One final note, mods and fixes that say they fix Out of Sync generally don't. Sucks a bit of fun out of the game though. Supposedly not viewing building intetiors also helps, especially not viewing political meetings and trials. This potentially changes the pace of the game and sends you out of sync sometimes instantly. We do best on a LAN, not always an option of course. The smaller the map and the fewer players involved reduces the chances of it happening. Now, to reduce the chances of Out of Sync my group has noticed a few things. Keeping the game stable for 50 turns is pretty good. This applies to every townsperson, every horsecart, every ship, everywhere on the map, for every player. Techincally he should do the same thing in all instances of the game, but this is The Guild 2 so anything can happen. I'm kind of guessing, but I believe it is because the game relies on all players running the game simulation independantly, instead of one "host" running the game simulation and updating the players.īasically, if unemployed Tom Alzheimer, in a tavern two towns away, takes a single step to the left in player A's game, and a single step to the right in player B's, game over, out of sync. Out of Sync is probably unfixable unfortunately.
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