"Waiting for civ choices..."

Saew

Chieftain
Joined
Jan 24, 2009
Messages
14
When trying to rejoin a game with more than 12 players on a Gigantic map, upon connecting my friend and I get stuck after connecting with the server.

Any ideas how to prevent this from happening or a fix? I've tried looking on the forums but I haven't found much about it, yet my friend and I seem to get it every time.

Cheers!

Recap:
Problem: Waiting for civ choices
Map size: Gigantic
Players: 12+
RoM version: 2.52
 
Actually, I found out I also have the problem with Huge and Giant maps :) I haven't tried it for smaller maps, but I presume the same thing will happen...

Recap:
Problem: Waiting for civ choices
Map size: Gigantic, Giant, Huge
Players: 12+
RoM version: 2.52
 
With logging enabled I got this:
(I have no clue what it all means, but there's got to be someone who does ^^)

When I try to rejoin a game, I get this in my network-2056.txt file:
Spoiler :
[7964.390] DBG: Adding pending connection-level player info for NetID 0
[7964.390] DBG: Setting NetID 0 PUBLIC address to 5.155.231.107:2056
[7964.390] DBG: Connected to the host!
[7964.656] DBG: Setting our local RandID to 454326837.
[7964.656] DBG: Received welcome from host.
[7964.656] DBG: Setting NetID 0 PUBLIC address to 5.155.231.107:2056
[7964.656] DBG: Adding active connection-level player info for NetID 1
[7964.656] DBG: Setting NetID 1 PUBLIC address to 5.130.32.53
[7964.656] DBG: Setting NetID 1 PUBLIC address to 5.130.32.53:2056
[7964.656] DBG: Got our peer complete message!
[7964.671] DBG: Adding NetID 0 to Portal!
[7964.687] DBG: Adding NetID 1 to Portal!
[7964.718] DBG: Got NetworkReady from NetID 1
[7964.718] WRN: Not responding to NetID 1 NetworkReady (state == INIT_SENT_READY)
[7964.718] DBG: Checking if we're connect complete! PeersReady=no :: AlreadyComplete=no
[7964.781] DBG: Got NetworkReady from NetID 0
[7964.781] WRN: Not responding to NetID 0 NetworkReady (state == INIT_SENT_READY)
[7964.781] DBG: Checking if we're connect complete! PeersReady=yes :: AlreadyComplete=no
[7964.781] DBG: Got our last outstanding network ready message! Sending Version Verification! (m_bConnectComplete=true)


Once I give up trying to connect and simple click "GO BACK", this gets added on at the end:
Spoiler :
[8051.140] DBG: Resetting the portal! (m_bConnectComplete=false)
[8051.140] WRN: Cleaning up MP Layer - closing connection to Net ID 0
[8051.140] DBG: Closing the connection for NetID 0! Connection State = 1!
[8051.140] DBG: Removing connection-level player info for NetID 0 (state=2)
[8051.140] WRN: Cleaning up MP Layer - closing connection to Net ID 1
[8051.140] DBG: Removing connection-level player info for NetID 1 (state=2)
[8051.812] WRN: Disconnecting from entire Peer Network!
 
I've had the same issue when playing with a friend. We've traced the problem to being with the amount of civilizations when joining a game as well, specifically it can handle 15 but not 16.

This is not an issue when you're actually in the game, it's only when trying to rejoin.

Sadly this has forced us to play without Revolution and BarbarianCiv in an effort to control the amount of civilizations in the game at any one point which subtracts from the overall game value.

As far as network logs go, we're seeing the same as Saew. However, the other party is also getting a socket error - "The network socket encountered an error and was closed" when he is hosting the game, something I am not when I am hosting the game (it still doesnt' work though). This also occurs if we try to use PitBoss to host it.

The error from network-2056.txt when running with PitBoss, hosted by my friend:

Spoiler :
[105025.438] DBG: Sending positive file ack to NetID 0
[105025.453] DBG: Received file ack from NetID 0
[105035.734] DBG: A computer at x.x.x.x:24255 is attempting to connect to us
[105035.984] DBG: Accepting a new player!
Assumed public address = x.x.x.x:24255
Assumed private address = 10.0.0.126:2056
[105035.984] DBG: Adding active connection-level player info for NetID 1
[105035.984] DBG: Setting NetID 1 PUBLIC address to x.x.x.x:24255
[105035.984] DBG: Setting NetID 1 PRIVATE address to 10.0.0.126:2056
[105035.984] DBG: Sending welcome to NetID 1, assigning RandID 255144610!
[105035.984] DBG: Adding NetID 1 to Portal!
[105036.203] DBG: Got NetworkReady from NetID 1
[105036.203] DBG: Checking if we're connect complete! PeersReady=yes :: AlreadyComplete=yes
[105036.750] DBG: Got Verify Version message from NetID 1!
[105036.750] DBG: Sending Pick-yer-civ message to NetID 1
[105036.750] WRN: Our connection to NetID 1 was closed remotely
[105036.750] DBG: Removing connection-level player info for NetID 1 (state=2)
[105036.750] ERR: Socket Error. We have been disconnected!
[105036.859] DBG: SYNCLOG: Executing RemovePlayer NetID 1, TurnSlice 0 - Sender 0!
[105036.859] DBG: Removing NetID 1 from Portal!


I have errr... misplaced my own network-2056.txt file but can get one if needed of course. However, what is worth noting is the line

[105036.750] WRN: Our connection to NetID 1 was closed remotely

This occurs on both machines - of course it would be NetID 0 in my log if he was hosting. Again, I receive no socket errors neither by popups or in the logs, and neither does he if I host the game.

I'm really at a loss as to what the cause of this is, I have only been able to identify the syndrome as being caused by a number of civilizations greater than 15.
 
Well, at least I know there's somebody else with the same problem as well :) Are you playing through LAN? or Direct IP?
 
@ schack: I see.. When I get home this weekend I'll try playing it through LAN and, never know, check whether it works or not.

@ Everyone else: Bump! Please, is there anyone who knows what our problem is? It would be nice to have an idea what's going on (Or to be able to actually play a big map with lots of players)
 
I don't know what the problem is... or even what real solutions are... but my friend and I are playing a direct IP game on a huge map... at least about 19 or 20 civs right now. We encountered this problem once. It was a single civ that wasn't finishing its turn. After toying with a few things, we learned by asking them to make peace with its rival civ it was at war with, it seemed to fix whatever was keeping them from finishing. We've gone on to play long past without it happening again.

Sadly, we weren't ready to give up Heraldry to the public... it's just all they would take to make peace. :p
 
Thanks for the reply, but I don't think this is the same problem, because we have this problem even at Turn 1, when there is no war at all yet.

But I'll try playing it with the 'Always Peace' option activated :) Never know :lol:

What a very odd problem and solution you guys had, in any case ^^

Cheerios
 
About the war issue, I've had a single player game that completely locked up during AI turns as it appeared one warring nation moved his forces back and forth between 2 squares with railroads. A lot of forces. After 3 hours it was still locked up.
I'm not sure that was the ultimate cause of it, but like you I went ahead and bribed him to make peace and the game went on.

But I agree with Saew, this is definately not what's at play here.
 
Bump... Still nobody willing to help us? It'd be fun playing with more than 8-10 players on a map :)
 
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