OOS and beyond

Aireagines

Chieftain
Joined
Jun 20, 2005
Messages
28
Is Fall Flat unplayable as multi player? A friend and myself like to play multi player(direct IP). He plays Scion and I play Jotnar we get to around turn 75 and we start getting OOS after turn 100 we get OOS error every 3-5 turns. This pretty much makes the game unplayable. I read in another post that it helps to turn certain settings off(no demons, no lairs & compact enforced) We have done this and still crash. Does anyone know is the internet log in more stable than the direct IP or does anyone have any ideas that could help? (Hmmmm. Guess we wil try that tomorrow.)
 
Fall Flat has nothing to do with this. It's a problem inherent to the Jotnar, specifically, carried over from Fall Further.

*grumbles a bit* I'm going to have to disable the Jotnar at this rate.

Fall Flat can be pretty MP-playable if you avoid the Jotnar and Kuriotates. Both of them have issues with OOS brought over from Fall Further, which is what Fall Flat's built on.
 
Fall Flat can be pretty MP-playable if you avoid the Jotnar and Kuriotates. Both of them have issues with OOS brought over from Fall Further, which is what Fall Flat's built on.

Interesting to note that it's two civs that modify the city area available (Kurio with 3-tile/1-tile settlements, Jotnar are all 1 tile).
 
Thanks for the info guys. The other race he plays usually is the Kuriotates so we will give that a go and not play either of those races and see how things go.
 
I think I might see what the issue is (conceptually, haven't looked through the code yet to find out if I am right):


Logic was adjusted in many places of the code to use the number of workable plots for the current city (typically 2 rings), instead of the global max (3 rings). Many arrays exist which loop over all workable tiles and fill in their data and decide what is going on. These arrays SHOULD all initialize at global max size, but one might be initializing at city max size.


If that is the case, then there is a major issue with changing your size by building (happens after initializing the city has occured, and thus after creating the arrays). If your size increased, it would cause you to exceed the array which had been made too small.




But for the Jotnar they are shrinking their size, so if this was the issue it wouldn't affect them. In their case though I think the issue is that the game is sometimes assigning the initial plot worked to be a plot in the second ring of the city, then a building comes along and shrinks the workable area. At this point, I bet a loop is done over LOCAL WORKABLE tiles (now 1 ring) to remove all working of plots (thus misses our current worker, who is now working an illegal plot), and it assigns the 1 worker which it SHOULD assign to the best available plot. During a later update it sees "I can work 2 plots, because I am working 2 right now!" and moves that guy working an illegal plot back into the legal options.



Similar could be happening with the Kurio, and it happens when city size is changed by promotion of a settlement (change from 1 ring to 3). That would be why nothing shows up in the OOS log (about to go add settlement/full city printout) except more gold. You wouldn't notice an extra worker until they provided spare gold, or enough beakers/hammers/food to finish something earlier than expected.


If this is right, all current workers need to be unassigned before the number of workable tiles value is adjusted on the city, then immediately re-assigned afterward. As well as any arrays which exist for number of workable tiles being created for MAXIMUM workable, not local, and being initialized properly so that all non-workable array items have appropriate data for a future time when they do become workable.
 
Would it be possible to make city of a thousand slums ub for Kuritotates that allowed a 4 ring city? It might be a pain with the city interface though.
 
In short: Not a chance.


To explain why:

When you zoom into a city, the level of zoom is based on the highest possible city radius in the game. You'll notice that if you load up base BtS it'll zoom in so that the second ring touches the borders of the interface. Then check a non-Kurio city in FfH and you'll see lots of blank, unworkable tiles, and notice that your individual tiles are all a bit smaller and harder to click on/identify visually.

Allow too large of a ring and it gets pretty ridiculous. 4 isn't HORRIBLE, but I'd rather not push further personally.
 
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