Hey here are some thoughts and observations that i have made with my own LAN group among others on the problem with the lost tech issue playing Multiplayer.
As far as i know the problem arised from the Host and client pc being out of sync causing rounding errors to accumolate over the time a tech is being researched, leading to a situation where the client pc register the techs as 100 % done but the host pc register it as only 99,9% done. If the client pc player then emidiatly starts to research a new tech, the Host registers the old tech as cancelled and then we have the problem. with reloads save game editing and what not.
My own lan group implemented a rule that no new tech can be started before one additional day has passed. Allowing the host pc catch up, since the host keep thinking that the tech is being researched as long as no new tech is started. That reduced the number of tech lost significantly. After this rule was implemented we only had lost techs from one client pc, always the same. Not surprisingly it was the crappiest of the bunch.
Now i played a lan game only two players last week. There i was unable to start the next tech in line, usually indication of lost tech. Then we tried to let the time pass by and after two or three days i was suddenly able to start the next tech in line. This leads me to think that with a little patience there should be no need to save, edit, reload, aslong as players dont try to start another completely new tech but just keep trying to start the next tech in line and when that is possible we know that the host has registered the previous tech as done. Then it should be safe to start another tech.
Now what i would like to hear is what you guys have of experience with the missing/lost techs. The above will offcourse not be usefull when there are no new tech in line. ex: the Decryption techs.
Gormadoc
As far as i know the problem arised from the Host and client pc being out of sync causing rounding errors to accumolate over the time a tech is being researched, leading to a situation where the client pc register the techs as 100 % done but the host pc register it as only 99,9% done. If the client pc player then emidiatly starts to research a new tech, the Host registers the old tech as cancelled and then we have the problem. with reloads save game editing and what not.
My own lan group implemented a rule that no new tech can be started before one additional day has passed. Allowing the host pc catch up, since the host keep thinking that the tech is being researched as long as no new tech is started. That reduced the number of tech lost significantly. After this rule was implemented we only had lost techs from one client pc, always the same. Not surprisingly it was the crappiest of the bunch.
Now i played a lan game only two players last week. There i was unable to start the next tech in line, usually indication of lost tech. Then we tried to let the time pass by and after two or three days i was suddenly able to start the next tech in line. This leads me to think that with a little patience there should be no need to save, edit, reload, aslong as players dont try to start another completely new tech but just keep trying to start the next tech in line and when that is possible we know that the host has registered the previous tech as done. Then it should be safe to start another tech.
Now what i would like to hear is what you guys have of experience with the missing/lost techs. The above will offcourse not be usefull when there are no new tech in line. ex: the Decryption techs.
Gormadoc