Multiplayer Turn Discrepancy.

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Ludendorf
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 834
Joined: Sun Dec 15, 2013 5:35 pm

Multiplayer Turn Discrepancy.

Post by Ludendorf »

I was playing a game against Schweetness101, my opponent. During my turn 12, I broke a unit of phoenician style foot with a flank charge, and a fragmented imitation legion of mine held firm. The phoenician foot were disrupted when the flank attack went in. The scores were 20-49% in my favour, which should have ended the game there and then assuming no wave of rallies.

Flash forward to me downloading turn 13 (the game ended on this turn) and the phoenician style foot are not only back on the field, but are now steady, not disrupted. On top of this, my legion was broken and appeared to have fled a tile to the south. These were the only discrepancies, but they were still jarring enough to make me doubt my memory for a moment or make me think I'd forgotten to record a turn for a moment.

Luckily, I was doing this match as part of a video series, and caught footage of the match, so I was able to go back and see exactly what was going on. The screenshots are attached.

My first thought was that Schweetness101's Alternative Gameplay Mod, which I do not have installed, might have caused us to somehow experience two different versions of the same turn. And of course, I would get his version back when he uploaded it to the server. I've discussed this with Schweetness, and he points out that the mod is installed in a different folder, for specific games, and therefore should not interfere with gameplay. Any difference in gameplay script should also have been flagged up by the server and both players informed of the situation. Have any similar situations been reported, and do you guys have any idea how this could have come about?
Attachments
Broken unit back again with cohort broken.jpg
Broken unit back again with cohort broken.jpg (572.63 KiB) Viewed 1040 times
Disruption (disappears next turn).jpg
Disruption (disappears next turn).jpg (578.58 KiB) Viewed 1040 times
End of Turn 12.jpg
End of Turn 12.jpg (562.12 KiB) Viewed 1040 times
Last edited by Ludendorf on Wed Aug 05, 2020 8:03 pm, edited 1 time in total.
Schweetness101
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 928
Joined: Tue Nov 29, 2016 6:12 am

Re: Multiplayer Turn Discrepancy.

Post by Schweetness101 »

and I can add that there was a similar issue in a game I played with snugglebunnies here:

https://www.youtube.com/watch?v=qeggZxy0-wc

as someone in the comments points out around 39:10
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
Ludendorf
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 834
Joined: Sun Dec 15, 2013 5:35 pm

Re: Multiplayer Turn Discrepancy.

Post by Ludendorf »

Two more discrepancies in the same turn that I didn't notice. An elephant that double dropped is back in the field and fragmented and a unit of my scutarii I had charged in with a general is back at its starting position.
Attachments
Elephants breaking turn 12.jpg
Elephants breaking turn 12.jpg (583.26 KiB) Viewed 1031 times
Scutarii engaged Turn 12.jpg
Scutarii engaged Turn 12.jpg (616.56 KiB) Viewed 1031 times
Elephants back and scutarii positions different.jpg
Elephants back and scutarii positions different.jpg (581.32 KiB) Viewed 1031 times
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28411
Joined: Sun Dec 04, 2005 6:25 pm

Re: Multiplayer Turn Discrepancy.

Post by rbodleyscott »

If either of you has any mods whatosoever applying this could cause this loss of synch.

As I have mentioned elsewhere, the Replay is not a video but actually reconstructs the position by starting with the situation at the start of the other player's turn and running through the actions again, using the same sequence of random numbers. If any of the code being run (or Squads data) is different, it is likely to cause the events to play out differently.

Global Mods are (supposedly) automatically disabled for MP games, but any code or data changes whatsoever in the main build could have this effect. I would also turn off Global Mods when playing MP to be on the safe side.

Given the amount of modding Schweetness has been doing in the last few weeks, it might be safest for him to reinstall the main build in case there are any bits of modded code accidentally left behind in his current build.
Richard Bodley Scott

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Schweetness101
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 928
Joined: Tue Nov 29, 2016 6:12 am

Re: Multiplayer Turn Discrepancy.

Post by Schweetness101 »

rbodleyscott wrote: Thu Aug 06, 2020 7:05 am Given the amount of modding Schweetness has been doing in the last few weeks, it might be safest for him to reinstall the main build in case there are any bits of modded code accidentally left behind in his current build.
I validated my game files in steam and it said it was fine. I don't have any global mods active. If there was any script discrepency, wouldn't it have said so when loading up the turn?
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28411
Joined: Sun Dec 04, 2005 6:25 pm

Re: Multiplayer Turn Discrepancy.

Post by rbodleyscott »

Schweetness101 wrote: Thu Aug 06, 2020 6:43 pm
rbodleyscott wrote: Thu Aug 06, 2020 7:05 am Given the amount of modding Schweetness has been doing in the last few weeks, it might be safest for him to reinstall the main build in case there are any bits of modded code accidentally left behind in his current build.
I validated my game files in steam and it said it was fine. I don't have any global mods active. If there was any script discrepency, wouldn't it have said so when loading up the turn?
It should do yes. However, I am not sure it checks UI scripts, and there are some non-script changes that can cause synch issues but are not picked up by the script check.
Richard Bodley Scott

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