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Desyncs correlation with Water #146

@Kaatan

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@Kaatan

Sadly I found a out this after restarting the game multiple times, so I don't have documents to give, plus I was using an edited version of the mod.

I was playing a 700+ beavers game with a mate using Steam P2P. We have very frequent desyncs that need us to restart the game each time (every 10 minutes easily). I'm using beavers to measure the size/progress of the game but I'm not sure the number of beavers is linked with the sync stability.
However after using a late edit of the mod by Zac we managed to play for around an hour without any issues.
Then we had a desync again and after that we started having frequent desyncs again.

I noticed a few hours later that the desyncs-free period was during a drought, therefore with limited water flow. The desyncs restarted after the drought ended. Because of suboptimal management of our Floodgates the water level flooded some areas too, which may be linked to desyncs as well.

The map we used was Lakes, in 256x256, the first map of the game.

We don't have desyncs on a smaller map (cascade) with a population of about 20 beavers. The game is stable there.

We started having frequent desyncs when we reached about 300 beavers on the main map and the desyncs frequency increased with the number of beavers (only metric I can use for game progress).

If this ticket does not have enough documents and files please feel free to delete it.

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