TC01
Deity
TC: If that spell is cast by the normal spell routines, then I would say the issue is probably that you are looping over the entire map mid-turn, causing the computers to do a LOT of processing. If one player has a better computer, his will finish the processing quicker and start sending out the actions of that player while the other machines are busy enough to miss the communications because their buffers are already packed.
Oh.
Other spells loop around the map as well, though- like March of the Trees, Mother Lode, Raging Seas, Rally, Sanctuary, and Worldbreak. (All worldspells, though, as is mine). So would these cause OOSes as well?
Sephi: the spell is the Frozen worldspell. Here is the XML define for the spell:
Code:
<SpellInfo>
<Type>SPELL_WINTERING</Type>
<Description>TXT_KEY_SPELL_WINTERING</Description>
<Civilopedia>TXT_KEY_SPELL_WINTERING_PEDIA</Civilopedia>
<Help>TXT_KEY_SPELL_WINTERING_HELP</Help>
<CivilizationPrereq>CIVILIZATION_FROZEN</CivilizationPrereq>
<TechPrereq>TECH_SORCERY</TechPrereq>
<bAllowAI>1</bAllowAI>
<bGlobal>1</bGlobal>
<iAIWeight>50</iAIWeight>
<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
<bHasCasted>1</bHasCasted>
<PyResult>spellWintering(pCaster)</PyResult>
<PyRequirement>reqWintering(pCaster)</PyRequirement>
<Effect>EFFECT_SNOWFALL</Effect>
<Sound>AS3D_SPELL_EARTHQUAKE</Sound>
<Button>Art/Interface/Buttons/Promotions/Slow.dds</Button>
</SpellInfo>
reqWintering blocks the AI from casting it if it does not control a certain amount of snow tiles, since one of the purposes of the spell is to uplift snow terrain (the winter feature made by the spell increases production and commerce).