}
}

}

Script Two:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class othernet : MonoBehaviour {
public bool punchthrough = true;
public Text data;
public Text Nat;
public string IP = “localhost”;
// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
	Nat.text = "Nat: " + punchthrough;
	if(Network.isServer){
		Debug.Log ("Server");
		data.text = "Server";
	}
	if(Network.isClient){
		data.text = "Client";
		Debug.Log ("Client");
	}
	if (Input.GetKeyDown (KeyCode.S)) {
		
		bool useNAT = !Network.HavePublicAddress ();
		Network.InitializeServer (2, 25000, true);
	}
	if (Input.GetKeyDown (KeyCode.C)) {
		//Network.Connect (IP, "4444");
		Network.Connect("127.0.0.1", 25000);
		Debug.Log ("C key pressed");

	}
	if (Input.GetKeyDown (KeyCode.X)) {
		data.text = "";
		Network.Disconnect();
	}
	if (Input.GetKeyDown (KeyCode.N)) {
		punchthrough = !punchthrough;
	}
	Debug.Log (Network.isClient);
	Debug.Log (Network.TestConnection());
}

}

Nevermind. Here is working Code!! yet again sorry for terrible formatting.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class net : MonoBehaviour {
public int Port = 25001;
public string IP = “127.0.0.1”;
void Start () {

}

// Update is called once per frame
void Update () {
	if (Input.GetKeyDown (KeyCode.H)) {
		Network.InitializeServer (10,Port);
	}
	if (Input.GetKeyDown (KeyCode.C)) {
		Network.Connect (IP, Port);
	}
	Debug.Log ("Client: " + Network.isClient);
	Debug.Log ("Server: " + Network.isServer);
}

}