Multiplayer save files bugged...

Tamed

Warlord
Joined
Sep 11, 2009
Messages
277
Okay, so me and my friend both saved at the end of our game last night. I loaded it up tonight and one of his cities was given to the AI and displaced, his military was also completely moved. It wasn't even in a logical pattern, the AI just had one of his cities (under an AI name) and it was moved to the left two cells.

So then he loaded the game, and now Dain has one of MY cities and it's moved, too. My military is also completely moved.

We are playing on Patch M, what the heck is going on?
 
Nvm, seems like he was playing on a different sync for over 100 turns.

Man, I wish the sync issues got fixed.
 
ha, when I read the title, I had wondered how you were even able to play enough mulitplayers with all of the OOS's to even get a bugged save. But yeah thats the problem with continuing to play after an OOS. In a game with a friend, a certain Civ was killed off completely, only it didn't happen on my screen till two turns later than his.

I wish there was a definitive answer as to whether we might see any OOS-free times like the old patches, or if FFH is going to be strictly reserved as a Single Player Mod. As it is, it's impossible to play "live" Multiplayer. The first person to respond with PBEM gets smacked heartedly. :goodjob:
 
Have to say, its sounds like settings or you've fiddled with your games.

Me? Not at all. Downloaded FFH, applied patch M on a 100% legitimate version of the game, not even pirated. Patch G fixes the OOS, but it's rather archaic compared to all of the improvements since then.

It is possible to play Multiplayer if you save and rehost during an OOS.

We play 7 player games with very rare OOS so I don't know what bugs you so much :P.

Not on the newest patch. Not at all, actually. Every game goes OOS around 130-200 turns for all the people I've attempted to play with.

The game goes OOS again every 5-15 turns, and rehosting over and over and over is not fun. I just wish Kael would either say "Yeah, I'm working on it" or "People who want to do MP, please use patch G because this is a single player mod."
 
Most of the OOS errors I investigated* were related to the (build) actions of an AI civilization, so the people who play with fewer AI's are probably the ones not encountering many OOS errors.

That said, I do 3-4 player games with 8-9 AI's usually and don't encounter crippling OOS errors (where it repeats every few turns) every game - I'd estimate they happen every second or third game.


(*The first time an OOS error occurs during an instance of the FFH program, it writes much of the game state in human-readable format to OOSLog.txt in the BTS folder. You can then compare different players' logs to figure out what went wrong.

Note that FFH must have permission to write to the BTS folder, so depending on your OS security settings you may have to run it as administrator. Also, the log is only created the first time you encounter an OOS, until you close and restart FFH. Finally, logs are not timestamped or numbered, so they will overwrite each other if you don't rename them.)
 
Eh, then it's why we had no OOS. We've played with no AI or with 1-2 AIs, because they do crazy things which break diplomacy we try to establish.

Also yeah, it's with the latest patch, and I had about 10 games with it without any OOS which cannot be avoided by rehosting.
 
Well I play with 3 people and about 5-6 AIs. The OOS usually happen every 15-20 turns about 130 turns into the game. Rehosting over and over simply gets old when patch G works.

Would posting save files of the OOS in the bug thread help? I just want to enjoy the game with my friends. I'm not trying to be a jerk, or sound whiny, it just really ruins our night when we get 4 of us playing and then after 2-3 hours of fun we get our fun in 20 minute chunks with rehosts over and over.
 
I doubt the saves alone would help. OOS logs more likely, and I wouldn't mind an answer to that question as I've been saving a few.

I've logged four OOS instances (haven't had much opportunity lately). One of them was probably a fluke - the players' random seeds differed (and hence a lot of other stuff). The other three OOS errors were all essentially the same: a particular AI civilization decides to build one thing in one player's game and a different thing in the other player's game. In particular,
- a warrior instead of a library,
- a temple of Kilmorph and hunting lodge instead of granary (one of them probably hurried as the gold amount also differed), or
- a warrior instead of an archery range.
 
yeah, we mainly play 2-player game with a good deal of AI (usually 8 or so). After 100 or so turns, it goes OOS, then will continue to OOS randomly after that, usually every 2-5 turns. I tried looking for OOS logs back then but couldn't find any, but it seems that's kinda redundant considering the ones "a_civilian" has posted. I just wonder what has happened since patch G to allow these specific OOS instances you posted to occur?

Due to this, we don't play FFH anymore as the constant reloading for OOS's is unbearable, and patch G AI just feels to dumb and inconsistent.
 
Hm, main reason why patch G sucks is 'cause Hyborem causes OOS, so you have to play without him, which also means you can't play with Basium.

Has anyone ported the Hyborem fix to patch G? I'd be greatly interested in that.
 
Here is my full list (including the previous).
- (Game A) Einion Logos/Elohim: warrior versus library
- (Game A) Sandalphon/Sidar: work boat versus longbowman (seed differed)
- (Game A) Sandalphon/Sidar: temple of Kilmorph and hunting lodge versus granary (and gold)
- (Game B) Thessa/Ljosalfar: warrior versus archery range
- (Game C) Einion Logos/Elohim: pagan temple versus library
- (Game D) Thessa/Ljosalfar: warrior versus archery range
- (Game D) Einion Logos/Elohim: monument and training yard versus pagan temple (seed differed)

Edit: Also, every OOS I logged was one of these. In two cases the random seed differed as well, which resulted in different unit actions, but there was always exactly one build mismatch. Thus, the random seed mismatch was almost certainly a result of the build mismatch.

Edit: Added civilizations. Seeing a pattern here...
 
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