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BUG Loading Friends-only MP save game replaces our races with Wild Walkers

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9 years ago
Dec 3, 2015, 12:29:14 AM
In 1.3.0 (w/ all expansions), loading a friends-only mp save game replaces the human player races with Wild Walkers.



If we launch the game, we get the Wild Walker splash load screen. However, once we're in the game, we're playing the correct races, so this appears to be just a visual bug.



I've attached a screenshot showing the WW races in place of ours. The races should be:



Pink = Necrophage

Cyan = Drakken.



Note: we are running a mod, but it only modifies default trait point total in case this matters.



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9 years ago
Dec 4, 2015, 11:46:52 AM
Would you happen to have a copy of that save by any chance? smiley: smile
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9 years ago
Dec 5, 2015, 1:45:49 AM
Unfortunately I can't fit the save game onto the thread. Apparently there's a 976KB limit on zip files? My save game is 984KB...



This is odd because I have previously uploaded files that were larger, although they were .png images.



I don't really understand why the limit is so low. Save games that are turn 150+ are all over 1MB on my machine. In fact the only way I got the archive down to 984KB was to rezip it on Ultra compression.



I guess as an alternative solution, could you PM me an email to send the savegame?
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9 years ago
Dec 9, 2015, 2:56:20 PM
Could you host it on dropbox or something? Just so that the devs I end up sending this thread to can study it at their leisure without needing more input on my part. Simply put the download link here and that'll be fine. smiley: smile
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9 years ago
Dec 11, 2015, 11:27:35 AM
Save game was properly downloading.

Thanks a lot.



Looking at it there is something strange, Empire1 and Empire0 you were playing are clearly defined as Wild Walkers in GameSaveDescriptor.



But it is difficult to say if the mod could explain this.

Is this mod available on steam workshop?

I would like to try reproduce the issue.
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9 years ago
Dec 11, 2015, 7:30:31 PM
Yes the mod is called 'More Faction Trait Points (105)'.



http://steamcommunity.com/sharedfiles/filedetails/?id=560024134



We had modified the trait point values to 205 instead of 105 in case that plays a role as well.



Another note is that the WW doesn't show up in the early game. It's only late game saves when our races are replaced. I'm not really sure what causes it, but we've definitely been able to load early save games without this issue. Practically all of our late game (turn 150+) saves have this issue though.
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9 years ago
Dec 11, 2015, 10:53:18 PM
I've seen past instances of people having trouble with multiplayer games when they are running a game they've 'manually' modded by modifying the files themselves. It seems to cause the game to grumble a bit, and then reset people's factions to the 'default' faction, which is WW.



Your best bet is probably to use the other trait point increase mod, but have a gentleman's agreement to not use more than 205.
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9 years ago
Dec 12, 2015, 3:55:33 PM
Thanks, actually in our most current game running the very same mod, we've reached turn 165 without this bug cropping up, so I'm still not convinced that it's the mod.



I'm not entirely clear on what the rule is for modding in MP games. We both have the exact same copy of the mod simply with the 105 values updated to 205. We both also always load the mod before creating/joining the game. I'm curious to know if just once one of us forgot to load the mod while the other did, if that would be sufficient to cause this problem. But as far as I know we always load the mod first.
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9 years ago
Dec 12, 2015, 10:18:45 PM
That should work, but such systems are always prone to unexpected results. It might be that one or other computer decided to re-download the mod and reset the value, and then the mismatch is causing the problem?
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9 years ago
Dec 14, 2015, 9:57:42 PM
It's definitely not redownloaded. When we start new games, the value is always at our custom set value and we haven't gone back and edited the files since, but it's entirely possible that one of us inadvertently forgot to load the mod in advance of starting/joining the game.



That said, we've had a number of issues in both modded and unmodded games that cropped up. A number of which are serious errors that caused us to quit and reload the game (most specifically the computer taking over the client, but the client actually in game and unable to do anything but watch). So it's also possible this bug came from that. Our most recent game that has the correct race descriptors had these issues as well so this could be just conjecture.
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