Lynnes
King
- Joined
- Aug 23, 2015
- Messages
- 886
wow that's actually I lot less than I thought![]()
Yep. The change is marginal. The Pathfinder gets additional promotions while the rest gives you a fixed GP instead of a popup.
wow that's actually I lot less than I thought![]()
Okay, we played 4 test games today. For every game the setting was
Quick, Small Map, 2 players + 4 AI, CS + Barbs on
1.: CPP Full 3/9 + EUI, 60 turns - first desync at turn 27 and from there on another desync every 4-6 turns
2.: CP only + EUI 1.28f, 10 turns - desync every 1-2 turns
3.: CP only + EUI 1.28f again, 10 turns - desync every 1-2 turns (same es before)
4.: CP only but this time without EUI, 60 turns - super stable, not a single desync!
@Gazebo:
I saved the logs from all games, just let me know which ones you need.
And do you have an idea already which part of EUI might cause the desyncs? A few EUI-versions ago we played with a modpack (based on VMC v72) for several hundreds of turns without any desyncs at all, so maybe it is one of the recent changes to EUI!
edit: the next thing I want to try is playing a modpack with CP only that was created with the EUI active! (so you don't have to delete any lua-files)
Oh... turn 198 and only 1 resync!
That's going to be music to Gazebo's ears!
I'm already curious about your results when the game is finished!
edit: You play with CPP Full NoEui, right? Or is it CP only?
Oh... turn 198 and only 1 resync!
That's going to be music to Gazebo's ears!
I'm already curious about your results when the game is finished!
edit: You play with CPP Full NoEui, right? Or is it CP only?
I was getting the same results, except with your 1st point. I was getting a resync every 1-2 turns even then. I'm at turn 198 with my friend right now without EUI, and we have only had 1 desync altogether.
Seems somewhat clear to me now that it's EUI causing the problem. Really missing my EUI, but I'll deal for now. Will upload the log once our game finishes!
Okay, we played 4 test games today. For every game the setting was
Quick, Small Map, 2 players + 4 AI, CS + Barbs on
1.: CPP Full 3/9 + EUI, 60 turns - first desync at turn 27 and from there on another desync every 4-6 turns
2.: CP only + EUI 1.28f, 10 turns - desync every 1-2 turns
3.: CP only + EUI 1.28f again, 10 turns - desync every 1-2 turns (same es before)
4.: CP only but this time without EUI, 60 turns - super stable, not a single desync!
@Gazebo:
I saved the logs from all games, just let me know which ones you need.
And do you have an idea already which part of EUI might cause the desyncs? A few EUI-versions ago we played with a modpack (based on VMC v72) for several hundreds of turns without any desyncs at all, so maybe it is one of the recent changes to EUI!
edit: the next thing I want to try is playing a modpack with CP only that was created with the EUI active! (so you don't have to delete any lua-files)
[56252.906] LeaderHeadRoot: This is the modded InfoTooltipInclude from CBP- CSD
[56252.906] LeaderHeadRoot: Could not find discussing player!
[56252.906] LeaderHeadRoot: Could not find discussing player!
[55306.875] DBG: Unit out of sync. Player=0, Name=Warrior, id=1151, X=15, Y=28
Variable Out Of Sync : CvUnit::m_iEverSelectedCount
so me and 1 friend got 2 turns in then a resync (full no eui) so I looked quickly at the logs and this pops up often enough to seem like a pattern:
[56252.906] LeaderHeadRoot: This is the modded InfoTooltipInclude from CBP- CSD
[56252.906] LeaderHeadRoot: Could not find discussing player!
[56252.906] LeaderHeadRoot: Could not find discussing player!
A similar thing has happened in the last several games I played with my friend on the 3/9 patch. Full CPP no EUI.
I didn't enable logging but we haven't been able to have a game that didn't resync very often.
Edit: we never tried clearing the cache. Might that have helped?
ok so we swapped hosts so that I'm now hosting and now its perfect so far 90 turns and no desync at all![]()
Civ's netcode is really sensitive to packet loss from ping/jitter/firewalls etc. I'm glad the host switch worked.
G
It is possible to force Civ5's unreliable UDP traffic through TCP instead using VPN software such as OpenVPN or Neorouter. I've not had need of doing that though since I only do multiplayer at LAN parties.