FfH2 0.25 OOS errors

not sure if its damage types tho, might just be combat in general (readding damage types doesnt seem to make it go OOS any more than usual)

Ahh, hmm...

It won't be a big deal to add a game option that blocks the special FfH combat stuff (the CombatWon function, fear and special withdrawal). I'll put it in the next version and see if thats where the combat OOS's are coming from.
 
Okay, the new version is posted with a debug option that will allow you to disable FfH Combat.
 
Had 2 Games the last days:

1st Game (0.25f) - standard size, no debug options, no special options (no raging barbs etc)
Got the first OOS after ~turn 150 seems coming in the AI turn. We fought some barbs and orthus but no OOS. After the first OOS we got 3-4 more after ~10 turns each. We kicked then Bannor (8 Citys conquered without OOS) and the OOS stoppt. Kicked then around 10 Citys of Sheaim without OOS but got 2 OOS for the last 2 Citys of him. The only Special on this last 2 Citys where, that they had Ashen Veil (The only Citys so far, rest had Octo, Fellow or Runes). Got a OOS for taken each.

I Fought most of the Game with Swordsmen (Elf), later upgraded to Macemen. Besides of the last 2 Citys i got no OOS from combat. Besides of some Pyrozombis only normal enemys.

Unique Wonders on the Map where: Yggdrasil, Letum Frigus, Maelstrom and Pyre of the Seraphic so no raging Barbatmos on the map.

2nd Game (0.25h) - Huge Continents, no debug options, no special options.

We managed without OOS till the first "human" barbs show up (Goblins/Orcs). From then their was a 50% Chance to get a OOS from Combat with Barbs dosnt matter if attack or defend. We got many additional OOS at the end/begin of the turn, so maybe produced by the AI. We got OOS nearly every turn so we stopped after ~30 OOS/Rejoins. Their where some turns of "peace" in the Game, between large waves of Barbs and they where pretty OOS free.

In both Games we picked the AI-Civs cause i´ve read Balseraph and Clan causing some trouble in Multiplayer so we avoid them.
Sorry that i cant give more Infos, we had no Log on and no Debugoptions...
From what if seen in both games, the most OOS came from the combat with barbs, in the 1st game we had standard size with 5 players, so their was not much room for barbs to spawn, but it was their. Barbs managed to get a City from my friend, even it was short.
In the 2nd game was much more unexplored room cause we played on huge with 7 players. So a lot barbs came from many directions.
 
Hi
Endured a game with OOS almost every turn yesterday apart from some peaceful turns. In our experience, it was possible to ignore the OOS and then re-sync after, let's say, 10 turns. Different random events was shown for each human player (ie not synced) but major events like Great Buildings persons etc was still in sync!!.
After 208 turns, however, the game froze and refused to continue even though it had been in sync for a time. Maybe this was some unrelated bug (haven't checked these threads).
Cheers:scan:
 
Thats great information. Im hoping the adaptive and insane OOS's are fixed in the version im uploading right now. If so we may know what we need to do to fix the rest.

I have been testing with all options on (but worldbuilder doesn't work for me in multiplayer, I can click on it but the interface won't appear) to try to udnerstand something, so far I think the most OOS problems come from combat and probably from something connected to Perpentach. Of combat there are several situations I could document, because they happen not at the beginning of the turn as in the cases where it is the AI to trigger the OOS, but during the turn while we play, for example attacking (and winning) the last defender of a city with a hidden nationality spider (incidentally, spiders can get beyond 100 xp). Other combat situations that I can't understand why since there shouldn't be any damage type or "oddity" involved, so I'm a bit puzzled. In this game we reached a situation (around turn 230) where we have an OOS at the beginning of each turn. I play Bannor and my wife Ljosalfar, the AI civs are Perpentach, Lanun and Sheaim (at war) , Calabim and Elohim (at war). Possibly the chaos mana from Perpentach and Falamar is causing problems ? Also in his war against Os Gabella, Falamar makes heavy use of HN mercenaries.
 
perp can build freaks, which are always mutated, so they can turn barbarian often, so they cause combats, which is why i think perp can go OOS without seeming to go into combat (since with no barbs and only you to fight, you assume hes got no one to fight on his turn if hes not fighting you, but hes fighting freaks turned barbarian)
 
We played a couple of quick games without barbs and without AI and got no OOS so far. All combat was strictly mundane though.
 
perp can build freaks, which are always mutated, so they can turn barbarian often, so they cause combats, which is why i think perp can go OOS without seeming to go into combat (since with no barbs and only you to fight, you assume hes got no one to fight on his turn if hes not fighting you, but hes fighting freaks turned barbarian)

good feedback (/me sets 0 to Balseraphs AIplayable).
But what about OOSs caused by seemingly regular combat like warrior vs warrior ? :crazyeye:
 
Try patch "k" with FfH Combat disabled and see if the OOS from combat still occurs.
 
OK, the guys at BTS 3.13 forum seem to be on to something.
As DelphiDie posted:
Navigate to the folder C:\Documents and Settings\<User Name>\Local Settings\Application Data\My Games\
In this folder is another folder called "beyond the sword". This folder contains your game profile and some cache data. You must either delete or simply rename this folder.
This removes the second cache causing problems. It's also unneccessary so to play so go ahead.
Secondly, after, let's say, 20 turns our OOS usually came back, triggered by diplomacy from AI player. Re-sync never worked well for avoiding OOS so instead we tried removing the primary cache in your game folder. Not a smart move since this affected saved games. However, just putting it back from the recycle bin worked equally well. OOS-free gaming for 20-40 turns.
This leads me to believe that the cache is building until critical size when OOS hits. (Similar to SWAP-files in memory leak problems). Is it possible to program a "flush cache" at the end or beginning of each turn? Maybe this could solve the problem once and for all.
Cheers
 
I have no OOS with BtS (but a lot with FFH). I suspect that the people that do installed unofficial patches. This is the first time that after a Civ4 patch this happens, and incidentally it was the first time that an unofficial patch has been widely used, prior to the last patch.
 
still getting OOS with patch K and the combat off, during combat.. greenlink noticed that he had different xp when he relogged, could XP be the problem? i had raiders trait and he didn't.

Raiders trait shouldnt have done anything with FfH combat disabled. Was it working?
 
Played a game with no lairs, no barbarians, no combat damage, no fall from heaven combat.

3 Players. 2 Human: Arturus Thorne and Cassiel. 1 AI: Sabathiel

134 turns in we got an OOS error.

There had been no combat at all in the entire game, and there still wasn't any.

The only significant event that we were aware of was one of us changing to City States from despotism. A couple of units built, but none that hadn't been built already.
 
could it be connected to inflation changes ?
 
It seems that if all players clear their cache after a crash, it generally crashes less. I have no hard-proof it is just my gut-feeling after trying it out.
 
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