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Desync on every turn due to mismatched mods

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8 years ago
Jun 29, 2017, 4:04:45 AM

Summary / Title:

Desync on every turn due to mismatched mods


Description:

If all players do not have the same mods loaded for a MP game, there will be a desync on every turn.


Steps to Reproduce:

  1. Load the OverColonizationValue mod on the host.
  2. Have the 2nd player play without any mods.
  3. Host invites 2nd player.
  4. Start game.
  5. End first turn.
  6. Desync.
  7. Use autosave to reload the game.
  8. End next turn.
  9. Desync.
  10. Etc.


Reproducibility:

5/5


Expected Behavior:

Some warning or error message preventing the game from starting due to mismatched mods. It took me a bit to realize that I forgot to load the last mod configuration.


Although somewhat of a tangent, it'd be nice to be able to automatically load the last mod configuration on startup.


Version:

1.0.20


Notes


Attachments:

OverColonizationValue_v1.0.zip

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8 years ago
Jun 29, 2017, 5:21:45 AM

I agree some sort of warning for mismatched workshop mods would be nice. Just a heads up though, if you manually modify any XML for your game (except maybe galaxy generation stuff, etc) you're gonna get desyncs every turn as well. And it's incredibly easy to tinker with the XML and then forget about it. Unfortunately the only way for the devs to check for this in multiplayer is some sort of checksum validation, and that's a pretty big feature that's probably not going to happen (soon).

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8 years ago
Jun 29, 2017, 5:54:48 AM

Yeah I think that's to be expected if you're going to manually modify the game's XML files so I'm not asking for that. Just the same workshop mod check that Endless Legend had so we're not wasting time wondering why desyncs are occurring at such a frequent clip. 

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