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Re: Routing bug
A single dice roll actually does matter! As does restarting the server after patching!
Upgrading ongoing games seems to be troublesome anyway, as is mixing Versions: Someone here mentioned that it suffices to preserve the dom2.exe between patching, but this didnt seem to work well. Copying the entire directories seemed much better to me... Although I wonder why it sometimes notices that the client is of the wrong Version (2.08 vs 2.12) and sometimes not (2.12 vs 2.14)? |
Re: Routing bug
I was still running 2.12 as I didn't recieve an in game message or see one here that it had upgraded to 2.14
(above, when switched to 48 hours, he questions whether we upgraded) so I guess this could result in the discrepancy, although my question now is, if I had the correct Version, would I have won on the main computer as well? ie did I see a valid film of how it should have basically panned out since my computer had all the data concerning the armies on both sides and somehow with the different Versions, my armies data was sent to the host incorrectly, so it ran the battle with erroneous data on my army, or would the patch have swung the battle completely the other way? and I think former is probably correct, since it is hard to see how I could have won one by so much and lost the other by so much. so I guess I got screwed by not having the same Version running (since noone said anything) in the future, games should probably stay the same Version for the whole game, to prevent these problems, since they basically ruin the game for some people and are so erratic wyxard |
Re: Routing bug
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Example: RNG sequence: 1 6 6 5 1 Actions: Mage A casts fire flies and it hits enemy commander, Mage B casts soul slay on enemy's Air Queen with 25MR. Server: - commander has 50% fire resistance, the fire damage rolls uses first RNG number, 1 and deals appropriate damage. - mage B rolls his number for MR check: 6. Roll again: 6. Roll again: 5. Ok, 11+17=28 total. AQ rolls its MR check: 1. 25+1=26. AQ is dead. Client: - commander has 100% fire resistance, so no fire damage roll is needed. - mage B rolls his number for MR check: 1. Ok, 11+1=12 total. AQ rolls its MR check: 17. 25+17=42. No problem for AQ. |
Re: Routing bug
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Re: Routing bug
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Re: Routing bug
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Btw, if you still have that turn, you can view it with 2.14 client and see what happened in the battle on the server. Typically, there're few elements which are sensitive to randomness. For example, if you have mage scripted to antimagic, you may lose the battle if enemy flier's reach and kill him before he casts. If the random numbers fall differently and the mage survives, the battle can go completely differently. |
Re: Routing bug
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I took over for Atlantis in that game, and I distinctly remember the server hanging and being restarted perhaps 10 or 12 days ago, which would mean the server is definitely running 2.14. Upgrading to 2.14 will completely fix your issues. |
Re: Routing bug
@alexti:
I do not understand why you cite me? I think that I am well aware of how things work (at least I agree with your post)... http://forum.shrapnelgames.com/images/smilies/happy.gif With the line you have cited from me I wanted to express my misunderstanding why a 2.08 client denies to process a 2.12 .trn file right from the start by giving an error message, while a 2.12 client processes a 2.14 .trn file without an error message (but replay inconsitencies)? I think it should not be too difficult to do that the .trn carries its Version number along which is checked by the client! It would help players who are unaware that the host was updated like in this case. I also think some simple Version control is a necessity. |
Re: Routing bug
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Then again, you might have me killfiled, in which case you wouldn't see my post there (or this one here), and thus didn't see the comment about it being 2.14. After all, since I answered, others didn't. |
Re: Routing bug
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