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I think must to be Total WAr server issue becouse we never got that problem before...
Most definetly. Desyncs was a constant problem when multi-coop was new in napoleon & shogun 2 and this game is built on the same engine, although with more ductape added now.
Was stable for a long time though but adding the possibility of adding more people into the mix must have made the thing unstable again.
The game is just very unstable once you get past 2-3 people for the multiplayer campaign, if one person has unstable internet, or is using gamepass, it can cause everyone else to desync.
Although, he does live in a salt marsh, soooo…
Anywho, this is yet another reason why I hope CA gives us Hotseat mode.
Desyncs you can encounter (That need resync'd):
-That event that popped up, it didnt pop up for anyone else or your client didnt tell the others you got one. Normally the game will tell you and you can resync easily and often, the event you got, yeah, your not getting that event now, but the game isnt broken and life goes on.
-Army/lord duplicate: these are rare but sometimes a lord or army has copied itself and the game registers there are 2 of them... which is fine... until you fight it, this can lock your game if you will only win the fight if you play it, sadly your only option is to except the auto or go back a few saves.
-Diplomacy: This one is funny... During the end turn cycle, sometimes an AI faction can open diplomacy with more than one player at the same time, again, a resync and you probably arent getting diplomacy during the end turn. Life goes on.
Desyncs you can encounter (That dont need resync'd)
-Lagging behind player in campaign map. If player 1 moves an army on the map, and player 2 receives this information fine, but player 3 got this information 3 seconds after player 2, the entire game slows down until player 3 catches up. Doesnt matter if your clicking things or moving armies, everything is on super slowmo until player 3 gets to the point player 1 and 2 are on. Im assuming this is to help not cause any further desync issues.
-Lower some graphical settings, this game is heavy on GPU for effects and for some reason effects seem to be synced...
-Last one depends on when you desync:
--Start of turn/during end turn, it could be a wide variety of things from diplomacy, events/missions, armies/lords/gear. You will have to figure that one out for yourself, rule of thumb, if it happens straight after you do something, dont do it, if it happens after you accepted diplomacy, dont accept diplomacy.
--After a played battle. You got the desync of death, you have to auto resolve to get past this, something in your or their army is wrong and shouldnt be the way it is, there is no other fix to this, this will repeat till the end of time until the issue has been killed by the fight.
--During your turn at any other point than combat. Gain, like first one, pay attention to when its happening, if it happened when you moved an army, dont, if it happens clicking an event option, try another option. You are going to have to basically figure out whats going on yourself, trial and error.
Hope this helps
Best of luck and happy gaming!
:)
-Lagging behind player in combat. Basically same as above. If player 1 issues an attack order and player 2 recievs this info fine but player 3 is 3 seconds behind, well guess what happens. SLOWMO!!!! How did you know.
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Small disclaimer, I believe the issues of syncing is worse in twwh3 than any other tw franchise, but to be fair to them this is the first time they have ever allowed more than 2 players in campaign, I personally play with 3 people including myself, I have also played up to 5 people. I am happy with the change and would rather they learn from this and build upon it... That being said...
The big issues of syncing in twwh3 is the system they designed. It works fine for 2 players, for the most part, your will still experience some desync regardless, but more people increases the odds.
The system they have done from my understanding and experimenting is that every players syncs to one another. This system is fine and necessary for online competitive shooters and such, for total war... not so much. Everyone should be syncing to the host and only the host, yes the host is going to have to sync with everyone but as an example, lets say its an 8 player game, instead of 8 players each syncing to everyone, it would be 7 players syncing to the host and the host syncing with everyone, that way only one person is taking the load and quite frankly the person with the best system and net should be host, if you have a friend with a potato PC living in the country side he should never be host.
An example of what Im saying is lets say your in a combat with you and 7 others. The current system is:
Player 4 attacks an enemy, ok, im going to tell every other player you attacked that guy, ok, now lets see if they received that info, ok, i am now receiving information from each other player they know about the order. If players 3, 5 and 7 have bad internet, well the game for everyone slows way down until people have caught up. Or in the case of on the campaign map, basically same thing with anything you do from moving armies, equipping people, leveling up and getting events, basically every piece of info gets bounced around like some free for all ping pong match and its a mess, and again, if people are slower at receiving this info, well slow down or possible a hard desync because player 5 never got told you got the event for the magical stick thingy.
As stated before, for a turn-based strategy game, wether its in combat or the campaign map, regardless of wether the players are all using the same turn or have their own individual turns, everyone should be synced to the host and only the host. It puts not much more strain on the host, but syncing and performance across the board would go up, so instead of a ping pong free for all mess you got a ping pong match of 1v7 if you pardon the example. If you are having trouble understanding this or dont know why this is better, think of it like this. Player 2 moves army, this goes to host, host sends player 2 moves army to 6 others because host already knows, right, thats a total of 7 blocks of info relayed over the network. The current system now, ok, player 2 moves army, sending out 7 blocks of info and waits for another 7 to come back as confirmation because everyone needs to have the exact same game state. You have doubled the amount of info getting sent, granted im on about just one simple army move, but this applies to absolutely everything in the game, you are doubling the amount of network load. So yeah, if everyone just synced to 1 single person, the games performance network wise would vastly improve.
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Hopefully anyone that read this has learned something about how it works and why things are happening the way they are.
As for whats happening with you, it could be a multitude of things happening. I recommend:
-DO not multitask... AT ALL, this game is RAM and CPU heavy, so having any other application open that uses more networking or brain power is bad for the game, this goes for all your friends, as stated, everyone is synced with everyone, so if someone falls behind... yeah...
-Take the turns slowly, put a system in place for all your friends to agree on. An example of this is me and my friends do battles/fights/autoresolves last, we move our armies, and build our buildings first. Playing individual turns might help if you are currently playing simultaneous turns. AND ALWAYS DO DIPLOMACY IN TURNS. Never do diplomacy at the same time as other players, this can cause massive desyncs and crashes. Somethign I do is before opening diplomacy I ask everyone if anyone else is doing it.
This games coop and desyncs is nothing new. If you're just "now" getting it you're simply super lucky.
The post on their official forum with the MOST replies is actually regarding coop de syncing, to the point its not playable and its been ignored by CA from the start.
Denuvo and this games coop simply are not put together well enough for it to work 100% of the time. And denuvo should've been removed by now. These devs are f'ing clowns.
If anyone is downloading while playing or using a VPN we will get more desyncs, so as long as no one does this its great. A few patches ago it just went for a crap. Game ran slow and crashed so we shelved it. Very next patch it was good again.
Pretty much every total war title has done this from our experience. Lastnight we played to turn 72 and had a crash. Sometimes the game is toast after that but lastnight it reloaded and we played to turn 90+ then called it a night. Hard to say what goes on a lot of times but using a vpn or having background downloading will pretty much kill the game for us
Hope this helps