Title. Method of recreating the bug: have a high number of players in a multiplayer neolithic era start Through testing, it has become evident that past the 6 player count tresshold multiplayer sessions with people in the Neolithic Era suffer from extensive input lag and desyncs, specially at greater numbers of players. This lag applies to any and all actions, for both host and other players, from choosing event options to moving, to fighting, to ending turn and even auto-exploration (Units in auto-exploration will spend a lot of time moving, 1 tile at a time), and seems to be tied to neolithic era-specific scripts, as the problem persists up until the last player goes up to the ancient era; afterwards the game plays competently. I tested and with 7 to 10 players, this seems to be a consistent problem. I've got several theories, among which are never ending loops of checking wether a tribe unit is "supplied" or not (which will fail because you can't supply a unit if you got no capital city whatsoever), or the scripts regarding goodies placement, auto-exploration and animal pathfinding.
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