Multiplayer Stability Thread

Absolutely impossible play VP via local network or internet due to reload (sync) every 2-3 turns after about 100 turns. We used the same DLC Modpacks (copied from one computer to another). Tried several versions. In vanilla Civ we have only 2-3 desync in game.
 
Absolutely impossible play VP via local network or internet due to reload (sync) every 2-3 turns after about 100 turns. We used the same DLC Modpacks (copied from one computer to another). Tried several versions. In vanilla Civ we have only 2-3 desync in game.
First thing which helps in most cases is disabling barbarians. There was once a stable version with them but we play now every time without them, and it helps definitely.
Second option you have is changing the map, we've noticed that, even with same game settings, different maps lead to different performance in multiplayer.
 
Any tips on other map settings to reduce desync? Does terrain matter, map type, etc? Or size/number of players?
 
I just tried for the first time yesterday and they happened every 3-15 turns for the first 80 or so. We were using barbs though.
 
Hello All,

Not to bring this thread out of the dead, but I was wondering how everyone is going with multiplayer these days?

I played with a friend around 2018 and it was playable with a total of 22 civs. I am trying it again now with 2 friends with the same settings, but we seem to have lots of de-syncs/random hindrances such as disconnects. Anyone have any suggestions?

We are playing with this version: https://mega.nz/folder/Mb5DnDqb#bYm7XACiBry9gg7xpK9RSg
VP_2020_02_09
We like a cramped long games so I edited the overwrite a bit to decrease production time on marathon, and large mapsize to22 civs (everyone has the same overwrite file). No events, raging barbs.

If this simply can't be done, is there some setting that is known to work better, such as decreasing the number of civs a bit, ect? Any suggestions welcome, and thank you in advance.
 
Desyncs can't be removed, sadly. Non-hosts always have a disadvantage for having random units teleport around and die in war, as well as losing turns on buildings/units/improvements that are supposed to be completed on the desync turn, but not shown as such until after the resync happens.
 
we remove all AI expect city-state and it goes way better (only 5 desync last game) but you need more player if you want to have fun.

Ai cause more and more desync the further the patch goes so it's better to remove them from your games.
 
Playing with AI is the best part of VP multiplayer though - it even has the Active AI in Multiplayer fix built in. I feel like if patch after patch multiplayer gets worse, this should be taken into concern. Last year we had some good versions, but it's deteriorated since.
 
i agree, but unfortunately we reach the point where games desync so hard it literally broke the game, in some instance, AI take 10 minutes to play. After reading the log, one AI has a "update unit" problem.
Waiting 10 minutes for a turn to pass was to much.. so we all agree to play without AI in the futur.
 
i agree, but unfortunately we reach the point where games desync so hard it literally broke the game, in some instance, AI take 10 minutes to play. After reading the log, one AI has a "update unit" problem.
Waiting 10 minutes for a turn to pass was to much.. so we all agree to play without AI in the futur.

Just throwing a tip out there, if you go back to the previous turn and declare war on the AI it got stuck on, it pretty much guarantees they'll make different choices and hopefully not lock up the game.
 
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