I am very interested on this OOS. I ran 25 automated multiplayer games prior to releasing 0.5.0, and many others during its development... and none of them triggered an OOS in the first turn. This kind of automatic testing can fail to check gameplay features that are only used by humans, but the start of the game should be identical. The only known case in which ExtraModMod will desynch on the first turn is if one of the players is not using the same version as the other players, but this does not seem to be the issue you saw, as in that case the same client would be the one causing the OOS on all attempts.
Wow, that's great. Having logs for any remaining OOS issues would be extremely helpful for ExtraModMod development. A savegame from as many turns early as possible would also help. The only known OOS issue right now is triggered when a human player creates a puppet state, could have been that what caused the issue in your case?
I've started playing it, and I've noticed a wierd absurdity in Barbarian AI behavior:
Unlike previously, their cities DO grow, so that got fixed. However, their starting city's only defender will tend to abandon it and go attack me, instead of staying there and guarding it. I've now "conquered" two completely empty barbarian cities, after 1 warrior from each of them attempted a futile assult on my borders
Nope. Seems to have something to do with capturing a city, after a certain number of turns. See attached image.
Also, when enabling OOS logging as per instructions in the wiki, the game won't start up.
; Set to 1 for no python exception popups
HidePythonExceptions = 0
...
; Create a dump file if the application crashes
GenerateCrashDumps = 0
; Enable the logging system
LoggingEnabled = 1
; Enable synchronization logging
SynchLog = 1
; Overwrite old network and message logs
OverwriteLogs = 1
; Enable rand event logging
RandLog = 1
; Enable message logging
MessageLog = 1
One of my Dwarven Slinger has an ability to spread religion:
I don't think that's intended.
Other Slingers don't have this ability.
That is weird, and certainly not intended. Could you send me the savegame in which that happened?
It's not just this slinger, all unit types are affected with some random chance. I have warriors and scouts with that ability. Here is a savegame, a random event dialog will appear as soon as you load it, if you choose the outcome in which you get supplies, that unit will also start with this ability.![]()
I'm not sure you are even supposed to get different types of Mana nodes in Extramodmod...
I got this:
Spoiler :![]()
The event wanted to give my Mud Golem 1XP. I've attached relevant savegame. The link given there leads to this thread.
Also, in this game when I turn on BUG wonders tab it throws python exception whenever I try to see completed rituals there.
I have encountered an error that seems to be somehow related to revolutions. See the first attachment.
I've also attached a savegame from one turn after the error. I can attach one from three turns before, if that would be helpful.
This doesn't seem to have any visible outcome attached to it, at least so far.
The Grigori recently revolted, so this may be tied to them.
What's going on?