PRESET:
Game ran on DX10 & 11, everyone has 1.0.3.279.
All humans configured config.ini like so:
Code:
EnableGameCoreThreading = 0
Before each scenario the cache folder was emptied prior to mod installation, afterwards the integrity of game files was verified via Steam, after that each human unpacked the mod into the DLC folder.
TESTERS: ekspanzi, monixide, broz
SCENARIO 1:
host: ekspanzi
3 humans,
0 AI,
internet standard,
tiny pangea default + 70 turn timer, quick combat, quick movement,
CPProjectFull_EUI_12-10_Modpack
RESULT 1:
1 human (host) dropped when other 2 humans picked a social policy at turn 8, game re-rendered (reloaded) for remaining two humans. Previous host was unable to reconnect, kept getting "error joining multiplayer game".
SCENARIO 2:
host: broz
3 humans,
0 AI,
internet standard,
tiny pangaea default - quick movement
CPProjectFull_12-10_Modpack
RESULT 2:
TURN 5: Re-render for all humans. Game continued normally.
TURN 7: Re-render for all humans. Game continued normally. 2 humans got techs.
TURN 10: 2 humans choose social policy. No re-render, no drop, normal gameplay.
TURN 11: Re-render for all humans. Game continued normally.
TURN 12 ... 15: Re-render for all humans. Game continued normally.
We quit the game to restart and edit config.ini to:
Code:
EnableGameCoreThreading = 1
SCENARIO 3:
host: ekspanzi
3 humans,
0 AI,
internet standard,
tiny pangaea default,
CPProjectFull_12-10_Modpack,
Core threading enabled
RESULT 3:
TURN 8: Re-render for all humans. Game continued normally.
TURN 10: Re-render for all humans. Game continued normally. Re-render got stuck for Monoxide. Host kicked Monoxide. Game continued normally.
TURN 11: Re-render for all humans. Game continued normally.
TURN 12: Monoxide rejoined, game got stuck on turn end, "waiting for players" for all.
We quit to restart and host on pitboss.
SCENARIO 4:
host: broz
3 humans,
0 AI,
internet pitboss,
tiny pangaea default, + no barbs
CPProjectFull_12-10_Modpack,
Core threading enabled
RESULT 4:
TURN 5 ... 15: Re-render for all humans. Game continued normally.
We quit to restart without city states.
SCENARIO 5:
host: broz
3 humans,
0 AI,
internet pitboss,
tiny continents default, + no barbs, 0 city states
CPProjectFull_12-10_Modpack,
Core threading enabled
RESULT 5:
TURN 3: Re-render for all humans. Game continued normally.
TURN 7 ... 10: Re-render for all humans. Game continued normally.
We quit to restart without steam overlay.
SCENARIO 5:
host: broz
3 humans,
0 AI,
internet pitboss,
small continents default, + no barbs
CPProjectFull_12-10_Modpack,
Core threading enabled
Steam overlay disabled
RESULT 5:
TURN 8: Re-render for all humans. Game continued normally.
TURN 9 ... 18: We suspect map exploration causes re-rendering. We fortify all units.
TURN 19 ... 24:
Game runs as expected!
TURN 24: We move units against unexplored area (clouds). Game re-renders.
TURN 25: We move units against fog of war. Human's city expanded border thus exploreing area, game re-renders. We fortify units.
TURN 26 ... 28:
Game runs as expected!
TURN 29: We move units against fog of war, we make sure no city expanded by monitoring expansion.
Game runs as expected!
TURN 30: We move units against unexplored area. Game re-renders.
We quit to take a break. We conclude map exploration causes re-rendering. Next, we'll try to remove the "More Luxuries" mod from the modpack since we assume it's the one single mod that affects the map the most.