Civplayers OOS patch is live!

I'm not affiliated with this patch/fix, but I'll try to answer your questions.

1. I believe the only fix in this patch is to handle a problem with unloading units from a boat.

2. The game goes OOS anytime the data about the game differs among the players' machines. Combat results are psuedo-random, meaning they appear to humans to be random but in actuality are totally predictable.

Imagine shuffling a really large deck of cards and then passing out an exact copy of the shuffled deck to each player. Whenever a random result is needed (combat, event, barb spawn, etc), the game pulls a card off the deck. As long as each game instance follows the same rules, the same cards will be pulled in the same order, causing the exact same thing to happen on each machine. This keeps them in sync.

In this case, a programming error caused the problem. The code by itself was correct, but it broke in a multiplayer context causing the units to be unloaded in a machine-dependent order.
 
Nice to get responses in a thread. Good man.

First question then, is there a list of known fixes for this OOS patch? More out of my own curiosity than anything else. Nothing we're doing seems to consistently cause it, although it has happened on the very first turn a few games I've hosted (resolved by everyone dropping and reconnecting).

Just put "OOS" into the search engine here at Civ Fanatics and you'll get a list.

I don't MP, I PBEM.
 
Is this patch around?

Getting OOS and I was dropping off spies.

thanks, I tried the links and said access denied.

The fix in this patch was incorporated into the 3.19 official patch so it became redundant.

CS
 
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