Any of this work: https://forums.sinsofasolarempire.com/426753 ?
Blair Fraser
[quote who="Major Stress" reply="3" id="3173802"]The Orky shouldn't be able to jump into a grav well already occupied by another orky. Unless its a star grav well. So if 2, or more Orkys can occupy the same planetary gravity well, then that is indeed a bug, and it needs to be fixed.[/quote] Is there anyone who has seen this since release came out? It shouldn't be possible and I can't recreate it here.
It isn't actually a desync. Its the autosave code reporting there is a desync when there isn't. I'm just fixing it so it doesn't report that incorrectly.
Repost so the workaround is easier to find: Thanks so much Ekko. I have confirmed that the desyncs are false reports based on players changing their autosave settings. Everyone should set it to true or all false (my vote is everyone should leave it on because that's the default). I'm fixing the code now and will put up a hotfix asap. The key here is that all players have the same setting to avoid the false reports. If you do see an desync, it should be safe to continue
Thanks so much Ekko. I have confirmed that the desyncs are false reports based on players changing their autosave settings. Everyone should set it to true or all false (my vote is everyone should leave it on because that's the default). I'm fixing the code now and will put up a hotfix asap. The key here is that all players have the same setting to avoid the false reports. If you do see an desync, it should be safe to continue. If the red letters are annoying, save the game and
Games can still go out of sync if people have differing data, bad mods, or modified exe's and other factors outside our control but assuming none of that is the case: If you can send me the sync files from the two players who went out of sync and if possible, the last save game before it happened, I'll look at it personally. [email protected]
Rebellion has everything in Trinity (and much more) so there is no content advantage to owning both. Obviously as one of the creators I would prefer you bought Rebellion, however as a gameplayer, Rebellion has improved things vastly so I would still recommend it. There are a number of reviews out now as well if you want more opinions and I'm sure some more Sinners will pipe up here as well. (86) <a href="http://www.pcgamer.com/review/sins-of-a-solar-empire-rebellion-rev
Multiplayer is vastly improved in release. I can personally vouch for a number of stability, crash and desync bugs that were hammered out. I worked on pretty much everyone of them and the results were very tangible.
[quote who="Seleuceia" reply="3" id="3172403"]Well there was a thread that had some legit ideas (mostly from Greg) but Brad apparently felt compelled to lock it because he didn't like the tone... I favor a very strict system: ONE PER GRAVITY WELL... You cannot jump an Orky towards a gravity well that already contains an Orky...you cannot construct an Orky in a gravity well that already has an Orky jumping towards it... .[/quote] This should be how it is
We aren't fully convinced other solutions are needed yet. We have other options on the table but we wanted to try the current solution (aka the change in the Release build). Now, only a single base can be in the gravity well at a time (as opposed to before where you could have number of them even if they were debuffed). Either way we'll continue to monitor the state of things as we prep the next balance phase.
Its possible to desync if any players have bad data, mods or modified exe. Verify none of this was present as well.
The autosave frequency can be adjusted in the settings file to whatever you like and the release build will let you know if you've gone out of sync though I don't expect the game to go out of sync much if at all given our fixes.
We are too busy to respond to the deluge of data sent to us but we very much appreciated it - we've been extremely busy analyzing tons of data sent from players and internal testing. Using this data we were able to track down all known desyncs - one of which has eluded us since 2008 as it was EXTREMELY difficult to reproduce. The more common desyncs were bugs only introduced in beta 2 and 3. Again, we always look at the data sent by players and it has allowed us to make the necess
To be precise we actually fixed three desyncs. The only one I talked about earlier was the one inherited from the original codebase.
Sinners, Rebellion comes out tomorrow and I'm really happy with the result. The teamwork between Stardock, Ironclad and all the beta testers is fantastic. As my tasks wrapped up this past weekend I started looking at some comparison videos, old screenshots, old performance metrics and piles of bug reports. I can say that Rebellion improves the Sins experience across the board. It looks a lot better, performs better, is much more fun and is much more stable and desync free. <p
It is still CPU bound but their were a number of major optimizations so it should run better than any previous version of Sins.
This should be fixed in the release build going out Tuesday but you won't be able to use pre-release save games.
This should be fixed for release on Tuesday.
(oops keep using the wrong account) Thanks MasterofTofu and everyone else! Stardock deserves a lot of cred as well! We are super excited to get the release version of Rebellion in your hands this Tuesday and also really excited to release the Soada
Status: much better! No way to verify 100% that we caught them all but the desync situation for launch should be much improved. We've tracked some really nasty desyncs and stomped them into the ground.
No way to verify 100% that we caught them all but the desync situation for launch should be much improved. We've tracked some really nasty desyncs and stomped them into the ground.
Oops wrong account. Let me state it officially: No way to verify 100% that we caught them all but the desync situation for launch should be much improved. We've tracked some really nasty desyncs and stomped them into the ground.
There were substantial optimizations in Rebellion and more will be forthcoming in the next patch and likely through to release. Performance should be much better even on older machines.
Awesome thanks Kaesemuffin! I was able to fix 3 bugs using your save game. 1.) Disappearing ships 2.) Spinning ships and 3.) Some cases of ships sitting around failing to phasejump. Blair :)
Ships now turn in place so that should never happen. Are you sure the problem is fleet movement? Are they perhaps trying to do something to the guns? What orders do they have?