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BTSpaniel Dec 24, 2012 @ 11:47pm 
Look at what ships we sent.

I was the host
Last edited by BTSpaniel; Dec 24, 2012 @ 11:48pm
BTSpaniel Dec 26, 2012 @ 2:39pm 
?
Chocobo Dec 27, 2012 @ 3:25am 
I've been getting the same thing.

100% of multiplayer games desync at one point or another. I've had systems that are owned by a player be seen as uncolonized by other players, I've had combat results get reported differently to either party, as well as entirely different score/leaderboard standings being reported to all players in the game.

If you catch a desync quickly (manual sync checks by checking scores seems to be the best bet) you can trade hosts and have the other host load his save file, seems to resync things, but if it isn't caught the turn of desync there's bound to be descrepancies (planets trading ownership, other stuff rolled back, etc).

This game really needs fixing. The multiplayer is pretty unplayable, which is a shame because the gameplay is top notch.
Last edited by Chocobo; Dec 27, 2012 @ 3:31am
kidpython Dec 27, 2012 @ 3:37am 
There was a recent massive overhaul of the MP turn processing logic. It should make MP work better in the long run, but in the short run it has made things worse. I am sticking to SP until at least the next update.
Kab Dec 31, 2012 @ 9:41pm 
Gamebreaking.
Him Jan 11, 2013 @ 2:28pm 
this is bad real bad... Ive never seen a multiplayer game go over 50 turn... you know when things gets interesting then ''Disconnected from server'' ?
¦ö¦ ƒ ì ᴙ e ¦ö¦ Jan 12, 2013 @ 9:33am 
Originally posted by Him:
this is bad real bad... Ive never seen a multiplayer game go over 50 turn... you know when things gets interesting then ''Disconnected from server'' ?
Just load the game again.

@Topic: Desync issues are currently being diagnosed by the Amplitude team.
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Date Posted: Dec 24, 2012 @ 11:46pm
Posts: 7