#Believe it's the evo gadget that finally crashed but i could be wrong
1 messages · Page 1 of 1 (latest)
In case you want to look through it..
the cache in case it's needed for some reason..
check \Beyond-All-Reason\data\infolog.txt
Would've loved to if i didn't fk up and reload the game instantly..
That's odd; i seem to find the wackyest situations modded and unmodded to desync people multiple times in a row so... mabey it isn't that rare but it's because the game isn't fully stress tested to the absurd degree?
Cause like i was sayin in the modded chat; it seems to be to do with bombers several times and unit cap several times...
with the occassional full lobby crash because someone decided to grid build 1/4 the map..
You can check the replay though as it basically time stamps exactly when everyone started desyncing and shows you truely how much absurdity was on screen at the time...
im sure the several carpet bombing runs didn't help..
You're pushing the game to it's limits, don't expect everything to work properly.
That said, i stand by what i've said, desyncs from Lua are very rare so you may be triggering some weird behaviour in the engine.
But you'd need some more isolated case instead of the slugfest of 10000 units on the map to figure out what is going on
oh for sure; im aware of how easy it is to break this game; that said i try not to in most scenarios because i actually want to beat the enemy..
Desyncs are extremly hard to debug
and are basically a trial and error case
because all you know is that something has gone wrong and didn't happen the same way on each machine
i mean... if you want to hop in a lobby i can pretty much replicate it everytime by just doing exactly the same force in the replay..
ok so what would you suspect to cause this?
basically i'd let everyone build up to bout 30 min or so mark and then spam out the t1 bombers which upgrade to carpets eventually and then bomb then enemy sea side simultaniously and we'll all desync or crash 100% of the time every game..
i actually have to be careful about the timing of each bomber hitting the front line because of that..

if they all hit at the same time everyone freezes or desyncs or crashes... period..
That's the one constant i've run into; several other ways to do it but that one is consistent..
It's actually the reason i spread out my airforce on the way to the enemy..
otherwise it nukes the pc too..
people wonder why i just build and send it.... that's fkn why... im playing with unit cap....
could be the calculations of the bombs themselves tbh..
x bombs times x planes running the standard checks but at unit cap times an already semi slow session because everyone else is building too.... you can imagine where that's going... all it takes is one slip up in the code and poof everyone desyncs..
I'd imagine it would be impossible to desync if you had the game rewind or do the calc again until it sync'd...
some sort of resync option..
cause getting out of sync even once and causeing a crash is kinda easy to do..
oh yeah; another session someone noted that people dropped in exact order of pc power..
like you'd see em red out like they have command delay then vanish..
watch; run a raptors or scav session; get to about 120-240k energy make and 1.2-4k metal make if not about 10k metal make and then build about 14 t1 and t2 aircraft factories and a row of 3-5 con turrets on both sides all the way down the line of them and then build both bomber variants and get them as close together as you can then have them all simultaniously bomb an area with medium to high enemy count...Though i do notice the t3 does affect this more..
oh yeah and put several barbs or players with you... gotta hit that 8-10 man session as well so it's already bogged down a bit cause solo doing that you won't have any issues..
most the time..
still had 1 crash before from it but it's a hell of alot rarer with lower player count..
I can only imagine when i go to build my evo randomizer..
You know... and have every unit in game on a random timer to evo to a random anything else..