EmperorFool
Deity
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.
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.