Is there a way to push Diplomacy screens back? I seem to notice more OOS when something is happening when someone else fire's an event.
What I don't understand is, why is there no way to let the others know, what happened? How does it work for all the other stuff coming by default with Vanilla Civ4 or BtS? There must be a mechanism doing it, otherwise it wouldn't work at all.
I suppose it's probably hardcoded somewhere else and not in the dll but in this case it is a small wonder that all the other things you've implemented in FfH are working as intended. Let's just hope Firaxis makes Civ5 even more modable as Civ4. Some more influence on the graphics engine would be nice for example.
Well you know how minimize popups takes all the building and research popups and pushes them to the end of the turn? The only thing that is still happening at the start of the turn are now event popups and diplomacy screens . IE when a computer requests a trade or tribute etc anything related to communication with the AI. We found that the majority of our OOS errors (at least the initial ones) occured when one person had an event and made a selection while one of the other human players was busy with a window. Minimize popups reduces this happening drastically but you still can't control getting a diplomacy screen while someone else is dedicating their obelisk to knowledge.
I can't confirm anything of course but it definately seems like there's a greater chance of an oos if an event goes out and you don't "see" it until after you finish talking to the AI etc.
We had another OOS in mid game.
The only thing we have turned off really is dubug no events.
Map size small (highlands)
Last days
Hyborem entered game (no problems though)
Civs: Perpentach, Gyr, Varn, Flauros, Arturus, Amelanchier, Einon.
The OOS occurred at turn 364. The thing is, nothing major happened that turn that we could see except I took a city from Perpentach called "Gaudium". My partner Soam was doing nothing at the moment. The A. counter had not gone up either...
1. Are all counter events, notifications (when it goes up, etc), spawns of the Horsemen, etc, all dependent on random events being enabled? Its been a long time since we had the counter so high, 87 at the time the OOS occurred--and we had yet to have any events/notifications/terrible things happen as the counter went up. I was dissapointed!
2. This particular OOS was easy to avoid somehow, we simply reloaded a ways back, I tried taking the city again and there was no OOS. I guess this has something to do with what Calbrenar has mentioned before, that there seem to be OOS issues in multiplay that will always occur and can usually be fixed with a reload/rehost/etc. But, in my small mind, there seems to be a different set of OSS now with FFH, those issues that me and Soam used to get that literally broke a game and no amount of rehosting/reloading/ reinstalling could fix.
The former set of OOS issues are manageable, the latter set are not. So it is the latter set of OSS issues that I want to find, but frankly, to be honest, I haven't discovered any that serious since we used the debug disable events option in our last 9 games.
Is there a way that we can edit multiplayer saves? Perhaps when the game starts repeatedly OOS'ing if all but the host quit and the host continues playing then saves. Then loads it up can he run worldbuilder or is it impossible?
be nice for 0.32 if there is an option for logging on, automatically, simply so when playing multiplayer we can turn the logs on, and post them up on an OOS
Well, got my wife to play me at a game tonight, and about turn 14 or 15 we got an OOS as the turn was starting up and my scout was being attacked by a Wolf Pack. She saved and we reloaded, the first thing I noticed was that the Wolf Pack was alive and my scout unharmed (as OOS hit I had won against the Wolf Pack).[/QUOTE
Yeah thats the frustrating thing, sometimes it happens when minor things happen like that.
Then you get games like me and Soam's current one where we have managed to get over 500 turns into an epic game with EVENTS on and no OOS as yet. This is significant to us simply because its been months since we have gotten beyond 150 turns.
Hopefully we can track down what OOS problems remain within the events of the game.
Well, got my wife to play me at a game tonight, and about turn 14 or 15 we got an OOS as the turn was starting up and my scout was being attacked by a Wolf Pack. She saved and we reloaded, the first thing I noticed was that the Wolf Pack was alive and my scout unharmed (as OOS hit I had won against the Wolf Pack).
Haven't made a scenario before, but I'll give it a shot. Pretty sure I just go into Worldbuilder and create 2 Civs with lots of wolves & Packs, then save as a scenario somehow?
I had a later fight with a wolfpack which did not result in any OOS, and since my scout had won I don't see why it could be tied to the wolf spawning mechanic or anything like that either. So hopefully I can find something.
The OOS occurred at turn 364. The thing is, nothing major happened that turn that we could see except I took a city from Perpentach called "Gaudium". My partner Soam was doing nothing at the moment. The A. counter had not gone up either...