Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

4.19.1_Reproducible Desync when a Human capture an AI city #11663

Open
Cyclopia31 opened this issue Feb 14, 2025 · 0 comments
Open

4.19.1_Reproducible Desync when a Human capture an AI city #11663

Cyclopia31 opened this issue Feb 14, 2025 · 0 comments
Labels
Multiplayer seroperson serotonin

Comments

@Cyclopia31
Copy link

Cyclopia31 commented Feb 14, 2025

Hi, I have a reproducible desync when I am capturing a city from Danemark AI.

You have to load the Turn188 save from Host Player and capture the city:

Here the city:

Image

After capturing it I started to raze it (not sure if that is important to reproduce the desync).
Then you can accept all diplo trades you can with AI, and do nothing with all units, build random buildings in all cities and chose random promotions for units with both human players.

When I end the turn a desync is detected and located inside the Non-Host logs:

Image

Image

I hope it can help, the game was very stable until that.

Here the modpack used: https://drive.google.com/file/d/1L_JHcltKpA8cKt-U1WglXR5aH0CURPAx/view?usp=drive_link

Here the logs and saves for both players: https://drive.google.com/file/d/1c1hlwTiKc7tm55ZTY0S5D8wz_Y8OuMVp/view?usp=sharing

@azum4roll azum4roll added the Multiplayer seroperson serotonin label Feb 15, 2025
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Multiplayer seroperson serotonin
Projects
None yet
Development

No branches or pull requests

2 participants