T100 Multiplayer question

RD-BH

Human
Joined
Mar 5, 2009
Messages
818
Location
Formerly: Missouri, USA
My brother and I were playing a 2 player small map when the game stuck on "please wait." I decided to try to save the game when I noticed this:

1) the save it was about to create was T99
2) there was already a T100 and a T99 save
3) the T99 save was timestamped the same as T100 save
4) both timestamps T100 and T99 were a full 19 minutes earlier than the current save
... no, we did not wait 19 minutes to decide to save (more like 5 minutes, if that)

What the heck is happening around T100 with the timestamp?
Anyone else encounter this one before?
 
Just had another game do the exact same thing, this time around T80.
T81 saved a full 19 minutes before T80.
I do not understand how a turn can be saved before we've even played it.
 
Hmm ...
... I'll try turn timer next game and see what (if anything) changes.

@DaveMcW
... if your guess is correct,
... ... probably just 'noticeable' after disconnect
... ... and NOT 'cause' or 'effect' of disconnect

I wish I knew what to do to make this more stable.
Right now, this is what it feels like:
... HOST/AI moves 50 units x2 moves (longer on roads/mounted)
... HOST/AI moves one unit one space; sends new map to ALL players
... HOST/AI continues hit/miss negotiation of moves with players
... each player consumes 1 sec per packet sent and acknowledged
... longer for longer moves (roads/mounted)
... longer for packet loss
... time between turns becomes increasingly unbearable
Well, that is what it feels like to ME, as the turns get further from the start.
 
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