Multiplayer Woes

If you do get an OOS you HAVE to go back at least one turn to before the OOS happened, not the same turn. Otherwise the OOS reason could stay and become worse by every turn passing.

I know, doesn't make much sense but seems to be valid. I'm sure someone will refute it though. *grin*

Cheers
This does not make sense.
The only important thing is to restart.
And of course persistent problems point at an OOS problem with some mechanic that is used in that time.
 
Case 1-3 are all the same issue which results in at least one more call to the AI safety rand. So likely something to do with the auto hunt AI behavior but nothing obvious.
Case 4 does not show any difference in the OOS or random log. I will investigate the savegame when I find time.
 
Case 1-3 are all the same issue which results in at least one more call to the AI safety rand. So likely something to do with the auto hunt AI behavior but nothing obvious.
Case 4 does not show any difference in the OOS or random log. I will investigate the savegame when I find time.
In the last one the OOS message wasn't there constantly, but was blinking.
 
Here is a group of multiplayer OOS logs, from both computers.
One set is a turn 0 OOS from an attempted game,
The others were from an ongoing game that ended in disaster, as it came to point of constant OOS and insta OOS from loading the game. Hope they can help in some way.
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Using the v21 main release.

Ram
 
So we're stuck now. We abandoned the first game (above) because of constant OOS that wouldn't go away if we loaded, cleared cache or rejoined the game.

So we restarted and made another, 283 turns in, and once again we have a OOS that won't leave. We reinstalled v21, cleared everything, reloaded, rejoined, etc. It always shows up OOS. So here is both oos logs, the save game, and the same turn oos logs from one of our rejoin atempts. Hopefully that will help narrow it down.

Thanks for looking at them, but for now we're stuck and can't play anymore.
 

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So we're stuck now. We abandoned the first game (above) because of constant OOS that wouldn't go away if we loaded, cleared cache or rejoined the game.

So we restarted and made another, 283 turns in, and once again we have a OOS that won't leave. We reinstalled v21, cleared everything, reloaded, rejoined, etc. It always shows up OOS. So here is both oos logs, the save game, and the same turn oos logs from one of our rejoin atempts. Hopefully that will help narrow it down.

Thanks for looking at them, but for now we're stuck and can't play anymore.
Most of the OoS seem to differ mainly in one improvement. So it might be a problem with the automation code (as I assume you had settlers automated).
In the final one there is a RNG async so I will need the random logs from both computers that are generated when you load that savegame with random logging activated.
I tried to reproduce it on my PC by running two instances of C2C but the OOS did not happen when I load that savegame. Maybe it has something to do with BUG settings. Do you have different settings there, especially in the automation tab?
 
Thanks for taking the time to look at everything. I assume you meant workers and not settlers? In which case yes, i'm sure one if not both of us had a worker automated.
Next it doesn't look like either of us had Randlog turned on, so I'll turn it on for both comps and try again.
The bug settings should be the same, since I just shared my user settings folder so that we'd both have things like spy bribe and those options on for the game. The only thing that looks different in the Automation is Prechop improvements is on in one and not the other. We'll try it with that turned off. I'll write back if that does it, and maybe just maybe we'll have discovered the cause of our multiplayer woes. :D

Ram
 
I think pitboss or some maybe some kind of streamlined pbem would mean no oos. I used to play legends of revolution MP on huge map with 4 players. We'd get to late game but it would usually oos every couple of turns particularly inbetween turns when it was loading. Everyone needs identical Bug options & make sure you delete custom assets every time you play. Personally i think it'd be kinda doomed tho unless you wanna play tiny/small map imho
 
Thanks for taking the time to look at everything. I assume you meant workers and not settlers? In which case yes, i'm sure one if not both of us had a worker automated.
Next it doesn't look like either of us had Randlog turned on, so I'll turn it on for both comps and try again.
The bug settings should be the same, since I just shared my user settings folder so that we'd both have things like spy bribe and those options on for the game. The only thing that looks different in the Automation is Prechop improvements is on in one and not the other. We'll try it with that turned off. I'll write back if that does it, and maybe just maybe we'll have discovered the cause of our multiplayer woes. :D

Ram
I checked the code and both prechop settings and both sentry healing options are not properly synced and will cause OoS if they are not set the same on both computers.

@Toffer90: Some issues in the AI trade evaluation code but it is not quite clear what exactly is causing the problem in there.

EDIT: Actually, it looks like there are some events in there that use popups without making them work in multiplayer. So it may well be that such an event happened which also adds attitude and that caused the trade evaluation desync. I'll go through there and prevent those events from multiplayer.
 
Here are some more wonderful OOS logs. I sincerely hope that you can use these for the betterment of C2C and that it isn't just a waste of your time going thru them all.
thanks and good luck
 

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@AIAndy can you give me some info for the Player document on which logs are useful for finding OOS problems and a short description of why.
 
@AIAndy can you give me some info for the Player document on which logs are useful for finding OOS problems and a short description of why.
All participating computers need logging enabled and also random logging.
Then from all computers mainly these logs are needed:
  • OOS log from the folder with the BeyondTheSword exe (Civ4 needs writing rights in there to create that)
  • The last set of the random log in the logs folder (if it is very small, the set before it might be needed as well)

In addition a description of what happened when the OOS occured helps.
Sometimes a savegame from before and after the OOS is useful.
 
Great mod. Me and my friend made it just over 1000 turns before our first OOS. We're pretty sure its caused by Darth Vader's automated worker and/or automated worker mule south of the city "Death Star" heading east towards the city "Bad Idea". The automated units move during the turn of the posted autosave. I have included the OOS logs and the logs folders for both players. Thanks.
 

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Great mod. Me and my friend made it just over 1000 turns before our first OOS. We're pretty sure its caused by Darth Vader's automated worker and/or automated worker mule south of the city "Death Star" heading east towards the city "Bad Idea". The automated units move during the turn of the posted autosave. I have included the OOS logs and the logs folders for both players. Thanks.

I compared the OOS logs and it looks like it is the location of the worker mule, and also the naming of 2 units. A mounted infantry created by Rob (America - Player 0 ) in Chicago and a Quinquereme created by Darth Vader (Germany - Player 1) in The Death Star.
 
I compared the OOS logs and it looks like it is the location of the worker mule, and also the naming of 2 units. A mounted infantry created by Rob (America - Player 0 ) in Chicago and a Quinquereme created by Darth Vader (Germany - Player 1) in The Death Star.
The naming is local and has no game effect so it is fine if it is different.
The mule is the relevant desync.
 
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