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  1. #1

    Default Desync?

    So playing in a multiplayer grand campaign. Every thing has been going fine for the 1st 70ish turns but now we are getting rampant Desyncs. We both have PCs that more then meet the games requirements and we are playing over a gigabit LAN connection so I doubt packet loss or anything like that is the problem. Is it possible our save is somehow corrupted? I have attempted to manually move the same game file over the network as some people said that is known to help desync problems. Any advice on how to fix this? Will it keep getting worse as the turn count gets higher? How long have people here been able to keep a MP camp going?


    PS: The only mods we have installed a DeI and approved DeI submods such as 12 years per turn. Hell here is my load list if it helps:

    mod "@a_12tpy_dei_submod.pack";
    mod "@nopogarrison.pack";
    mod "@_adei_gladiator_submod.pack";
    mod "___divide_et_impera_release_part6.pack";
    mod "___divide_et_impera_release_part5.pack";
    mod "___divide_et_impera_release_part4.pack";
    mod "____dresden_sack_liberate_dipl_dei.pack";
    mod "___divide_et_impera_release_part3.pack";
    mod "___divide_et_impera_release_part2.pack";
    mod "___divide_et_impera_010_part1.pack";

  2. #2
    FlashHeart07's Avatar Praepositus
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    Default Re: Desync?

    What a strange way to sort the mods. Unless you are only stating the mods and not showing off the order. I would automatically put all of the DeI parts in the bottom of the load order and have all other submods load before and overwrite. I would also order them from 1-6. But idk if that will solve your desync problem.

  3. #3

    Default Re: Desync?

    Quote Originally Posted by FlashHeart07 View Post
    What a strange way to sort the mods. Unless you are only stating the mods and not showing off the order. I would automatically put all of the DeI parts in the bottom of the load order and have all other submods load before and overwrite. I would also order them from 1-6. But idk if that will solve your desync problem.
    I thought that is how I had them, do mods load top to bottom or bottom to top? In most forms about load orders they talk about the mod "above" over riding the one "below". Was this not a literal description?

  4. #4
    FlashHeart07's Avatar Praepositus
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    Default Re: Desync?

    Quote Originally Posted by Eidolan View Post
    I thought that is how I had them, do mods load top to bottom or bottom to top? In most forms about load orders they talk about the mod "above" over riding the one "below". Was this not a literal description?
    That depends on what you use to create the load order. If you use the steam mod manager the mods load in alphabetical order. If you use the user.script method you can choose the load order yourself. But what goes for both methods is this: Mods loaded first will overwrite mods loaded after. So you would have submods load BEFORE ie in the top of the list to overwrite files in for example DeI. DeI you would order like this:
    Part 1
    Part 2
    ...
    Part 6

    So a possible load order would look like this:
    a_submod1
    b_submod2
    ....
    Divide_et_Impera_Part_1
    ....
    Divide_et_Impera_Part_6

    If you use the user.script you wouldnt need to add the a,b etc in front of it.

  5. #5
    thomas_r's Avatar Decanus
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    Default Re: Desync?

    Does one of you get a reform ?
    If is that so, the host should share his saves with the other

  6. #6

    Default Re: Desync?

    The Greek player had a reform a while back but I was Rome have not yet. The De-syncs seem to happen more often on turns where an AI faction engages one of us in diplomacy during the turn flip. It also seems once it starts happening it happens more and more often until it gets unplayable. 1st 50 turns not one desync, then around turn 60ish we had one, now by turn 70 we attempted to flip the same turn 5 times before giving up for the night. One time we did get a message saying it was attempting to re-sync, after a LONG loading screen the game came back into action, flipped one turn and promptly crashed to desk top.

    Once a game has started this spiral into desync land is it too late to manually move the save game files? We have attempted this already and it only helped for one turn. Maybe the desync is now some how "saved" into the file since we have loaded from auto saves that have been made during a desync turn flip and then made normal saves that have that bad data in them?

  7. #7

    Default Re: Desync?

    Oh one more note on the load order, while I may have it upside down the other player has them loaded 100% the same way I do, as I copy pasted the load order text file from one PC to the other and they are marked as "ready only" to keep steam from messing them up every time we open the game. If that sheds any light on the problem.

  8. #8
    FlashHeart07's Avatar Praepositus
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    Default Re: Desync?

    I never play multiplayer so I cannot say anything for sure. Though it might not solve the problem, I would still redo the load order. You might be experiencing small bugs etc from the load order. Then we can at least remove that from the list of possible problems.

  9. #9

    Default Re: Desync?

    I've played through three mp campaigns and am currently on a fourth. Methods I've discovered to make it through with the least de syncs and crashes possible:

    1) DO NOT manually save. If you have any manual saves, delete them and keep only the auto save. This goes for both players. I've no idea why, but this helps tremendously.
    2) dont alt-tab a lot
    3) transfer your save (should be the auto) to your buddy
    4) Sacrifice a White Bull
    5) Profit

  10. #10

    Default Re: Desync?

    Sadly Desyncs exist in the basic game and always have from what I remember. Solving them usually involves sharing a save, but they can get progressively worse. TheRazaman's suggestions are spot on.

    Also, it is known that in DeI after reforms you often have to share the save with the other player to continue.

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  11. #11

    Default Re: Desync?

    Hum so manual saves are bad. That might explain why the problem has gotten worse. After the 1st few Desyncs we started saving EVERY TURN in case we had to reload, because some times if it desynced mid turn flip the auto save was bugged, I would load the auto save and the other player could never see my LAN lobby, but if I loaded a manual save he can see it. Though I think I can work around the no lobby listing bug by using steam list to invite him to the game. I will attempt to remove all manual saves. Might have to start a new game....

    So as for the load list it should look like this in the user.script.txt?:

    mod "@a_12tpy_dei_submod.pack";
    mod "@nopogarrison.pack";
    mod "@_adei_gladiator_submod.pack";
    mod "____dresden_sack_liberate_dipl_dei.pack";
    mod "___divide_et_impera_010_part1.pack";
    mod "___divide_et_impera_release_part2.pack";
    mod "___divide_et_impera_release_part3.pack";
    mod "___divide_et_impera_release_part4.pack";
    mod "___divide_et_impera_release_part5.pack";
    mod "___divide_et_impera_release_part6.pack";

  12. #12

    Default Re: Desync?

    That is fine, as long as the submods are loaded first.

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