C2C Multiplayer

Does the multiplayer for C2C even work?
In general it should work. Likely some oos errors are in there though as we rarely get bug reports about them.
If you run into an OoS, send me the max comp save game of the turn before (or right before it happens if it is reproducable) and the OoS logs and I'll look into it.
 
My wife and I play hotseat and were recently playing a Lan game so we've been thoroughly testing those multiplayer methods. So far there's only a few things to address, mostly whether benefits apply for the whole team or for just the player.

Otherwise, not considering a team game approach, any multiplayer game should work quite well I think.

I'd be a bit interested in generating a big play by email game but the mod doesn't stay still long enough to find a good moment to start one I think ;)
 
After next full update maybe? I'd be interested in a PBEM game too. Can't sit still very long with two daughters running around after me all the time...

Cheers
 
After next full update maybe? I'd be interested in a PBEM game too. Can't sit still very long with two daughters running around after me all the time...

Cheers

Not sure its practical for C2C. With PBeM you'll get maybe a turn a day average. Won't meet anyone 'til like Christmas. Also everyone would have to keep their assets in step so probably need a separate mod folder for ther PBem Game
 
That's what I was thinking (seperate mod folder for the PBEM). Would probably be best to have the game on one of the faster speeds too, for a chance to actually get somewhere.

Cheers
 
Yeah, we'd all have to have a fixed version and a hell of a lot of patience. We would need to run a bit faster a setting than I would usually play I think and we'd have to agree on all the settings which would be tough to get a consensus on. All that said... I'd LOVE to do it!!!
 
Yeah, we'd all have to have a fixed version and a hell of a lot of patience. We would need to run a bit faster a setting than I would usually play I think and we'd have to agree on all the settings which would be tough to get a consensus on. All that said... I'd LOVE to do it!!!

I'd play too, though it would be VERY slow to get anywhere I think
 
Do You have any recommendations to set up a game in LAN multiplayer so that no OOS (or at least very few) will happen ?
Does it depend on the options set for a game, like Revolutions turned ON or specific Victory Conditions ?
I plan to run a 3 players LAN multiplayer game on C2C v.19 and there's nothing more frustrating than having zillion of OOS after playing for 10 hours. I remember that we had to restart few games while playing RoM Mod. There was no way to get rid of those nasty OOSes.
 
Hi,

we've tryed for several years playing "c2c" or in the the begining with "rom", but the last time we could end a game must be 2 years ago (about ver. rom 2.91) , since then the where al lot of bugs whith shut down the game compleatly.

But in the last time, i had hope with ver. 17.7, with ver. 19 we got a lot of out of syc.

but to prevent the out of syc. you should turn off revolution, but play with minor civ, we dont want without, i dont know if its more stabel.

but in the end even the ver.17.7 has after about 500 round an appcrash
 
If you can provide the logs from the different players when an OoS happens I am happy to investigate and fix it.
In case of a reproducable OoS the savegame before the OoS happens is very useful.

EDIT: Btw, unlike other mods, C2C has the feature that you can update the mod and still continue an old max compatibility save game. Modifier recalculation (popup after loading or Ctrl-Shift-T) fixes issues with asset or rule changes. Both should be usable in multiplayer (if it causes an OoS, report it).
 
Yeah I heard that in general 'Revolutions' should be off as they are not doing well in multiplayer games. Anyone tried to play C2C with Revolutions ON ?
 
Well would it be possible to use it with pitboss?
I thought the whole reason we got oos was because the games calculations differed, and if I remember right pit boss is supposed to work as a dedicated host of sorts, but if I remember from ffh2 it runs out of room for all the options which is frustrating when starting the game.
 
Well would it be possible to use it with pitboss?
I thought the whole reason we got oos was because the games calculations differed, and if I remember right pit boss is supposed to work as a dedicated host of sorts, but if I remember from ffh2 it runs out of room for all the options which is frustrating when starting the game.
I don't think Pitboss uses a different synchronization model. Pitboss acts similar to someone running Civ4 as host all the time while others log in and out now and then with the exception that no one actually plays on the Pitboss server.
Of course you could ignore OoS and just log back in every turn. While that would probably cause an OoS every turn in the long run due to unsaved data differing between the Pitboss and your PC, it might be feasible.
 
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