A couple of multiplayer bugs

I found a couple of multiplayer bugs while setting up a LAN game and don't remember seeing anyone post them, so here's the report:

1) I created a multiplayer game (LAN) as the host using 21 turn length, 100% funding, and snail speed.  My girlfriend entered the lobby, and in the listing for the game that I created it showed it as 21 turn length, 50% funding, and snail speed.  When she joined the game it correctly showed it as 100% funding to her, so it seemed to just be a lobby display issue.

2) Using the same settings as above, I created a multiplayer game that used the Europa scenario.  In the lobby for her (and in my "waiting..." dialog) the scenario box that shows an icon for the scenario was blank rather than showing the Europa logo.  She was able to join the game anyway, but when I started the game her application crashed to the desktop.  We were able to reproduce this repeatedly, and it only happened in the Europa scenario, not in 2008 campaign scenario (this one both showed the correct logo and started successfully).  I didn't get her debug.err but I can if you need it. 

3) This is a question rather than an issue: is there a way to load and resume a saved multiplayer (LAN) game?  We couldn't seem to find a way to do it.

Thanks in advance for taking a look at these.  The game is loads of fun to play multiplayer, even if my girlfriend did beat me.  Ulysses S. Grant sucks ;)

Edit: FYI, we are both on patch 1.03.

4,318 views 3 replies
Reply #1 Top
for 1) and 2), thanks we'll look into it!

for 3), no.  There is not a way to save a multiplayer game, even if it is LAN.


Thanks for the feedback,
~C
Reply #2 Top

I just finished a LAN game, and the popular vote total was different on the two computers. On my PC I won the popular vote by 2 mil, but on his PC the pop vote of my candidate was less than his (his total was the same on both PC's).

Reply #3 Top
There is not a way to save a multiplayer game, even if it is LAN.
End of quote


That was my suspicion, and I can see why it may be difficult to implement, especially for non-LAN games, but is this something that could be considered for a future patch? For a 21-week game it isn't really necessary, but for the longer game lengths it pretty much necessitates having to play with timed turns. Ah, the eternal struggle of multiplayer on a turn-based-strategy game. :)