CivV BNW -- new patch (notes) (mainly MP)

GAME 1.

6 Player Pangea Quick Speed. Barbs ON, City States ON, Ruins ON. Logs for 4 players and host, 6th player was unable to get logs.

Credits to:

The NQ Group. http://steamcommunity.com/groups/NQCiv

Oriathim, Headphone, Rhoda, BangSS, Alakazam, H-K, Tschukki, Sativa and others.
 

Attachments

  • Headphone game 1.zip
    164.3 KB · Views: 201
  • rhoda LogsRhodaDanish.rar
    131 KB · Views: 155
  • Orianthim Logs4-11-2014.zip
    33.1 KB · Views: 191
  • Archive 2.zip
    179 KB · Views: 166
  • HOST.zip
    93.7 KB · Views: 165
Game 2.

Host using a Mac BookPro. Settings: Pangea, Quick, Strategic Balance, Medium Sea, 4 Million Years, Small Size Map (12 CS), Ancient Era, Simultaneous, ALL Victory Conditions, Turn Timer On (left blank), Quick Combat, Quick Movement, ALL DLC BraveNewWorld. PIT BOSS TURNED ON.

Logs for all 6 players.

Many thanks the CIV No Quitter (CivNQ) players: Headphone, Rhoda, Oriathim, BangSS, Alakazam and player 6.
 

Attachments

  • host-alakazam.zip
    264.2 KB · Views: 179
  • LogsRhodaBrasilPreReload.rar
    217.3 KB · Views: 192
  • Logs4-11-2014 2.zip
    227.8 KB · Views: 188
  • Archive.zip
    23.9 KB · Views: 185
  • Headphone game 2.zip
    437 KB · Views: 160
  • Logs.zip
    258.9 KB · Views: 156
GAME 3

Same settings as above.

This game experience a lot of resyncs and freezes. To overcome the freezes we had a single player leave the game (which unfreezes the game) and then we ask them to hotjoin, which sometimes works and sometimes causes another freeze.

Anyway hopefully all the files are OK and as they should be.

-----

More information:

Fractual Map has been found to be more stable than Pangea. Not sure why that would be.

Many thanks the CIV No Quitter (CivNQ) players: Headphone, Rhoda, Oriathim, BangSS, Alakazam and player 6.
 

Attachments

  • LogsRhodaBrasilPostReload1.rar
    103.7 KB · Views: 181
  • Headphone game 3.zip
    577.1 KB · Views: 190
  • Logs4-11-2014 3.zip
    124.9 KB · Views: 182
  • Logs (1).zip
    396.7 KB · Views: 170
  • Archive 2.zip
    24.5 KB · Views: 158
  • alakazam.zip
    308.3 KB · Views: 177
GAME 3

Same settings as above.

This game experience a lot of resyncs and freezes. To overcome the freezes we had a single player leave the game (which unfreezes the game) and then we ask them to hotjoin, which sometimes works and sometimes causes another freeze.

Anyway hopefully all the files are OK and as they should be.

-----

More information:

Fractual Map has been found to be more stable than Pangea. Not sure why that would be.

Many thanks the CIV No Quitter (CivNQ) players: Headphone, Rhoda, Oriathim, BangSS, Alakazam and player 6.

We did awesome work! I think player 6 was rosstown1. We should get a Firaxis baseball cap to share between us.
 
Thank you for posting your logs! We're still looking into the cause of your desyncs.

PS, whoever the host is, they didn't set their multiplayer log settings properly. Please doublecheck my previous post.
 
Sorry about that. I double checked and for some reason enable rand logging didn't exist so I added that in.

I pasted it all below.

Will do some more games soon.


Spoiler :
[Debugging]

; Set to 1 to enable the fire tuner to connect to the game.
EnableTuner = 0

; Validates the game database whenever it is changed.
ValidateGameDatabase = 0

; Set remark levels (ex. /R0 /R1:Video - means all off except video level 1) (default "/R1"
Remarks = /R1

; Set remark log filename; empty for no remark log
RemarkLog =

; Sets a breakpoint on a specified object allocation order number (debug only).
CrtBreakAllocNum = 0

; Set to 1 to send FRemark output to the tuner
SendRemarksToTuner = 0

; Set to 1 to enable mem tracking when using a mem tracker build
EnableMemTrackerSystem = 0

; Set to 1 to do various embedded memory tracker dumps
DoMemTrackerDumps = 0

; Set to 1 to disable hotloading of objects
DisableHotLoader = 1

; Set to 1 to enable asserts in debug mode
EnableAsserts = 1

; Set to 1 to have loose files override PAK files if the loose file is newer
LooseFilesOverridePAK = 0

; Set to 1 to quiet D3D warning and leak msgs
D3D Mute = 0

; Enables the use of the standard Lua debug library.
EnableLuaDebugLibrary = 0

; Set to 1 to enable the dialog popup for asserts in multiplayer
EnableAssertDialogInMultiplayer = 0

[User Settings]

; Set to 1 to enable threaded submission to D3D11
Threaded Submission = 1

; This is capped at runtime to the number of physical processors
MaxSimultaneousThreads = 8

; Throttles the app when focus is lost
ThrottleOnLossOfFocus = 0

; Set to 1 to activate the debug panel
DebugPanel = 0

; How close you can get (11.0=default, 4.0=debug zoom)
Minimum Zoom Level = 11.000000

; Whether or not to use screen space terrain overlays
Use Screen Space Overlay = 1

; The currently selected steam language
SteamLanguage = english

; The currently selected language.
Language = en_US

; The currently selected spoken language.
AudioLanguage = en_US

; Set to 1 to disable Fall-back Language Support in the Localization System.
DisableFallbackLanguageSupport = 0

[MiniMap]

; Mini-map width.
Width = 320

; Mini-map height.
Height = 190

; Thickness of camera rectangle, in pixels
CameraRectThickness = 10.000000

; If ratio of explored area to visible region size is less than this (on both axes), do not draw camera rect.
CameraRectThreshold = 1.000000

; Extra space, in pixels, to leave on edge of explored region
ExploredRegionGutter = 20.000000

; Alpha value for fog
FogAlpha = 1.000000

[DisableSystems]

; Set to 1 to disable Terrain system
Terrain = 0

; Set to 1 to disable LandmarkSystem system
LandmarkSystem = 0

; Set to 1 to disable Overlay system
Overlay = 0

; Set to 1 to disable OverlayDebug system
OverlayDebug = 1

; Set to 1 to disable Decal system
Decal = 0

; Set to 1 to disable City system
City = 0

; Set to 1 to disable Unit system
Unit = 0

; Set to 1 to disable Forest system
Forest = 0

; Set to 1 to disable River system
River = 0

; Set to 1 to disable LeaderHead system
LeaderHead = 0

; Set to 1 to disable Audio system
Audio = 0

; Set to 1 to disable Combat system
Combat = 0

; Set to 1 to disable Particle system
Particle = 0

; Set to 1 to disable Projectile system
Projectile = 0

; Set to 1 to disable FOW system
FOW = 0

; Set to 1 to disable FluidFOW system
FluidFOW = 0

; Set to 1 to disable YieldIcons system
YieldIcons = 0

; Set to 1 to disable DistanceFog system
DistanceFog = 0

; Set to 1 to disable StrategicView system
StrategicView = 0

; Set to 1 to disable Minimap system
Minimap = 0

; Set to 1 to disable ColorKeyEdit system
ColorKeyEdit = 1

; Set to 1 to disable Waves system
Waves = 0

; Set to 1 to disable Arrows system
Arrows = 0

; Set to 1 to disable MovementPath system
MovementPath = 0

[TextKey Settings]

; Enable triggered sounds from units (3dsmax Note tracks) (default 1)
Enable markered sounds = 1

[Audio]

; Disable sounds from gamecore (also can set via tuner) (default 0)
Disable Sid Sounds = 0

; Enable in-game music (default 1)
Enable music = 1

; Ignore any variation cap settings (default 0) (Sound guys, set this to 1)
Disable audio variation cap = 0

[CONFIG]

; Set the game core thread to use the Job Manager, or its own dedicated thread
GameCoreThreadingUsesJobManager = 0

; Random seed for game sync, or '0' for default
SyncRandSeed = 0

; Random seed for map generation, or '0' for default
MapRandSeed = 0

; QuickStart - SinglePlayer games only!
QuickStart = 0

; Bandwidth options are modem or broadband
Bandwidth = broadband

; Number of seconds to accept live game list updates from GameSpy (-1 for initial snapshot only, 0 for no live updates
GameUpdateTime = 10

; Mimimum size of the temporary heap, in megabytes
Minimum Temp Heap Size = 32

; Maximum size of the temporary heap, in megabytes
Maximum Temp Heap Size = 68

[DEBUG]

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

; Rand event logging bitfield. bit 0 = on/off, bit 1 = log callstacks, bit 2 = log pregame calls, bit 3 = log asynchronous RNGs
RandLog = 1

; Enable AI logging
AILog = 1

; Enable AI performance logging
AIPerfLog = 1

; Enable Builder AI logging
BuilderAILog = 1

; Enable Tutorial logging
TutorialLog = 0

; Enable Tutorial debug window
TutorialDebug = 0

; Split AI Logging into separate files for each Player & City
PlayerAndCityAILogSplit = 0

; Saves the game after the human player presses 'next turn' but before the game logic advances
PostTurnAutosaves = 0

; Enables stack-trace collection on random number generators and FAutoVariables. Slightly slower and uses more memory
EnableOutOfSyncDebugging = 0

; Set App on Auto-Run
Autorun = 0

; Number of turns to autorun before exiting (0 for no limit)
AutorunTurnLimit = 0

; Enable the logging system
LoggingEnabled = 1

; upload assert logs and crash dumps to the server
UploadReports = 1

; Delete reports after uploading to the server
MoveReports = 1

; Show combat debugging overlays
CombatDebug = 0

[GAME]

; Allows the player to give right click movement movement orders while the camera is scrolling
AllowRClickMovementWhileScrolling = 0

; Force quick combat animations
QuickCombat = 0

; Game Name
GameName = My Game

; Worldsize options are WORLDSIZE_DUEL/WORLDSIZE_TINY/WORLDSIZE_SMALL/WORLDSIZE_STANDARD/WORLDSIZE_LARGE/WORLDSIZE_HUGE
WorldSize = WORLDSIZE_SMALL

; Climate options are CLIMATE_ARID/CLIMATE_TEMPERATE/CLIMATE_TROPICAL
Climate = CLIMATE_TEMPERATE

; Sealevel options are SEALEVEL_LOW/SEALEVEL_MEDIUM/SEALEVEL_HIGH
SeaLevel = SEALEVEL_MEDIUM

; Era options are ERA_ANCIENT/ERA_CLASSICAL/ERA_MEDIEVAL/ERA_RENAISSANCE/ERA_INDUSTRIAL/ERA_MODERN
Era = ERA_ANCIENT

; GameSpeed options are GAMESPEED_QUICK/GAMESPEED_STANDARD/GAMESPEED_EPIC/GAMESPEED_MARATHON
GameSpeed = GAMESPEED_STANDARD

; Victory Conditions
VictoryConditions = 11111111

; Game Options
GameOptions = EMPTY

; Max number of turns (0 for no turn limit)
MaxTurns = 0

; Allow AI in multiplayer games
EnableMultiplayerAI = 1

; GameType options are singlePlayer/spLoad
GameType = singlePlayer

; Map Script file name
Map = Assets/Maps/Continents.lua

; In-game Alias
Alias = Sacha

; Email Address
Email = Sacha

; Save Path - relative to working (Civ5) folder
FileName =

; Handicap for quick play
QuickHandicap = HANDICAP_CHIEFTAIN

; Blocks players from entering the city screen
CityScreenBlocked = 0

[UserSettings]

; Last Civilization Played
LastCiv = -1

; Last Game Speed Played
LastSpeed = 3

; Last Map Type Played
LastMapScript = Assets\Maps\Pangaea.lua

; Last Map Script Was Random
LastMapScriptRandom = 0

; Last Map Size Played
LastMapSize = 2

; Last Map Size Was Random
LastMapSizeRandom = 0

; Last Game Difficulty Played
LastDifficulty = 6

; Store advanced settings in Cache folder
PersistAdvancedSettings = 1

 
I have played at least a dozen games since the patch, all with friends. The system is more stable with 2 (desync every 5 turns) than with 6. With 6, we played 10 turns and resynced 6 times. I dont know how they broke the MP game, but it needs to be fixed. We all paid a lot of money for this game and the franchise. I personally have 4 of 5 Civilizations and I am sure most people here have ALL of them. Frankly, we need to be able to play. I suggest rolling back the patch and test it further. Then release it when it is ready.

Civ fan, eagerly awaiting.
 
I try not to be very cynical, sarcastic or disapointed but firaxi. Is this the best you can do? You know you are on EA level when a new patch introduces more problems than fixes. I will expect serious fixes before spring if firaxi is really determined to fix this game.
 
What is going on with Firaxis ? The patch is out since 10 days and still no fix. It's pretty simple to find the problem...put 4 developers in debug mode and start a multiplayer game and watch what is going on when the game desync. We can't play the game since the patch ! Stop playing your boring Civ BE that everyone will have forgotten in 1 month and rollback Civ 5 to the previous version at least or fix it.
 
What is going on with Firaxis ? The patch is out since 10 days and still no fix. It's pretty simple to find the problem...put 4 developers in debug mode and start a multiplayer game and watch what is going on when the game desync. We can't play the game since the patch ! Stop playing your boring Civ BE that everyone will have forgotten in 1 month and rollback Civ 5 to the previous version at least or fix it.

Doh, it cost four times more to have four developers than one :lol:
 
I guess were posting on the wrong forums. We should all be posting on 2kgames forums instead.
 
post logs or it didn't happen.

Pretty degenerate behavior i have to say. This is obviously happening and it's obviously that most of the paying customers are not able to post these kind of informations asap since they don't know how to get them.

Moderator Action: Do not make deprecating remarks about other users.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Also even though i actually bought CivBE and palyed it myself, the patch for civ 5 includes a button which leads you direcly to the steam shop to buy the new game.

Why don't you make a spin off free to play game for Civ where you can buy cities for cash and keep this crap out of the rest of the franchise. THis is offensive in my opinion for fans of the round based strategy games who don't like this kind of stuff.
 
I thought it wasn't working properly before, now I see what "not working" really means.

I was always wondering, how is it possible to write the net-code for turn-based(semi-discrete) tiled-based(discrete) network game, which doesn't work with 2-8 people with good internet, static ip's and everything else the game may wish.

Meanwhile, in blizzard's sc2: 8 players ffa with 200 units each, each giving 100 orders per second in a not hex-based map - works perfectly at 250kbit/sec internet.
 
Pretty degenerate behavior i have to say. This is obviously happening and it's obviously that most of the paying customers are not able to post these kind of informations asap since they don't know how to get them.

Moderator Action: Do not make deprecating remarks about other users.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Also even though i actually bought CivBE and palyed it myself, the patch for civ 5 includes a button which leads you direcly to the steam shop to buy the new game.

Why don't you make a spin off free to play game for Civ where you can buy cities for cash and keep this crap out of the rest of the franchise. THis is offensive in my opinion for fans of the round based strategy games who don't like this kind of stuff.

this, "degenerate" may be a bit harsh tho
 
it is annoying when people pretend there isn't a problem.

i'd just like a solution somewhere. playing sp is just no fun. :(
 
Thank you for posting your logs! We're still looking into the cause of your desyncs.

PS, whoever the host is, they didn't set their multiplayer log settings properly. Please doublecheck my previous post.

Any progress in finding the cause of the desyncs?
 
I'm afraid not. By the way... I think that people say that resyncs happen mostly at the beginning of the games and apparently more often as the number of players in the game increases.
Do we make some brainstorming? What could be the trigger then?
Ruins? Barbs? Exploring the map? Meeting City States? Finding units of other players? What else happens in the game in the first two or three turns?

Enviado desde mi ST25i usando Tapatalk 2
 
Any progress in finding the cause of the desyncs?
We haven't determined what triggers these desyncs yet. Strangely, we're not encountering this at the the same rate internally.

We could use some multiplayer logs from additional games.
 
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