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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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I've been playing the whole weekend with a friend so I didn't get the chance to try the single tournament yet, but here's what we discovered:
Playing GoodMod 0.993 with Apolyton v2.0 with a mini LAN of just two Laptops - 2 human players, 5 AI's. I'm the host of the game. Whenever my friend captures a city and try's to enslave the population the following happens:
- the slave capturing is displayed
- the city is gone
- a resync takes place
- my friend ends up with the city in his possesion - no slaves made
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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Well, the whole city capture option didn't work for my friend. He tried out enslaving several times and also a bloodbath with the effects already described ending up with the city in his possession.
He also saw his PW changed after resyncs but nothing with dissappearing tile imrovements (or he didn't notice).
So for reproducing it - no problem, how often - every time
For MP I consider this a serious bug because the host gets an advantage - he's the only one able to actually use the citycapture options - something very relevant when you reach you city number limit or when cities are badly placed. So if one can't fix it then their should be MP versions of the mods with the option disabled, don't you think so?
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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Sorry, for the stealing PW and Gold I don't remember and won't have the chance to create a new MP to try shortly.
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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So one would have to create a way around the buttons...
Well, so far enslaving was possible even if you didn't have the advance slavery yet.
One way around this and to also avoid the enslaving option button would be that the population of a city were automatically enslaved if there was a slaver in the attacking stack and otherwise not.
That leaves the task to find a non-button solution for the bloodbath - what about a cheap slaver-like slaughter unit?
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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I'll try as soon as I can.
However, now all players know when a city is captured - is that really desirable? Well, more than the bug, though...
by the way, the manual says:
If the Resynchronization box appears frequently during a game, double check your connection or try playing at another time when network traffic is lighter.
Is that suppposed to be some joke? As I said, we had two Laptops connected by a single cable -> 100Mbit connection! and we got a resync at least every 5 turns...
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child of Thor
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That is alot of resync's - almost sounds like the pre-patch MP experience! Still you have got the patch so it's not that.
If you haven't already, try hosting the game on the most powerfull laptop - i found when using a P3 500 with 128mb as a host as opposed to a P3 400 with 64mb(the other kind of pc in my network), then i had alot less resynch troubles(although the patch made much more of an impact - this did help further.).
EDIT: something else - how powerfull are your Laptops? I just have a feeling that the lower the spec the more resync's you get in MP, especially with all the AI's selected too. Try a few less AI's and see if it get's any better. As to the particular Mod, maybe try a plain 1.1patched CTP2 game and see again if it get's more stable. As a note i have done most MP this way and a bit on Craddle(1.2). I get a resynch maybe every 15-20 turns i guess.Sometimes nothing for hours of gameplay and then maybe a few over a few turns. It does seem to be quite random as far as i can tell but post-patch i never had as many as your getting. But try the above and see if it get's any better.
Last edited by child of Thor on 06-08-2002 at 15:23
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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Finally got around to test it. Sorry, Martin, no effect at all, still the same process of resync and slic not done. I'm guessing you're not really getting around the problem John made out. You're still executing the slic code from the first messagebox of the player, maybe it needs other players to also press a button to execute just that part of the code. But then, as I saw when testing, after the particular slic code is executed on one machine but not on the host, the resync immeadetly takes place, no time to react.
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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I like John's unit idea and I still think you shouldn't be allowed to enslave a population when you haven't discovered slavery yet.
Furthermore, so far only a human gets this kind of choice. Couldn't we also teach the ai to use it - like when he's reached the city limit do not capture but enslave?
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