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Multiplayer improvements - Beta Patch [WORK IN PROGRESS]

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12 years ago
Apr 27, 2013, 2:08:51 AM
there is still plenty room for improvements
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12 years ago
Feb 19, 2013, 11:57:59 PM
If some Player wants to give all his planets to another...the entire Game lost connection...maybe for your next fix list.
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12 years ago
Feb 21, 2013, 8:18:23 PM
Since the update on Tuesday, I have hosted three complete games of 79, 48 and 104 turns in length (by complete games there was a clear winner when the game ended). There was not a single desync in any of the games. I saw a script error once or twice when people left the game, but the game continued on without a crash or desync.



The only crash encountered during these three games was a general Steam crash, which knocked everyone offline for a few minutes. You can't really blame Endless Space for that.



After weeks and months of frustration and having to reload games two or three times on the average before getting to the resolution (or just not having enough people come back after the crash and games breaking up), this new version is a huge success and step forward in my opinion. Also, yesterday I saw about a fifteen games in progress, which is far more than I have seen in a long long time.



Thanks to the devs for finally addressing the biggest hindrance to multiplayer ES.
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12 years ago
Feb 22, 2013, 2:38:59 PM
MasterDave wrote:
Thanks to the devs for finally addressing the biggest hindrance to multiplayer ES.




Normally, my posts were filled with rage and negative criticism, I know that. lol But now it seems there has something happened to MP stability - finally! I am experiencing real improvements!



So... yes, thank you! I second that!
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12 years ago
Feb 23, 2013, 12:55:40 AM
Deysnycs are still an issue pls concentrate even more on the MP...okay u reduced the desyncs by approx 25% but thats not enough. 1 out of 2 games a desync occurs and...game over...cause less ppl rejoin and no one realy wants continue with only the half the original players.
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12 years ago
Mar 1, 2013, 8:05:08 PM
Yep, just had a game with 2 human players that was completely desynchronized at turn 122. We had to reload from autosaves a dozen times, more frequently at the end.



So... after purchasing the game in Summer 2012 I have until now not completed a single MP game.



lol
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12 years ago
Mar 13, 2013, 12:21:43 AM
Aureon wrote:
Is this still WIP?

Betas tab seems down.




The desync related updates that were in the beta have been folded into the publicly released non-beta version of the game, so the beta has ended.
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12 years ago
Apr 27, 2013, 2:00:06 AM
MP doesn't really desynch anymore.

It's stable enough to get 100+ turn games done with 0 reloads more often than not.
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12 years ago
Feb 19, 2013, 5:24:47 PM
It concerns the AI, for choosing the battle card to play. Each phase of a battle, the AI computes a score for every card and then randomly choose between the 3 better cards to play, in order to avoid repetitive choice if the context of battle remains similar over different phases. But the seed used for this random was always the same, so was the chosen card : always the second card for instance. The random was pretty useless !

Therefore, we changed that smiley: smile
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12 years ago
Apr 28, 2013, 1:05:36 PM
Aureon wrote:
MP doesn't really desynch anymore.

It's stable enough to get 100+ turn games done with 0 reloads more often than not.




So...? Most games I play are not nearly over at turn 100 and I have not finished one single MP game with my friends since the release of the game. And so my hopes to ever do so are low at this point.



By the way, reloads are sometimes helping when it's stuck at turn 5 or so, but later on the savegames seem to be so badly desynced that nothing helps smiley: wink
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12 years ago
Apr 28, 2013, 7:23:23 PM
i don't know, in the last 25 games i did i had just one desynch at all.

No games were left unfinished due to desynchs, multiple due to host crash though (Vyup i'm looking at you >_>)
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12 years ago
Apr 28, 2013, 7:40:59 PM
Aureon wrote:
i don't know, in the last 25 games i did i had just one desynch at all.

No games were left unfinished due to desynchs, multiple due to host crash though (Vyup i'm looking at you >_>)




That's so cool and I'm happy for you, but that doesn't make things better for me smiley: smile
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12 years ago
Apr 29, 2013, 1:29:57 PM
Yeah, but if the problem changed from "Everyone" to "Just you", perhaps it's just confirmation bias on your part.
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12 years ago
Apr 29, 2013, 5:42:19 PM
I didn't crash any games - it is usually people leaving or quitting that kills the game first
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12 years ago
Apr 30, 2013, 12:33:21 PM
Usually, yep.

We had a game hosted by you crashing on connection literally two days ago though =P
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12 years ago
Feb 14, 2013, 2:56:26 PM
This is great news, i play this game almost exclusively online with a few friends (whom i forced at gunpoint to buy the game), and the sync issues drive us nuts!

Gonna give this a spin asap



Continuez le bon boulot ! smiley: wink
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12 years ago
Feb 7, 2013, 7:27:10 PM
Thanks stephanie for letting people test this. I am so happy to see you guys working hard on this and taking seriously what the community feel is a problem.
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12 years ago
Feb 8, 2013, 5:55:14 PM
Oh sweet, I'll join you tomorrow, if I'll have the time (and/or the patience) smiley: smile
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12 years ago
Feb 10, 2013, 12:37:51 PM
The "%updating" issues are still unresolved, tested yesterday. Only I can host a game, my 2 companions can not. Hardware & router configs OUT OF THE QUESTION, all other games, Steam or non-Steam are working.
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12 years ago
Feb 11, 2013, 2:50:22 PM
AntonyLee wrote:
this is great ..... would the changes be universal to single player also ?




Well yes, it is still the same game - either in SP or MP.
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12 years ago
Feb 7, 2013, 5:49:44 PM
smiley: warning We are using the Steam system of betas. To get access to the version, you will have to select in the Steam properties of the Endless Space (right click on the game in your Library), the 'Betas' tab, then the 'Beta - Beta branch' option of the droplist.







The password is: multiplayer





***



Hi everyone,





We are back with some news on the multiplayer. We thought we would share our improvements with you guys first, as we have not made any public announcement yet. Indeed, we would like to allow you to try out this new version of the multiplayer. We think you'll already have a better experience if you want to have a Multiplayer game in the upcoming days. Here are the details on the fixes:





CHANGES AND ADDITIONS

  • Locust point are now progressing depending on the game speed:

    - Slow: x0.5

    - Normal: x1

    - Fast: x2
  • Added a speed factor for the hero arrival (25, 50, 75)





MULTIPLAYER IMPROVEMENTS

  • Fixed a bug when joining on the fly was able to cause a desync when an empire had a cloned hero
  • Fixed a bug when the parameters used to compute the population growth weren't properly initialized by remote players that joined on the fly (when playing in fast or slow)
  • Fixed a bug when sometimes, by joining on the fly, the star system influence was a source of desync
  • Fixed a bug in the construction queue (multiple unique planetary improvements of the same category)
  • Fixed a bug where the battle card retreat (when played by an AI) caused an assert and a desync
  • Updated the way fleets and ships are identified to guarantee each fleet has a unique identifier
  • Revamped game states to improve the synchronisation between players
  • Improve simulation calculations sorting to avoid desync when joining on the fly
  • Fixed a game state sync condition that caused the game to freeze under certain circumstances
  • Fixed a copy/paste mistake in fleet merging
  • Added a Hero ID sort in case of Hero Level equality in fleet merging
  • Fixed conversion issues
  • Fixed updating data simulation
  • Fixed initialisation of influence zones of home systems
  • Fixed latency issues
  • Fixed GUI that temporary duplicates/instantiates objects
  • Fixed game speed management with game events





OTHER FIX

  • Fixed an issue where the event that adds an anomaly on planets could add many different anomalies on the same planet
  • Fixed an issue with reinitialization of a random provoking either a spawn of pirate fleet each turn or none spawn for the whole game





***





Note that this is work in progress and we will keep on fixing the remaining issues on the MP.
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12 years ago
Feb 14, 2013, 3:51:26 PM
MP wihtout crashes...sounds to good to be true : )



But as i posted in the comments iam feared thats this is an overnerf for cravers in fast games in theory it is maybe not cause many things cost half the science/industrie on fast as in normal. But travling speed is still the same. In Practise an i know what iam talking about a malus of 25 FIDS starting at arround turn 30 is a (too) big malus even in fast games...and man we got enough sophon affinity players. A factor of 1.5x would also do the job.
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12 years ago
Feb 14, 2013, 4:49:30 PM
We're currently working on different game speed factors including: Bushido & Revenge, invasion progress and the Locust Point. Until now, we only could modify the locust progress, so using 1.5 as a multiplier will have not been proper feedback (because of the odd number). Now, I'll be able to modify the bounds' values. This should be available in our fourth free add-on (no date announced yet though!).



Cheers,
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12 years ago
Feb 17, 2013, 8:58:12 AM
After a few extended games, this patch seems to be working significantly better. There was still a desync around turn 90, and we had to reload a few times from it not ending the turn, but overall a much smoother experience smiley: smile



Also, the AI seems improved. Was it changed or am I just making that up?
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12 years ago
Feb 18, 2013, 6:33:26 PM
Started new game with 3 human players, no AI. Game stuck with "end of turn in progress" message for all players at turn 7. Sorry, MP worse than before smiley: mrgreen
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12 years ago
Feb 18, 2013, 9:07:44 PM
If you simply save and reload the game after it get stuck like that, the game should proceed as normal. This bug is still an issue, but I have always been able to fix it upon the reload.
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12 years ago
Feb 19, 2013, 5:10:51 PM
Just read in the changelog of the now released Beta Patch



-Change seed between battle phase





what does that actually and exactly means?
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